Dungeons: Mostly fix missing stair nodes
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@ -431,8 +431,10 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
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MapNode(dp.c_wall),
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MapNode(dp.c_wall),
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0);
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0);
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makeHole(p);
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makeFill(p, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
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makeHole(p - dir);
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MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
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makeFill(p - dir, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
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MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
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// TODO: fix stairs code so it works 100%
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// TODO: fix stairs code so it works 100%
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// (quite difficult)
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// (quite difficult)
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@ -451,16 +453,21 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
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v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
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v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
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for (u16 st = 0; st < stair_width; st++) {
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for (u16 st = 0; st < stair_width; st++) {
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u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
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if (make_stairs == -1) {
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if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
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u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
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vm->m_data[vi].getContent() == dp.c_wall)
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if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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vm->m_data[vi].getContent() == dp.c_wall) {
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vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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if (vm->m_area.contains(ps) &&
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}
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vm->m_data[vi].getContent() == dp.c_wall)
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} else if (make_stairs == 1) {
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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u32 vi = vm->m_area.index(ps.X, ps.Y - 1, ps.Z);
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if (vm->m_area.contains(ps + v3s16(0, -1, 0)) &&
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vm->m_data[vi].getContent() == dp.c_wall) {
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vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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}
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}
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ps += swv;
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ps += swv;
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}
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}
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}
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}
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