Add new biome fields 'node_dungeon', 'node_dungeon_alt', 'node_dungeon_stair'.
If 'node_dungeon' is not defined dungeons fall back to classic behaviour.
Remove messy and imprecise dungeon material code from 'generateBiomes()'.
Code deciding dungeon materials is now in 'generateDungeons()' and uses the
biome at mapchunk centre for more precision.
Remove hardcoded 'MG_STONE' types as long intended.
-- ^ Nodes placed as a blob of liquid in 50% of large caves.
-- ^ If absent, cave liquids fall back to classic behaviour of lava or
-- ^ water distributed according to a hardcoded 3D noise.
+ node_dungeon = "default:cobble",
+ -- ^ Node used for primary dungeon structure.
+ -- ^ If absent, dungeon materials fall back to classic behaviour.
+ -- ^ If present, the following two nodes are also used.
+ node_dungeon_alt = "default:mossycobble",
+ -- ^ Node used for randomly-distributed alternative structure nodes.
+ -- ^ If alternative structure nodes are not wanted leave this absent for
+ -- ^ performance reasons.
+ node_dungeon_stair = "stairs:stair_cobble",
+ -- ^ Node used for dungeon stairs.
+ -- ^ If absent, stairs fall back to 'node_dungeon'.
y_max = 31000,
y_min = 1,
-- ^ Upper and lower limits for biome.
}
-void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
- content_t *biome_stone)
+void MapgenBasic::generateBiomes()
{
// can't generate biomes without a biome generator!
assert(biomegen);
const v3s16 &em = vm->m_area.getExtent();
u32 index = 0;
- MgStoneType stone_type = MGSTONE_OTHER;
- content_t c_biome_stone = c_stone;
noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
depth_water_top = biome->depth_water_top;
depth_riverbed = biome->depth_riverbed;
biome_y_min = biome->min_pos.Y;
-
- // Detect stone type for dungeons during every biome calculation.
- // If none detected the last selected biome stone is chosen.
- if (biome->c_stone == c_stone)
- stone_type = MGSTONE_STONE;
- else if (biome->c_stone == c_desert_stone)
- stone_type = MGSTONE_DESERT_STONE;
- else if (biome->c_stone == c_sandstone)
- stone_type = MGSTONE_SANDSTONE;
-
- c_biome_stone = biome->c_stone;
}
if (c == c_stone) {
VoxelArea::add_y(em, vi, -1);
}
}
-
- *mgstone_type = stone_type;
- *biome_stone = c_biome_stone;
}
}
-void MapgenBasic::generateDungeons(s16 max_stone_y,
- MgStoneType stone_type, content_t biome_stone)
+void MapgenBasic::generateDungeons(s16 max_stone_y)
{
if (max_stone_y < node_min.Y)
return;
+ // Get biome at mapchunk midpoint
+ v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);
+ Biome *biome = (Biome *)biomegen->calcBiomeAtPoint(chunk_mid);
+
DungeonParams dp;
dp.seed = seed;
-
dp.only_in_ground = true;
dp.corridor_len_min = 1;
dp.corridor_len_max = 13;
dp.np_density = nparams_dungeon_density;
dp.np_alt_wall = nparams_dungeon_alt_wall;
- switch (stone_type) {
- default:
- case MGSTONE_STONE:
+ // Biome-defined dungeon nodes
+ if (biome->c_dungeon != CONTENT_IGNORE) {
+ dp.c_wall = biome->c_dungeon;
+ // If 'node_dungeon_alt' is not defined by biome, it and dp.c_alt_wall
+ // become CONTENT_IGNORE which skips the alt wall node placement loop in
+ // dungeongen.cpp.
+ dp.c_alt_wall = biome->c_dungeon_alt;
+ // Stairs fall back to 'c_dungeon' if not defined by biome
+ dp.c_stair = (biome->c_dungeon_stair != CONTENT_IGNORE) ?
+ biome->c_dungeon_stair : biome->c_dungeon;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(2, 2, 2);
+ dp.room_size_min = v3s16(6, 4, 6);
+ dp.room_size_max = v3s16(10, 6, 10);
+ dp.room_size_large_min = v3s16(10, 8, 10);
+ dp.room_size_large_max = v3s16(18, 16, 18);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+
+ // Otherwise classic behaviour
+ } else if (biome->c_stone == c_stone) {
dp.c_wall = c_cobble;
dp.c_alt_wall = c_mossycobble;
dp.c_stair = c_stair_cobble;
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.notifytype = GENNOTIFY_DUNGEON;
- break;
- case MGSTONE_DESERT_STONE:
+
+ } else if (biome->c_stone == c_desert_stone) {
dp.c_wall = c_desert_stone;
dp.c_alt_wall = CONTENT_IGNORE;
dp.c_stair = c_stair_desert_stone;
dp.room_size_large_min = v3s16(10, 13, 10);
dp.room_size_large_max = v3s16(18, 21, 18);
dp.notifytype = GENNOTIFY_TEMPLE;
- break;
- case MGSTONE_SANDSTONE:
+
+ } else if (biome->c_stone == c_sandstone) {
dp.c_wall = c_sandstonebrick;
dp.c_alt_wall = CONTENT_IGNORE;
dp.c_stair = c_stair_sandstone_block;
dp.room_size_large_min = v3s16(10, 8, 10);
dp.room_size_large_max = v3s16(18, 16, 18);
dp.notifytype = GENNOTIFY_DUNGEON;
- break;
- case MGSTONE_OTHER:
- dp.c_wall = biome_stone;
- dp.c_alt_wall = biome_stone;
- dp.c_stair = biome_stone;
+
+ // Fallback to using biome 'node_stone'
+ } else {
+ dp.c_wall = biome->c_stone;
+ dp.c_alt_wall = CONTENT_IGNORE;
+ dp.c_stair = biome->c_stone;
dp.diagonal_dirs = false;
- dp.holesize = v3s16(1, 2, 1);
- dp.room_size_min = v3s16(4, 4, 4);
- dp.room_size_max = v3s16(8, 6, 8);
- dp.room_size_large_min = v3s16(8, 8, 8);
- dp.room_size_large_max = v3s16(16, 16, 16);
+ dp.holesize = v3s16(2, 2, 2);
+ dp.room_size_min = v3s16(6, 4, 6);
+ dp.room_size_max = v3s16(10, 6, 10);
+ dp.room_size_large_min = v3s16(10, 8, 10);
+ dp.room_size_large_max = v3s16(18, 16, 18);
dp.notifytype = GENNOTIFY_DUNGEON;
- break;
}
DungeonGen dgen(ndef, &gennotify, &dp);
NUM_GENNOTIFY_TYPES
};
-enum MgStoneType {
- MGSTONE_STONE,
- MGSTONE_DESERT_STONE,
- MGSTONE_SANDSTONE,
- MGSTONE_OTHER,
-};
-
struct GenNotifyEvent {
GenNotifyType type;
v3s16 pos;
virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
virtual bool generateCaverns(s16 max_stone_y);
- virtual void generateDungeons(s16 max_stone_y,
- MgStoneType stone_type, content_t biome_stone);
- virtual void generateBiomes(MgStoneType *mgstone_type,
- content_t *biome_stone);
+ virtual void generateDungeons(s16 max_stone_y);
+ virtual void generateBiomes();
virtual void dustTopNodes();
protected:
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ generateBiomes();
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ generateBiomes();
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
// Generate dungeons and desert temples
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ generateBiomes();
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
updateHeightmap(node_min, node_max);
// Place biome-specific nodes and build biomemap
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ generateBiomes();
// Cave creation.
if (flags & MG_CAVES)
// Dungeon creation
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
b->m_nodenames.emplace_back("mapgen_stone");
b->m_nodenames.emplace_back("ignore");
b->m_nodenames.emplace_back("ignore");
+ b->m_nodenames.emplace_back("ignore");
+ b->m_nodenames.emplace_back("ignore");
+ b->m_nodenames.emplace_back("ignore");
m_ndef->pendNodeResolve(b);
add(b);
void Biome::resolveNodeNames()
{
- getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR);
- getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR);
- getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR);
- getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR);
- getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR);
- getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
- getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR);
- getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE);
- getIdFromNrBacklog(&c_cave_liquid, "ignore", CONTENT_IGNORE);
+ getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR);
+ getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR);
+ getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR);
+ getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR);
+ getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR);
+ getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
+ getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR);
+ getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE);
+ getIdFromNrBacklog(&c_cave_liquid, "ignore", CONTENT_IGNORE);
+ getIdFromNrBacklog(&c_dungeon, "ignore", CONTENT_IGNORE);
+ getIdFromNrBacklog(&c_dungeon_alt, "ignore", CONTENT_IGNORE);
+ getIdFromNrBacklog(&c_dungeon_stair, "ignore", CONTENT_IGNORE);
}
content_t c_riverbed;
content_t c_dust;
content_t c_cave_liquid;
+ content_t c_dungeon;
+ content_t c_dungeon_alt;
+ content_t c_dungeon_stair;
s16 depth_top;
s16 depth_filler;
getintfield(L, index, "y_max", b->max_pos.Y);
std::vector<std::string> &nn = b->m_nodenames;
- nn.push_back(getstringfield_default(L, index, "node_top", ""));
- nn.push_back(getstringfield_default(L, index, "node_filler", ""));
- nn.push_back(getstringfield_default(L, index, "node_stone", ""));
- nn.push_back(getstringfield_default(L, index, "node_water_top", ""));
- nn.push_back(getstringfield_default(L, index, "node_water", ""));
- nn.push_back(getstringfield_default(L, index, "node_river_water", ""));
- nn.push_back(getstringfield_default(L, index, "node_riverbed", ""));
- nn.push_back(getstringfield_default(L, index, "node_dust", ""));
- nn.push_back(getstringfield_default(L, index, "node_cave_liquid", ""));
+ nn.push_back(getstringfield_default(L, index, "node_top", ""));
+ nn.push_back(getstringfield_default(L, index, "node_filler", ""));
+ nn.push_back(getstringfield_default(L, index, "node_stone", ""));
+ nn.push_back(getstringfield_default(L, index, "node_water_top", ""));
+ nn.push_back(getstringfield_default(L, index, "node_water", ""));
+ nn.push_back(getstringfield_default(L, index, "node_river_water", ""));
+ nn.push_back(getstringfield_default(L, index, "node_riverbed", ""));
+ nn.push_back(getstringfield_default(L, index, "node_dust", ""));
+ nn.push_back(getstringfield_default(L, index, "node_cave_liquid", ""));
+ nn.push_back(getstringfield_default(L, index, "node_dungeon", ""));
+ nn.push_back(getstringfield_default(L, index, "node_dungeon_alt", ""));
+ nn.push_back(getstringfield_default(L, index, "node_dungeon_stair", ""));
ndef->pendNodeResolve(b);
return b;