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author | Paramat <paramat@users.noreply.github.com> | 2019-05-18 21:13:14 +0100 |
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committer | GitHub <noreply@github.com> | 2019-05-18 21:13:14 +0100 |
commit | b1b40fef16a17f4a6da7d4268af8f0921dbe829c (patch) | |
tree | 5052f3e27b6f0177fe44f18be2c2e36d1623dfe2 /src/script | |
parent | 6cb6aea969032e43395ddbad09233e7e20830909 (diff) | |
download | minetest-b1b40fef16a17f4a6da7d4268af8f0921dbe829c.tar.gz minetest-b1b40fef16a17f4a6da7d4268af8f0921dbe829c.tar.bz2 minetest-b1b40fef16a17f4a6da7d4268af8f0921dbe829c.zip |
Allow multiple cave liquids in a biome definition (#8481)
This allows games to specify biome cave liquids and avoid the old
hardcoded behaviour, but preserves the ability to have multiple
cave liquids in one biome, such as lava and water.
When multiple cave liquids are defined by the biome definition,
make each entire cave use a randomly chosen liquid, instead of
every small cave segment using a randomly chosen liquid.
Plus an optimisation:
Don't place nodes if cave liquid is defined as 'air'
Diffstat (limited to 'src/script')
-rw-r--r-- | src/script/lua_api/l_mapgen.cpp | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/src/script/lua_api/l_mapgen.cpp b/src/script/lua_api/l_mapgen.cpp index 92ed4377e..cb1dc1fff 100644 --- a/src/script/lua_api/l_mapgen.cpp +++ b/src/script/lua_api/l_mapgen.cpp @@ -405,7 +405,16 @@ Biome *read_biome_def(lua_State *L, int index, const NodeDefManager *ndef) nn.push_back(getstringfield_default(L, index, "node_river_water", "")); nn.push_back(getstringfield_default(L, index, "node_riverbed", "")); nn.push_back(getstringfield_default(L, index, "node_dust", "")); - nn.push_back(getstringfield_default(L, index, "node_cave_liquid", "")); + + size_t nnames = getstringlistfield(L, index, "node_cave_liquid", &nn); + // If no cave liquids defined, set list to "ignore" to trigger old hardcoded + // cave liquid behaviour. + if (nnames == 0) { + nn.push_back("ignore"); + nnames = 1; + } + b->m_nnlistsizes.push_back(nnames); + nn.push_back(getstringfield_default(L, index, "node_dungeon", "")); nn.push_back(getstringfield_default(L, index, "node_dungeon_alt", "")); nn.push_back(getstringfield_default(L, index, "node_dungeon_stair", "")); |