3 Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2015-2018 paramat
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 #include "dungeongen.h"
31 //#define DGEN_USE_TORCHES
33 NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
34 NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
37 ///////////////////////////////////////////////////////////////////////////////
40 DungeonGen::DungeonGen(const NodeDefManager *ndef,
41 GenerateNotifier *gennotify, DungeonParams *dparams)
46 this->gennotify = gennotify;
48 #ifdef DGEN_USE_TORCHES
49 c_torch = ndef->getId("default:torch");
53 memcpy(&dp, dparams, sizeof(dp));
55 // Default dungeon parameters
58 dp.c_wall = ndef->getId("mapgen_cobble");
59 dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
60 dp.c_stair = ndef->getId("mapgen_stair_cobble");
62 dp.diagonal_dirs = false;
63 dp.only_in_ground = true;
64 dp.holesize = v3s16(1, 2, 1);
65 dp.corridor_len_min = 1;
66 dp.corridor_len_max = 13;
67 dp.room_size_min = v3s16(4, 4, 4);
68 dp.room_size_max = v3s16(8, 6, 8);
69 dp.room_size_large_min = v3s16(8, 8, 8);
70 dp.room_size_large_max = v3s16(16, 16, 16);
73 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
74 dp.y_max = MAX_MAP_GENERATION_LIMIT;
75 dp.notifytype = GENNOTIFY_DUNGEON;
77 dp.np_density = nparams_dungeon_density;
78 dp.np_alt_wall = nparams_dungeon_alt_wall;
83 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
87 //TimeTaker t("gen dungeons");
88 if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
91 float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
92 if (nval_density < 1.0f)
95 static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
98 this->blockseed = bseed;
99 random.seed(bseed + 2);
101 // Dungeon generator doesn't modify places which have this set
102 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
104 if (dp.only_in_ground) {
105 // Set all air and liquid drawtypes to be untouchable to make dungeons
106 // open to air and liquids. Optionally set ignore to be untouchable to
107 // prevent projecting dungeons.
108 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
109 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
110 u32 i = vm->m_area.index(nmin.X, y, z);
111 for (s16 x = nmin.X; x <= nmax.X; x++) {
112 content_t c = vm->m_data[i].getContent();
113 NodeDrawType dtype = ndef->get(c).drawtype;
114 if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
115 (preserve_ignore && c == CONTENT_IGNORE))
116 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
124 for (u32 i = 0; i < floor(nval_density); i++)
125 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
127 // Optionally convert some structure to alternative structure
128 if (dp.c_alt_wall == CONTENT_IGNORE)
131 for (s16 z = nmin.Z; z <= nmax.Z; z++)
132 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
133 u32 i = vm->m_area.index(nmin.X, y, z);
134 for (s16 x = nmin.X; x <= nmax.X; x++) {
135 if (vm->m_data[i].getContent() == dp.c_wall) {
136 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
137 vm->m_data[i].setContent(dp.c_alt_wall);
143 //printf("== gen dungeons: %dms\n", t.stop());
147 void DungeonGen::makeDungeon(v3s16 start_padding)
149 const v3s16 &areasize = vm->m_area.getExtent();
154 Find place for first room.
155 There is a 1 in 4 chance of the first room being 'large',
156 all other rooms are not 'large'.
159 for (u32 i = 0; i < 100 && !fits; i++) {
160 bool is_large_room = ((random.next() & 3) == 1);
162 roomsize.Z = random.range(
163 dp.room_size_large_min.Z, dp.room_size_large_max.Z);
164 roomsize.Y = random.range(
165 dp.room_size_large_min.Y, dp.room_size_large_max.Y);
166 roomsize.X = random.range(
167 dp.room_size_large_min.X, dp.room_size_large_max.X);
169 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
170 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
171 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
174 // start_padding is used to disallow starting the generation of
175 // a dungeon in a neighboring generation chunk
176 roomplace = vm->m_area.MinEdge + start_padding;
177 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
178 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
179 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
182 Check that we're not putting the room to an unknown place,
183 otherwise it might end up floating in the air
186 for (s16 z = 0; z < roomsize.Z; z++)
187 for (s16 y = 0; y < roomsize.Y; y++)
188 for (s16 x = 0; x < roomsize.X; x++) {
189 v3s16 p = roomplace + v3s16(x, y, z);
190 u32 vi = vm->m_area.index(p);
191 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
192 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
203 Stores the center position of the last room made, so that
204 a new corridor can be started from the last room instead of
205 the new room, if chosen so.
207 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
209 u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
210 for (u32 i = 0; i < room_count; i++) {
211 // Make a room to the determined place
212 makeRoom(roomsize, roomplace);
214 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
216 gennotify->addEvent(dp.notifytype, room_center);
218 #ifdef DGEN_USE_TORCHES
219 // Place torch at room center (for testing)
220 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
224 if (i == room_count - 1)
227 // Determine walker start position
229 bool start_in_last_room = (random.range(0, 2) != 0);
231 v3s16 walker_start_place;
233 if (start_in_last_room) {
234 walker_start_place = last_room_center;
236 walker_start_place = room_center;
237 // Store center of current room as the last one
238 last_room_center = room_center;
241 // Create walker and find a place for a door
245 m_pos = walker_start_place;
246 if (!findPlaceForDoor(doorplace, doordir))
249 if (random.range(0, 1) == 0)
251 makeDoor(doorplace, doordir);
253 // Don't actually make a door
254 doorplace -= doordir;
256 // Make a random corridor starting from the door
258 v3s16 corridor_end_dir;
259 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
261 // Find a place for a random sized room
262 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
263 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
264 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
266 m_pos = corridor_end;
267 m_dir = corridor_end_dir;
268 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
271 if (random.range(0, 1) == 0)
273 makeDoor(doorplace, doordir);
275 // Don't actually make a door
276 roomplace -= doordir;
282 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
284 MapNode n_wall(dp.c_wall);
285 MapNode n_air(CONTENT_AIR);
288 for (s16 z = 0; z < roomsize.Z; z++)
289 for (s16 y = 0; y < roomsize.Y; y++) {
291 v3s16 p = roomplace + v3s16(0, y, z);
292 if (!vm->m_area.contains(p))
294 u32 vi = vm->m_area.index(p);
295 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
297 vm->m_data[vi] = n_wall;
300 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
301 if (!vm->m_area.contains(p))
303 u32 vi = vm->m_area.index(p);
304 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
306 vm->m_data[vi] = n_wall;
311 for (s16 x = 0; x < roomsize.X; x++)
312 for (s16 y = 0; y < roomsize.Y; y++) {
314 v3s16 p = roomplace + v3s16(x, y, 0);
315 if (!vm->m_area.contains(p))
317 u32 vi = vm->m_area.index(p);
318 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
320 vm->m_data[vi] = n_wall;
323 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
324 if (!vm->m_area.contains(p))
326 u32 vi = vm->m_area.index(p);
327 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
329 vm->m_data[vi] = n_wall;
333 // Make +-Y walls (floor and ceiling)
334 for (s16 z = 0; z < roomsize.Z; z++)
335 for (s16 x = 0; x < roomsize.X; x++) {
337 v3s16 p = roomplace + v3s16(x, 0, z);
338 if (!vm->m_area.contains(p))
340 u32 vi = vm->m_area.index(p);
341 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
343 vm->m_data[vi] = n_wall;
346 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
347 if (!vm->m_area.contains(p))
349 u32 vi = vm->m_area.index(p);
350 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
352 vm->m_data[vi] = n_wall;
357 for (s16 z = 1; z < roomsize.Z - 1; z++)
358 for (s16 y = 1; y < roomsize.Y - 1; y++)
359 for (s16 x = 1; x < roomsize.X - 1; x++) {
360 v3s16 p = roomplace + v3s16(x, y, z);
361 if (!vm->m_area.contains(p))
363 u32 vi = vm->m_area.index(p);
364 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
365 vm->m_data[vi] = n_air;
370 void DungeonGen::makeFill(v3s16 place, v3s16 size,
371 u8 avoid_flags, MapNode n, u8 or_flags)
373 for (s16 z = 0; z < size.Z; z++)
374 for (s16 y = 0; y < size.Y; y++)
375 for (s16 x = 0; x < size.X; x++) {
376 v3s16 p = place + v3s16(x, y, z);
377 if (!vm->m_area.contains(p))
379 u32 vi = vm->m_area.index(p);
380 if (vm->m_flags[vi] & avoid_flags)
382 vm->m_flags[vi] |= or_flags;
388 void DungeonGen::makeHole(v3s16 place)
390 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
391 VMANIP_FLAG_DUNGEON_INSIDE);
395 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
399 #ifdef DGEN_USE_TORCHES
400 // Place torch (for testing)
401 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
406 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
407 v3s16 &result_place, v3s16 &result_dir)
410 v3s16 p0 = doorplace;
412 u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
413 u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
417 if (random.next() % 2 == 0 && partlength >= 3)
418 make_stairs = random.next() % 2 ? 1 : -1;
420 for (u32 i = 0; i < length; i++) {
425 // Check segment of minimum size corridor is in voxelmanip
426 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
428 makeFill(p + v3s16(-1, -1, -1),
429 dp.holesize + v3s16(2, 3, 2),
430 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
436 // TODO: fix stairs code so it works 100%
439 // exclude stairs from the bottom step
440 // exclude stairs from diagonal steps
441 if (((dir.X ^ dir.Z) & 1) &&
442 (((make_stairs == 1) && i != 0) ||
443 ((make_stairs == -1) && i != length - 1))) {
444 // rotate face 180 deg if
445 // making stairs backwards
446 int facedir = dir_to_facedir(dir * make_stairs);
448 u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
449 // Stair width direction vector
450 v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
452 for (u16 st = 0; st < stair_width; st++) {
453 u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
454 if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
455 vm->m_data[vi].getContent() == dp.c_wall)
456 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
458 vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
459 if (vm->m_area.contains(ps) &&
460 vm->m_data[vi].getContent() == dp.c_wall)
461 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
467 makeFill(p + v3s16(-1, -1, -1),
468 dp.holesize + v3s16(2, 2, 2),
469 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
477 // Can't go here, turn away
478 dir = turn_xz(dir, random.range(0, 1));
479 make_stairs = -make_stairs;
481 partlength = random.range(1, length);
486 if (partcount >= partlength) {
489 dir = random_turn(random, dir);
491 partlength = random.range(1, length);
494 if (random.next() % 2 == 0 && partlength >= 3)
495 make_stairs = random.next() % 2 ? 1 : -1;
503 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
505 for (u32 i = 0; i < 100; i++) {
506 v3s16 p = m_pos + m_dir;
507 v3s16 p1 = p + v3s16(0, 1, 0);
508 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
512 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
513 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
514 // Found wall, this is a good place!
517 // Randomize next direction
522 Determine where to move next
524 // Jump one up if the actual space is there
525 if (vm->getNodeNoExNoEmerge(p +
526 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
527 vm->getNodeNoExNoEmerge(p +
528 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
529 vm->getNodeNoExNoEmerge(p +
530 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
532 // Jump one down if the actual space is there
533 if (vm->getNodeNoExNoEmerge(p +
534 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
535 vm->getNodeNoExNoEmerge(p +
536 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
537 vm->getNodeNoExNoEmerge(p +
538 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
539 p += v3s16(0, -1, 0);
540 // Check if walking is now possible
541 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
542 vm->getNodeNoExNoEmerge(p +
543 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
544 // Cannot continue walking here
555 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
556 v3s16 &result_doordir, v3s16 &result_roomplace)
558 for (s16 trycount = 0; trycount < 30; trycount++) {
561 bool r = findPlaceForDoor(doorplace, doordir);
565 // X east, Z north, Y up
566 if (doordir == v3s16(1, 0, 0)) // X+
567 roomplace = doorplace +
568 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
569 if (doordir == v3s16(-1, 0, 0)) // X-
570 roomplace = doorplace +
571 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
572 if (doordir == v3s16(0, 0, 1)) // Z+
573 roomplace = doorplace +
574 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
575 if (doordir == v3s16(0, 0, -1)) // Z-
576 roomplace = doorplace +
577 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
581 for (s16 z = 1; z < roomsize.Z - 1; z++)
582 for (s16 y = 1; y < roomsize.Y - 1; y++)
583 for (s16 x = 1; x < roomsize.X - 1; x++) {
584 v3s16 p = roomplace + v3s16(x, y, z);
585 if (!vm->m_area.contains(p)) {
589 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
598 result_doorplace = doorplace;
599 result_doordir = doordir;
600 result_roomplace = roomplace;
607 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
609 // Make diagonal directions somewhat rare
610 if (diagonal_dirs && (random.next() % 4 == 0)) {
617 dir.Z = random.next() % 3 - 1;
619 dir.X = random.next() % 3 - 1;
620 } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
625 if (random.next() % 2 == 0)
626 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
628 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
632 v3s16 turn_xz(v3s16 olddir, int t)
650 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
652 int turn = random.range(0, 2);
659 dir = turn_xz(olddir, 0);
662 dir = turn_xz(olddir, 1);
667 int dir_to_facedir(v3s16 d)
669 if (abs(d.X) > abs(d.Z))
670 return d.X < 0 ? 3 : 1;
672 return d.Z < 0 ? 2 : 0;