dp.room_size_large_max = v3s16(16, 16, 16);
dp.rooms_min = 2;
dp.rooms_max = 16;
- dp.y_min = -MAX_MAP_GENERATION_LIMIT;
- dp.y_max = MAX_MAP_GENERATION_LIMIT;
dp.notifytype = GENNOTIFY_DUNGEON;
dp.np_density = nparams_dungeon_density;
assert(vm);
//TimeTaker t("gen dungeons");
- if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
- return;
float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
if (nval_density < 1.0f)
v3s16 room_size_large_max;
u16 rooms_min;
u16 rooms_max;
- s16 y_min;
- s16 y_max;
GenNotifyType notifytype;
NoiseParams np_density;
dp.corridor_len_max = 13;
dp.rooms_min = 2;
dp.rooms_max = 16;
- dp.y_min = -MAX_MAP_GENERATION_LIMIT;
- dp.y_max = MAX_MAP_GENERATION_LIMIT;
dp.np_density = nparams_dungeon_density;
dp.np_alt_wall = nparams_dungeon_alt_wall;
DungeonParams dp;
dp.seed = seed;
-
dp.only_in_ground = true;
dp.corridor_len_min = 1;
dp.corridor_len_max = 13;
dp.rooms_min = 2;
dp.rooms_max = 16;
- dp.y_min = -MAX_MAP_GENERATION_LIMIT;
- dp.y_max = MAX_MAP_GENERATION_LIMIT;
dp.np_density
= NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);