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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.
This commit is contained in:
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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@ -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;