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author | paramat <paramat@users.noreply.github.com> | 2017-06-26 06:24:30 +0100 |
---|---|---|
committer | paramat <mat.gregory@virginmedia.com> | 2017-07-02 13:33:21 +0100 |
commit | ab746b0704a0b013d131f3da8e06f56ebd2a0417 (patch) | |
tree | 66bb66f00b9cc5081755530e37ea89778d0d1b01 /src | |
parent | c3580043685671c4f767e1c380ae7c3e237f8b8b (diff) | |
download | minetest-ab746b0704a0b013d131f3da8e06f56ebd2a0417.tar.gz minetest-ab746b0704a0b013d131f3da8e06f56ebd2a0417.tar.bz2 minetest-ab746b0704a0b013d131f3da8e06f56ebd2a0417.zip |
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.
Diffstat (limited to 'src')
-rw-r--r-- | src/defaultsettings.cpp | 1 | ||||
-rw-r--r-- | src/dungeongen.cpp | 8 |
2 files changed, 7 insertions, 2 deletions
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index 42e369f60..fe3a4d275 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -349,6 +349,7 @@ void set_default_settings(Settings *settings) settings->setDefault("mg_flags", "dungeons"); settings->setDefault("fixed_map_seed", ""); settings->setDefault("max_block_generate_distance", "7"); + settings->setDefault("projecting_dungeons", "true"); settings->setDefault("enable_mapgen_debug_info", "false"); // Server list announcing diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 6cef3f88d..883492bab 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -97,6 +97,8 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) if (nval_density < 1.0f) return; + static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons"); + this->vm = vm; this->blockseed = bseed; random.seed(bseed + 2); @@ -105,14 +107,16 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); if (dp.only_in_ground) { - // Set all air and water to be untouchable - // to make dungeons open to caves and open air + // Set all air and water to be untouchable to make dungeons open to + // caves and open air. Optionally set ignore to be untouchable to + // prevent protruding dungeons. for (s16 z = nmin.Z; z <= nmax.Z; z++) { for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vm->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { content_t c = vm->m_data[i].getContent(); if (c == CONTENT_AIR || c == dp.c_water || + (preserve_ignore && c == CONTENT_IGNORE) || c == dp.c_river_water) vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; |