diff --git a/mods/MAPGEN/mcl_dungeons/init.lua b/mods/MAPGEN/mcl_dungeons/init.lua index 265606b92c..4f964eb888 100644 --- a/mods/MAPGEN/mcl_dungeons/init.lua +++ b/mods/MAPGEN/mcl_dungeons/init.lua @@ -191,43 +191,48 @@ minetest.register_on_generated(function(minp, maxp) local chestSlotCounter = 1 for tx = x, maxx do for tz = z, maxz do - for ty = y, maxy do local p_pos = area:index(tx, ty, tz) - -- Floor - if ty == y then - if math.random(1,4) == 1 then + + -- Do not overwrite nodes with is_ground_content == false (e.g. bedrock) + local name = minetest.get_name_from_content_id(data[p_pos]) + if minetest.registered_nodes[name].is_ground_content then + -- Floor + if ty == y then + if math.random(1,4) == 1 then + data[p_pos] = c_cobble + else + 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 data[p_pos] = c_cobble + + -- Room interiour else - data[p_pos] = c_mossycobble - end + local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) - -- Wall or ceiling - elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then - data[p_pos] = c_cobble + -- Place next chest at the wall (if it was its chosen wall slot) + if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then + local p2 - -- Room interiour - else - local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) - - -- Place next chest at the wall (if it was its chosen wall slot) - if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then - local p2 - - -- Select rotation so the chest faces away from wall - if (tx==x+1) then p2 = 3 - elseif (tx==maxx-1) then p2 = 1 - elseif (tz==z+1) then p2 = 2 - else p2 = 0 end - table.insert(chest_posses, {x=tx, y=ty, z=tz}) - currentChest = currentChest + 1 - else - data[p_pos] = c_air - end - if forChest then - chestSlotCounter = chestSlotCounter + 1 + -- Select rotation so the chest faces away from wall + if (tx==x+1) then p2 = 3 + elseif (tx==maxx-1) then p2 = 1 + elseif (tz==z+1) then p2 = 2 + else p2 = 0 end + table.insert(chest_posses, {x=tx, y=ty, z=tz}) + currentChest = currentChest + 1 + else + data[p_pos] = c_air + end + if forChest then + chestSlotCounter = chestSlotCounter + 1 + end end end + end end end