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Dungeons: Remove non-functional 'projecting dungeons' setting (#8897)
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3 changed files with 5 additions and 11 deletions
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@ -86,8 +86,6 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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//TimeTaker t("gen dungeons");
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static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
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this->vm = vm;
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this->blockseed = bseed;
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random.seed(bseed + 2);
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@ -96,9 +94,10 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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if (dp.only_in_ground) {
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// Set all air and liquid drawtypes to be untouchable to make dungeons
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// open to air and liquids.
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// Optionally set ignore to be untouchable to prevent projecting dungeons.
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// Set all air and liquid drawtypes to be untouchable to make dungeons generate
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// in ground only.
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// Set 'ignore' to be untouchable to prevent generation in ungenerated neighbor
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// mapchunks, to avoid dungeon rooms generating outside ground.
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// Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
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// to avoid dungeons that generate out beyond the edge of a mapchunk destroying
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// nodes added by mods in 'register_on_generated()'.
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@ -109,8 +108,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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content_t c = vm->m_data[i].getContent();
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NodeDrawType dtype = ndef->get(c).drawtype;
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if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
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(preserve_ignore && c == CONTENT_IGNORE) ||
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!ndef->get(c).is_ground_content)
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c == CONTENT_IGNORE || !ndef->get(c).is_ground_content)
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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