From bbae8eb7514be2fef4d3931c3cec37c04c415786 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Sat, 7 Dec 2013 22:45:21 -0500 Subject: [PATCH] Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6 --- src/dungeongen.cpp | 135 ++++++++++++++++++++++++++++----------------- src/dungeongen.h | 84 ++++++++++------------------ src/mapgen_v6.cpp | 40 +++++++++++++- src/mapgen_v6.h | 7 ++- src/mapgen_v7.cpp | 2 +- 5 files changed, 158 insertions(+), 110 deletions(-) diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 7b529a83f..fee6f66c0 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" // For g_settings #include "main.h" // For g_profiler +//#define DGEN_USE_TORCHES + NoiseParams nparams_dungeon_rarity = {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8}; NoiseParams nparams_dungeon_wetness = @@ -40,42 +42,49 @@ NoiseParams nparams_dungeon_density = /////////////////////////////////////////////////////////////////////////////// -DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) { +DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, + DungeonParams *dparams) { this->ndef = ndef; this->mapseed = seed; this->water_level = waterlevel; + +#ifdef DGEN_USE_TORCHES + c_torch = ndef->getId("default:torch"); +#endif - np_rarity = &nparams_dungeon_rarity; - np_wetness = &nparams_dungeon_wetness; - np_density = &nparams_dungeon_density; - /* - cid_water_source = ndef->getId("mapgen_water_source"); - cid_cobble = ndef->getId("mapgen_cobble"); - cid_mossycobble = ndef->getId("mapgen_mossycobble"); - cid_torch = ndef->getId("default:torch"); - */ + if (dparams) { + memcpy(&dp, dparams, sizeof(dp)); + } else { + dp.c_water = ndef->getId("mapgen_water_source"); + dp.c_cobble = ndef->getId("mapgen_cobble"); + dp.c_moss = ndef->getId("mapgen_mossycobble"); + dp.c_stair = ndef->getId("mapgen_stair_cobble"); + + dp.diagonal_dirs = false; + dp.mossratio = 3.0; + dp.holesize = v3s16(1, 2, 1); + dp.roomsize = v3s16(0,0,0); + + dp.np_rarity = nparams_dungeon_rarity; + dp.np_wetness = nparams_dungeon_wetness; + dp.np_density = nparams_dungeon_density; + } } void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, - v3s16 nmin, v3s16 nmax) { + v3s16 nmin, v3s16 nmax) { //TimeTaker t("gen dungeons"); int approx_groundlevel = 10 + water_level; if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel || - NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2) + NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2) return; this->vmanip = vm; this->blockseed = bseed; random.seed(bseed + 2); - cid_water_source = ndef->getId("mapgen_water_source"); - cid_cobble = ndef->getId("mapgen_cobble"); - cid_mossycobble = ndef->getId("mapgen_mossycobble"); - //cid_torch = ndef->getId("default:torch"); - cid_cobblestair = ndef->getId("mapgen_stair_cobble"); - // Dungeon generator doesn't modify places which have this set vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); @@ -86,7 +95,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, u32 i = vmanip->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { content_t c = vmanip->m_data[i].getContent(); - if (c == CONTENT_AIR || c == cid_water_source) + if (c == CONTENT_AIR || c == dp.c_water) vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; } @@ -95,17 +104,18 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, // Add it makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE); - + // Convert some cobble to mossy cobble - for (s16 z = nmin.Z; z <= nmax.Z; z++) { + if (dp.mossratio != 0.0) { + for (s16 z = nmin.Z; z <= nmax.Z; z++) for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vmanip->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { - if (vmanip->m_data[i].getContent() == cid_cobble) { - float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed); - float density = NoisePerlin3D(np_density, x, y, z, blockseed); - if (density < wetness / 3.0) - vmanip->m_data[i].setContent(cid_mossycobble); + if (vmanip->m_data[i].getContent() == dp.c_cobble) { + float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed); + float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed); + if (density < wetness / dp.mossratio) + vmanip->m_data[i].setContent(dp.c_moss); } i++; } @@ -132,7 +142,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding) roomsize = is_large_room ? v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) : v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8)); - + roomsize += dp.roomsize; + // start_padding is used to disallow starting the generation of // a dungeon in a neighboring generation chunk roomplace = vmanip->m_area.MinEdge + start_padding + v3s16( @@ -184,8 +195,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding) v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); +#ifdef DGEN_USE_TORCHES // Place torch at room center (for testing) - //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch); + vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch); +#endif // Quit if last room if (i == room_count - 1) @@ -231,6 +244,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding) // Find a place for a random sized room roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); + roomsize += dp.roomsize; + m_pos = corridor_end; m_dir = corridor_end_dir; r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); @@ -250,7 +265,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { - MapNode n_cobble(cid_cobble); + MapNode n_cobble(dp.c_cobble); MapNode n_air(CONTENT_AIR); // Make +-X walls @@ -361,16 +376,19 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size, void DungeonGen::makeHole(v3s16 place) { - makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); + makeFill(place, dp.holesize, 0, + MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); } void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) { makeHole(doorplace); + +#ifdef DGEN_USE_TORCHES // Place torch (for testing) - //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch); + vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch); +#endif } @@ -401,30 +419,32 @@ void DungeonGen::makeCorridor(v3s16 doorplace, if (vmanip->m_area.contains(p) == true && vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) { if (make_stairs) { - makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); + makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); makeHole(p); makeHole(p - dir); // TODO: fix stairs code so it works 100% (quite difficult) // exclude stairs from the bottom step - if (((make_stairs == 1) && i != 0) || - ((make_stairs == -1) && i != length - 1)) { + // exclude stairs from diagonal steps + if (((dir.X ^ dir.Z) & 1) && + (((make_stairs == 1) && i != 0) || + ((make_stairs == -1) && i != length - 1))) { // rotate face 180 deg if making stairs backwards int facedir = dir_to_facedir(dir * make_stairs); u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z); - if (vmanip->m_data[vi].getContent() == cid_cobble) - vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); + if (vmanip->m_data[vi].getContent() == dp.c_cobble) + vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir); vi = vmanip->m_area.index(p.X, p.Y, p.Z); - if (vmanip->m_data[vi].getContent() == cid_cobble) - vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); + if (vmanip->m_data[vi].getContent() == dp.c_cobble) + vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir); } } else { - makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); + makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); makeHole(p); } @@ -469,8 +489,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) randomizeDir(); continue; } - if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble - && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble) + if (vmanip->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble + && vmanip->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) { // Found wall, this is a good place! result_place = p; @@ -483,12 +503,12 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) Determine where to move next */ // Jump one up if the actual space is there - if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble + if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR) p += v3s16(0,1,0); // Jump one down if the actual space is there - if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble + if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR) p += v3s16(0,-1,0); @@ -577,12 +597,25 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, } -v3s16 rand_ortho_dir(PseudoRandom &random) +v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) { - if (random.next() % 2 == 0) - return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0); - else - return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); + // Make diagonal directions somewhat rare + if (diagonal_dirs && (random.next() % 4 == 0)) { + v3s16 dir; + int trycount = 0; + + do { + trycount++; + dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1); + } while ((dir.X == 0 && dir.Z == 0) && trycount < 10); + + return dir; + } else { + if (random.next() % 2 == 0) + return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0); + else + return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); + } } diff --git a/src/dungeongen.h b/src/dungeongen.h index 4be3df4aa..b2b28db3a 100644 --- a/src/dungeongen.h +++ b/src/dungeongen.h @@ -31,11 +31,29 @@ with this program; if not, write to the Free Software Foundation, Inc., class ManualMapVoxelManipulator; class INodeDefManager; -v3s16 rand_ortho_dir(PseudoRandom &random); + +v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs); v3s16 turn_xz(v3s16 olddir, int t); v3s16 random_turn(PseudoRandom &random, v3s16 olddir); int dir_to_facedir(v3s16 d); + +struct DungeonParams { + content_t c_water; + content_t c_cobble; + content_t c_moss; + content_t c_stair; + + bool diagonal_dirs; + float mossratio; + v3s16 holesize; + v3s16 roomsize; + + NoiseParams np_rarity; + NoiseParams np_wetness; + NoiseParams np_density; +}; + class DungeonGen { public: u32 blockseed; @@ -45,25 +63,17 @@ public: PseudoRandom random; v3s16 csize; s16 water_level; - - NoiseParams *np_rarity; - NoiseParams *np_wetness; - NoiseParams *np_density; - - content_t cid_water_source; - content_t cid_cobble; - content_t cid_mossycobble; - content_t cid_torch; - content_t cid_cobblestair; + + content_t c_torch; + DungeonParams dp; //RoomWalker v3s16 m_pos; v3s16 m_dir; - DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel); + DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, DungeonParams *dparams); void generate(ManualMapVoxelManipulator *vm, u32 bseed, - v3s16 full_node_min, v3s16 full_node_max); - //void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed); + v3s16 full_node_min, v3s16 full_node_max); void makeDungeon(v3s16 start_padding); void makeRoom(v3s16 roomsize, v3s16 roomplace); @@ -79,50 +89,12 @@ public: void randomizeDir() { - m_dir = rand_ortho_dir(random); - } -}; - -class RoomWalker -{ -public: - - RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random, - INodeDefManager *ndef): - vmanip(vmanip_), - m_pos(pos), - m_random(random), - m_ndef(ndef) - { - randomizeDir(); + m_dir = rand_ortho_dir(random, dp.diagonal_dirs); } - - void randomizeDir() - { - m_dir = rand_ortho_dir(m_random); - } - - void setPos(v3s16 pos) - { - m_pos = pos; - } - - void setDir(v3s16 dir) - { - m_dir = dir; - } - - //bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir); - //bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, - // v3s16 &result_doordir, v3s16 &result_roomplace); - -private: - VoxelManipulator &vmanip; - v3s16 m_pos; - v3s16 m_dir; - PseudoRandom &m_random; - INodeDefManager *m_ndef; }; +extern NoiseParams nparams_dungeon_rarity; +extern NoiseParams nparams_dungeon_wetness; +extern NoiseParams nparams_dungeon_density; #endif diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 64f3b9ed9..11491b6b6 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -393,10 +393,22 @@ void MapgenV6::makeChunk(BlockMakeData *data) { c_cobble = ndef->getId("mapgen_cobble"); c_desert_sand = ndef->getId("mapgen_desert_sand"); c_desert_stone = ndef->getId("mapgen_desert_stone"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_sandbrick = ndef->getId("mapgen_sandstonebrick"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_stair_sandstone = ndef->getId("mapgen_stair_sandstone"); if (c_desert_sand == CONTENT_IGNORE) c_desert_sand = c_sand; if (c_desert_stone == CONTENT_IGNORE) c_desert_stone = c_stone; + if (c_mossycobble == CONTENT_IGNORE) + c_mossycobble = c_cobble; + if (c_sandbrick == CONTENT_IGNORE) + c_sandbrick = c_desert_stone; + if (c_stair_cobble == CONTENT_IGNORE) + c_stair_cobble = c_cobble; + if (c_stair_sandstone == CONTENT_IGNORE) + c_stair_sandstone = c_sandbrick; // Maximum height of the stone surface and obstacles. // This is used to guide the cave generation @@ -432,7 +444,33 @@ void MapgenV6::makeChunk(BlockMakeData *data) { // Add dungeons if (flags & MG_DUNGEONS) { - DungeonGen dgen(ndef, data->seed, water_level); + DungeonParams dp; + + dp.np_rarity = nparams_dungeon_rarity; + dp.np_density = nparams_dungeon_density; + dp.np_wetness = nparams_dungeon_wetness; + dp.c_water = c_water_source; + if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) { + dp.c_cobble = c_cobble; + dp.c_moss = c_mossycobble; + dp.c_stair = c_stair_cobble; + + dp.diagonal_dirs = false; + dp.mossratio = 3.0; + dp.holesize = v3s16(1, 2, 1); + dp.roomsize = v3s16(0, 0, 0); + } else { + dp.c_cobble = c_sandbrick; + dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later + dp.c_stair = c_stair_sandstone; + + dp.diagonal_dirs = true; + dp.mossratio = 0.0; + dp.holesize = v3s16(2, 3, 2); + dp.roomsize = v3s16(2, 5, 2); + } + + DungeonGen dgen(ndef, data->seed, water_level, &dp); dgen.generate(vm, blockseed, full_node_min, full_node_max); } diff --git a/src/mapgen_v6.h b/src/mapgen_v6.h index 14736e3d0..eec5e4677 100644 --- a/src/mapgen_v6.h +++ b/src/mapgen_v6.h @@ -107,7 +107,7 @@ public: NoiseParams *np_apple_trees; float freq_desert; float freq_beach; - + content_t c_stone; content_t c_dirt; content_t c_dirt_with_grass; @@ -119,6 +119,11 @@ public: content_t c_desert_sand; content_t c_desert_stone; + content_t c_mossycobble; + content_t c_sandbrick; + content_t c_stair_cobble; + content_t c_stair_sandstone; + MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge); ~MapgenV6(); diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 1579c313c..88da4fcd2 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -207,7 +207,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) { generateCaves(stone_surface_max_y); if (flags & MG_DUNGEONS) { - DungeonGen dgen(ndef, data->seed, water_level); + DungeonGen dgen(ndef, data->seed, water_level, NULL); dgen.generate(vm, blockseed, full_node_min, full_node_max); } -- 2.25.1