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Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6
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@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h" // For g_settings
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#include "main.h" // For g_profiler
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//#define DGEN_USE_TORCHES
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NoiseParams nparams_dungeon_rarity =
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{0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
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NoiseParams nparams_dungeon_wetness =
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@ -40,42 +42,49 @@ NoiseParams nparams_dungeon_density =
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///////////////////////////////////////////////////////////////////////////////
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DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
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DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
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DungeonParams *dparams) {
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this->ndef = ndef;
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this->mapseed = seed;
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this->water_level = waterlevel;
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#ifdef DGEN_USE_TORCHES
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c_torch = ndef->getId("default:torch");
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#endif
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np_rarity = &nparams_dungeon_rarity;
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np_wetness = &nparams_dungeon_wetness;
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np_density = &nparams_dungeon_density;
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/*
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cid_water_source = ndef->getId("mapgen_water_source");
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cid_cobble = ndef->getId("mapgen_cobble");
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cid_mossycobble = ndef->getId("mapgen_mossycobble");
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cid_torch = ndef->getId("default:torch");
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*/
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if (dparams) {
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memcpy(&dp, dparams, sizeof(dp));
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} else {
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dp.c_water = ndef->getId("mapgen_water_source");
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dp.c_cobble = ndef->getId("mapgen_cobble");
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dp.c_moss = ndef->getId("mapgen_mossycobble");
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dp.c_stair = ndef->getId("mapgen_stair_cobble");
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0,0,0);
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.np_density = nparams_dungeon_density;
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}
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}
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void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
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v3s16 nmin, v3s16 nmax) {
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v3s16 nmin, v3s16 nmax) {
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//TimeTaker t("gen dungeons");
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int approx_groundlevel = 10 + water_level;
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if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
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NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
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NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
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return;
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this->vmanip = vm;
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this->blockseed = bseed;
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random.seed(bseed + 2);
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cid_water_source = ndef->getId("mapgen_water_source");
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cid_cobble = ndef->getId("mapgen_cobble");
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cid_mossycobble = ndef->getId("mapgen_mossycobble");
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//cid_torch = ndef->getId("default:torch");
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cid_cobblestair = ndef->getId("mapgen_stair_cobble");
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// Dungeon generator doesn't modify places which have this set
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vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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@ -86,7 +95,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
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u32 i = vmanip->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vmanip->m_data[i].getContent();
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if (c == CONTENT_AIR || c == cid_water_source)
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if (c == CONTENT_AIR || c == dp.c_water)
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vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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@ -95,17 +104,18 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
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// Add it
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makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
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// Convert some cobble to mossy cobble
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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if (dp.mossratio != 0.0) {
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vmanip->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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if (vmanip->m_data[i].getContent() == cid_cobble) {
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float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
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float density = NoisePerlin3D(np_density, x, y, z, blockseed);
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if (density < wetness / 3.0)
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vmanip->m_data[i].setContent(cid_mossycobble);
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if (vmanip->m_data[i].getContent() == dp.c_cobble) {
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float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed);
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float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
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if (density < wetness / dp.mossratio)
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vmanip->m_data[i].setContent(dp.c_moss);
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}
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i++;
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}
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@ -132,7 +142,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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roomsize = is_large_room ?
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v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
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v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
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roomsize += dp.roomsize;
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
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@ -184,8 +195,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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#ifdef DGEN_USE_TORCHES
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// Place torch at room center (for testing)
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//vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);
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vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch);
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#endif
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// Quit if last room
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if (i == room_count - 1)
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@ -231,6 +244,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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// Find a place for a random sized room
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roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
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roomsize += dp.roomsize;
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m_pos = corridor_end;
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m_dir = corridor_end_dir;
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r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
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@ -250,7 +265,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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{
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MapNode n_cobble(cid_cobble);
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MapNode n_cobble(dp.c_cobble);
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MapNode n_air(CONTENT_AIR);
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// Make +-X walls
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@ -361,16 +376,19 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
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void DungeonGen::makeHole(v3s16 place)
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{
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makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);
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makeFill(place, dp.holesize, 0,
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MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
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}
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void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
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{
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makeHole(doorplace);
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#ifdef DGEN_USE_TORCHES
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// Place torch (for testing)
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//vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
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vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch);
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#endif
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}
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@ -401,30 +419,32 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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if (vmanip->m_area.contains(p) == true &&
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vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
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if (make_stairs) {
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makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
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makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
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makeHole(p);
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makeHole(p - dir);
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// TODO: fix stairs code so it works 100% (quite difficult)
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// exclude stairs from the bottom step
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if (((make_stairs == 1) && i != 0) ||
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((make_stairs == -1) && i != length - 1)) {
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// exclude stairs from diagonal steps
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if (((dir.X ^ dir.Z) & 1) &&
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(((make_stairs == 1) && i != 0) ||
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((make_stairs == -1) && i != length - 1))) {
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// rotate face 180 deg if making stairs backwards
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int facedir = dir_to_facedir(dir * make_stairs);
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u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
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if (vmanip->m_data[vi].getContent() == cid_cobble)
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vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
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if (vmanip->m_data[vi].getContent() == dp.c_cobble)
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vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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vi = vmanip->m_area.index(p.X, p.Y, p.Z);
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if (vmanip->m_data[vi].getContent() == cid_cobble)
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vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
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if (vmanip->m_data[vi].getContent() == dp.c_cobble)
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vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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}
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} else {
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makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
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makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
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makeHole(p);
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}
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@ -469,8 +489,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
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randomizeDir();
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continue;
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}
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if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble
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&& vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble)
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if (vmanip->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
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&& vmanip->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
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{
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// Found wall, this is a good place!
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result_place = p;
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@ -483,12 +503,12 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
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Determine where to move next
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*/
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// Jump one up if the actual space is there
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if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble
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if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
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&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
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&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
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p += v3s16(0,1,0);
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// Jump one down if the actual space is there
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if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble
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if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
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&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
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&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
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p += v3s16(0,-1,0);
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@ -577,12 +597,25 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
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}
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v3s16 rand_ortho_dir(PseudoRandom &random)
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v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
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{
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if (random.next() % 2 == 0)
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return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
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else
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return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
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// Make diagonal directions somewhat rare
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if (diagonal_dirs && (random.next() % 4 == 0)) {
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v3s16 dir;
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int trycount = 0;
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do {
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trycount++;
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dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
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} while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
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return dir;
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} else {
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if (random.next() % 2 == 0)
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return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
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else
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return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
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}
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}
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@ -31,11 +31,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ManualMapVoxelManipulator;
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class INodeDefManager;
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v3s16 rand_ortho_dir(PseudoRandom &random);
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v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
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v3s16 turn_xz(v3s16 olddir, int t);
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v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
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int dir_to_facedir(v3s16 d);
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struct DungeonParams {
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content_t c_water;
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content_t c_cobble;
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content_t c_moss;
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content_t c_stair;
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bool diagonal_dirs;
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float mossratio;
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v3s16 holesize;
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v3s16 roomsize;
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NoiseParams np_rarity;
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NoiseParams np_wetness;
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NoiseParams np_density;
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};
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class DungeonGen {
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public:
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u32 blockseed;
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@ -45,25 +63,17 @@ public:
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PseudoRandom random;
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v3s16 csize;
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s16 water_level;
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NoiseParams *np_rarity;
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NoiseParams *np_wetness;
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NoiseParams *np_density;
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content_t cid_water_source;
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content_t cid_cobble;
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content_t cid_mossycobble;
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content_t cid_torch;
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content_t cid_cobblestair;
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content_t c_torch;
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DungeonParams dp;
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//RoomWalker
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v3s16 m_pos;
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v3s16 m_dir;
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DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
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DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, DungeonParams *dparams);
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void generate(ManualMapVoxelManipulator *vm, u32 bseed,
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v3s16 full_node_min, v3s16 full_node_max);
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//void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed);
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v3s16 full_node_min, v3s16 full_node_max);
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void makeDungeon(v3s16 start_padding);
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void makeRoom(v3s16 roomsize, v3s16 roomplace);
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@ -79,50 +89,12 @@ public:
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void randomizeDir()
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{
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m_dir = rand_ortho_dir(random);
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m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
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}
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};
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class RoomWalker
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{
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public:
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RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
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INodeDefManager *ndef):
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vmanip(vmanip_),
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m_pos(pos),
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m_random(random),
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m_ndef(ndef)
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{
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randomizeDir();
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}
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void randomizeDir()
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{
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m_dir = rand_ortho_dir(m_random);
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}
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void setPos(v3s16 pos)
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{
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m_pos = pos;
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}
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void setDir(v3s16 dir)
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{
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m_dir = dir;
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}
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//bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
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//bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
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// v3s16 &result_doordir, v3s16 &result_roomplace);
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private:
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VoxelManipulator &vmanip;
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v3s16 m_pos;
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v3s16 m_dir;
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PseudoRandom &m_random;
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INodeDefManager *m_ndef;
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};
|
||||
|
||||
extern NoiseParams nparams_dungeon_rarity;
|
||||
extern NoiseParams nparams_dungeon_wetness;
|
||||
extern NoiseParams nparams_dungeon_density;
|
||||
|
||||
#endif
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user