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Dungeons: Add setting to prevent projecting dungeons
Prevents dungeons generating into ignore nodes in ungenerated mapchunks, which can occasionally result in a dungeon projecting from the terrain.
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parent
c358004368
commit
ab746b0704
4 changed files with 14 additions and 2 deletions
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@ -97,6 +97,8 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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if (nval_density < 1.0f)
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return;
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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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@ -105,14 +107,16 @@ 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 water to be untouchable
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// to make dungeons open to caves and open air
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// Set all air and water to be untouchable to make dungeons open to
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// caves and open air. Optionally set ignore to be untouchable to
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// prevent protruding dungeons.
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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 = vm->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 = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water ||
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(preserve_ignore && c == CONTENT_IGNORE) ||
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c == dp.c_river_water)
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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