diff --git a/src/mapgen/dungeongen.h b/src/mapgen/dungeongen.h index d2e733f71..35e6beef5 100644 --- a/src/mapgen/dungeongen.h +++ b/src/mapgen/dungeongen.h @@ -49,7 +49,8 @@ struct DungeonParams { // 3D noise that determines which c_wall nodes are converted to c_alt_wall NoiseParams np_alt_wall; - // Number of dungeons generated in mapchunk + // Number of dungeons generated in mapchunk. All will use the same set of + // dungeonparams. u16 num_dungeons; // Dungeons only generate in ground bool only_in_ground; @@ -68,11 +69,13 @@ struct DungeonParams { u16 large_room_chance; // Dimensions of 3D 'brush' that creates corridors. // Dimensions are of the empty space, not including walls / floor / ceilng. + // Diagonal corridors must have hole width >=2 to be passable. + // Currently, hole width >= 3 causes stair corridor bugs. v3s16 holesize; // Corridor length random range u16 corridor_len_min; u16 corridor_len_max; - // Diagonal corridors are possible + // Diagonal corridors are possible, 1 in 4 corridors will be diagonal bool diagonal_dirs; // Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for // desert dungeons. diff --git a/src/mapgen/mapgen.cpp b/src/mapgen/mapgen.cpp index 9f17af866..6d5e721ce 100644 --- a/src/mapgen/mapgen.cpp +++ b/src/mapgen/mapgen.cpp @@ -889,19 +889,21 @@ void MapgenBasic::generateDungeons(s16 max_stone_y) NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); dp.seed = seed; - dp.num_dungeons = num_dungeons; dp.only_in_ground = true; + dp.num_dungeons = num_dungeons; + dp.notifytype = GENNOTIFY_DUNGEON; dp.num_rooms = ps.range(2, 16); - dp.room_size_min = v3s16(6, 5, 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.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0; - dp.holesize = v3s16(2, 3, 2); + dp.room_size_min = v3s16(5, 5, 5); + dp.room_size_max = v3s16(12, 6, 12); + dp.room_size_large_min = v3s16(12, 6, 12); + dp.room_size_large_max = v3s16(16, 16, 16); + dp.large_room_chance = (ps.range(1, 4) == 1) ? 8 : 0; + dp.diagonal_dirs = ps.range(1, 8) == 1; + // Diagonal corridors must have 'hole' width >=2 to be passable + u8 holewidth = (dp.diagonal_dirs) ? 2 : ps.range(1, 2); + dp.holesize = v3s16(holewidth, 3, holewidth); dp.corridor_len_min = 1; dp.corridor_len_max = 13; - dp.diagonal_dirs = ps.range(1, 12) == 1; - dp.notifytype = GENNOTIFY_DUNGEON; // Get biome at mapchunk midpoint v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);