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Remove cobblestone ceiling from dungeons

This commit is contained in:
Wuzzy 2017-05-24 22:29:36 +02:00
parent 30a29a20c8
commit e748237469
1 changed files with 10 additions and 6 deletions

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@ -191,8 +191,8 @@ minetest.register_on_generated(function(minp, maxp)
table.sort(chestSlots)
local currentChest = 1
-- Ceiling and floor
local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1
-- Wall and floor
local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1
local chestSlotCounter = 1
for tx = x, maxx do
for tz = z, maxz do
@ -211,13 +211,17 @@ minetest.register_on_generated(function(minp, maxp)
data[p_pos] = c_mossycobble
end
-- Wall or ceiling
elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then
-- Generate walls
--[[ Note: No cobblestone additional ceiling is generated. This is intentional.
The solid blocks above the dungeon are considered as the ceiling.
It is possible (but rare) for a dungeon to generate below sand or gravel. ]]
elseif ty > y and (tx == x or tx == maxx or (tz == z or tz == maxz)) then
-- Check if it's an opening first
if not (ty < maxy-1 and openings[tx][tz] == true) then
if (not openings[tx][tz]) or ty == maxy then
data[p_pos] = c_cobble
end
-- No-op if it was an opening
-- If it was an opening, the lower 3 blocks are not touched at all
-- Room interiour
else