Dungeongen: Remove most hardcoded dungeon nodes (#8594)

Biome-defined dungeon nodes was added as a feature to MT 5.0.0.
So now remove most of the hardcoded dungeon node code that assumes a
game has stone, sandstone, desert stone, and no other stone types.
If biome-defined dungeon nodes are not found, dungeon nodes fall back
to the 'cobble' mapgen alias if present, if not present they fall back
to biome-defined 'stone'.
Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games
now only need to define 3 to 5 mapgen aliases.

Document dungeon parameters.

Make c_lava_source fallback to c_water_source as both are used as cave
liquids.
master
Paramat 2019-06-30 22:55:20 +01:00 committed by GitHub
parent 93f7e10e0d
commit bb14b7e956
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4 changed files with 45 additions and 121 deletions

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@ -282,36 +282,26 @@ Mapgen aliases
--------------
In a game, a certain number of these must be set to tell core mapgens which
of the game's nodes are to be used by the core mapgens. For example:
of the game's nodes are to be used for core mapgen generation. For example:
minetest.register_alias("mapgen_stone", "default:stone")
### Aliases needed for all mapgens except Mapgen V6
#### Base terrain
* mapgen_stone
* mapgen_water_source
* mapgen_river_water_source
#### Caves
`mapgen_river_water_source` is required for mapgens with sloping rivers where
it is necessary to have a river liquid node with a short `liquid_range` and
`liquid_renewable = false` to avoid flooding.
Not required if cave liquid nodes are set in biome definitions.
#### Deprecated aliases
* mapgen_lava_source
#### Dungeons
Not required if dungeon nodes are set in biome definitions.
* mapgen_cobble
* mapgen_stair_cobble
* mapgen_mossycobble
* mapgen_desert_stone
* mapgen_stair_desert_stone
* mapgen_sandstone
* mapgen_sandstonebrick
* mapgen_stair_sandstone_block
Use biome-defined cave liquids and dungeon nodes instead.
### Aliases needed for Mapgen V6

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@ -42,22 +42,35 @@ struct DungeonParams {
s32 seed;
content_t c_wall;
// Randomly scattered alternative wall nodes
content_t c_alt_wall;
content_t c_stair;
// Diagonal corridors are possible
bool diagonal_dirs;
// Dungeon only generates in ground
bool only_in_ground;
// Dimensions of 3D 'brush' that creates corridors.
// Dimensions are of the empty space, not including walls / floor / ceilng.
v3s16 holesize;
// Corridor length
u16 corridor_len_min;
u16 corridor_len_max;
// Room size includes walls / floor / ceilng
v3s16 room_size_min;
v3s16 room_size_max;
// The 1st room generated has a 1 in 4 chance of being 'large', all other
// rooms are not 'large'.
v3s16 room_size_large_min;
v3s16 room_size_large_max;
// Number of rooms
u16 rooms_min;
u16 rooms_max;
// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
// desert dungeons.
GenNotifyType notifytype;
// 3D noise that determines which c_wall nodes are converted to c_alt_wall
NoiseParams np_alt_wall;
};

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@ -593,45 +593,20 @@ MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emer
this->heightmap = new s16[csize.X * csize.Z];
//// Initialize biome generator
// TODO(hmmmm): should we have a way to disable biomemanager biomes?
biomegen = m_bmgr->createBiomeGen(BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
//// Look up some commonly used content
c_stone = ndef->getId("mapgen_stone");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_sandstone = ndef->getId("mapgen_sandstone");
c_water_source = ndef->getId("mapgen_water_source");
c_river_water_source = ndef->getId("mapgen_river_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
c_cobble = ndef->getId("mapgen_cobble");
// Fall back to more basic content if not defined
// river_water_source cannot fallback to water_source because river water
// needs to be non-renewable and have a short flow range.
if (c_desert_stone == CONTENT_IGNORE)
c_desert_stone = c_stone;
if (c_sandstone == CONTENT_IGNORE)
c_sandstone = c_stone;
//// Content used for dungeon generation
c_cobble = ndef->getId("mapgen_cobble");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
c_stair_sandstone_block = ndef->getId("mapgen_stair_sandstone_block");
// Fall back to more basic content if not defined
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_stair_desert_stone == CONTENT_IGNORE)
c_stair_desert_stone = c_desert_stone;
if (c_sandstonebrick == CONTENT_IGNORE)
c_sandstonebrick = c_sandstone;
if (c_stair_sandstone_block == CONTENT_IGNORE)
c_stair_sandstone_block = c_sandstonebrick;
// Fall back to more basic content if not defined.
// Lava falls back to water as both are suitable as cave liquids.
if (c_lava_source == CONTENT_IGNORE)
c_lava_source = c_water_source;
}
@ -911,78 +886,34 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
dp.np_alt_wall =
NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
// Biome-defined dungeon nodes
dp.diagonal_dirs = false;
dp.holesize = v3s16(2, 3, 2);
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.notifytype = GENNOTIFY_DUNGEON;
// Use biome-defined dungeon nodes if defined
if (biome->c_dungeon != CONTENT_IGNORE) {
dp.c_wall = biome->c_dungeon;
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;
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.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.notifytype = GENNOTIFY_DUNGEON;
} 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.diagonal_dirs = true;
dp.holesize = v3s16(2, 3, 2);
dp.room_size_min = v3s16(6, 9, 6);
dp.room_size_max = v3s16(10, 11, 10);
dp.room_size_large_min = v3s16(10, 13, 10);
dp.room_size_large_max = v3s16(18, 21, 18);
dp.notifytype = GENNOTIFY_TEMPLE;
} 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.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;
// Fallback to using biome 'node_stone'
// Fallback to using cobble mapgen alias if defined
} else if (c_cobble != CONTENT_IGNORE) {
dp.c_wall = c_cobble;
dp.c_alt_wall = CONTENT_IGNORE;
dp.c_stair = c_cobble;
// Fallback to using biome-defined 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(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;
dp.c_wall = biome->c_stone;
dp.c_alt_wall = CONTENT_IGNORE;
dp.c_stair = biome->c_stone;
}
DungeonGen dgen(ndef, &gennotify, &dp);

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@ -257,21 +257,11 @@ protected:
v3s16 full_node_min;
v3s16 full_node_max;
// Content required for generateBiomes
content_t c_stone;
content_t c_desert_stone;
content_t c_sandstone;
content_t c_water_source;
content_t c_river_water_source;
content_t c_lava_source;
// Content required for generateDungeons
content_t c_cobble;
content_t c_stair_cobble;
content_t c_mossycobble;
content_t c_stair_desert_stone;
content_t c_sandstonebrick;
content_t c_stair_sandstone_block;
int ystride;
int zstride;