From 452c88308c80dc52df95d5c2a9e0e105154684d0 Mon Sep 17 00:00:00 2001 From: paramat Date: Sat, 28 Nov 2015 14:51:22 +0000 Subject: Dungeongen: Also preserve river water nodes For future river mapgens Dungeons will not generate in river water, to avoid dungeons filling and blocking river channels --- src/dungeongen.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'src/dungeongen.cpp') diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 9c6e24a60..bfaad9faa 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -65,6 +65,9 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) dp.np_wetness = nparams_dungeon_wetness; dp.np_density = nparams_dungeon_density; } + + // For mapgens using river water + dp.c_river_water = mg->ndef->getId("mapgen_river_water_source"); } @@ -87,7 +90,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) 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) + if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water) vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; } -- cgit v1.2.3