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authorparamat <mat.gregory@virginmedia.com>2014-12-31 00:19:05 +0000
committerkwolekr <kwolekr@minetest.net>2015-01-01 15:44:26 -0500
commit7452d5399b9c7516abfc9f97bf5db70aff2ce0fa (patch)
tree933cc3194d8cdd3301cb0bf62148587e1f9971ae /src/mapgen_v6.cpp
parent938a3f2976ade828f11a84a2a40864271e14ebba (diff)
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MgV5/6/7: Generate dungeons above water level
Use/add stone_surface_max_y to speed-optimise/guide dungeon generation MgV7: Don't let mountain terrain chop dungeons at mapchunk borders Make mountain terrain update stone_surface_max_y for caves in mountains
Diffstat (limited to 'src/mapgen_v6.cpp')
-rw-r--r--src/mapgen_v6.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index 5c989a773..b97512535 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -500,7 +500,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
}
// Add dungeons
- if (flags & MG_DUNGEONS) {
+ if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonParams dp;
dp.np_rarity = nparams_dungeon_rarity;