Backport 'Dungeons: Add setting to prevent projecting dungeons' from MT 5.0
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@ -978,6 +978,9 @@ mapgen_limit (Map generation limit) int 31000 0 31000
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# Flags starting with 'no' are used to explicitly disable them.
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mg_flags (Mapgen flags) flags caves,dungeons,light,decorations caves,dungeons,light,decorations,nocaves,nodungeons,nolight,nodecorations
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# Whether dungeons occasionally project from the terrain.
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projecting_dungeons (Projecting dungeons) bool true
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[**Advanced]
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# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
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@ -1195,6 +1195,10 @@
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# type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations
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# mg_flags = caves,dungeons,light,decorations
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# Whether dungeons occasionally project from the terrain.
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# type: bool
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# projecting_dungeons = true
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### Advanced
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# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
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@ -362,6 +362,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("mg_flags", "dungeons");
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settings->setDefault("fixed_map_seed", "");
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settings->setDefault("max_block_generate_distance", "8");
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settings->setDefault("projecting_dungeons", "false");
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settings->setDefault("enable_mapgen_debug_info", "false");
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// Server list announcing
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@ -96,6 +96,8 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
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if (nval_density < 1.0f)
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return;
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static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
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this->vm = vm;
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this->blockseed = bseed;
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@ -105,14 +107,16 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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if (dp.only_in_ground) {
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// Set all air and water to be untouchable
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// to make dungeons open to caves and open air
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// Set all air and water to be untouchable to make dungeons open to
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// caves and open air. Optionally set ignore to be untouchable to
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// prevent protruding dungeons.
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water ||
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(preserve_ignore && c == CONTENT_IGNORE) ||
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c == dp.c_river_water)
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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@ -154,7 +158,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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/*
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Find place for first room.
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There is a 1 in 4 chance of the first room being 'large',
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all other rooms are not 'large'.
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all other rooms are noif (dp.only_in_ground) {t 'large'.
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*/
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bool fits = false;
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for (u32 i = 0; i < 100 && !fits; i++) {
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