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Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if 'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not detected. Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
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8 changed files with 61 additions and 22 deletions
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@ -79,11 +79,11 @@ enum GenNotifyType {
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NUM_GENNOTIFY_TYPES
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};
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// TODO(hmmmm/paramat): make stone type selection dynamic
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enum MgStoneType {
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MGSTONE_STONE,
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MGSTONE_DESERT_STONE,
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MGSTONE_SANDSTONE,
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MGSTONE_OTHER,
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};
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struct GenNotifyEvent {
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@ -250,8 +250,10 @@ public:
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virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
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virtual bool generateCaverns(s16 max_stone_y);
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virtual void generateDungeons(s16 max_stone_y, MgStoneType stone_type);
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virtual MgStoneType generateBiomes(s16 biome_zero_level = 0);
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virtual void generateDungeons(s16 max_stone_y,
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MgStoneType stone_type, content_t biome_stone);
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virtual void generateBiomes(MgStoneType *mgstone_type,
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content_t *biome_stone, s16 biome_zero_level);
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virtual void dustTopNodes();
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protected:
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