Dungeons: Do not remove nodes that have 'is_ground_content = false' (#8423)

Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
to avoid dungeons that generate out beyond the edge of a mapchunk destroying
nodes added by mods in 'register_on_generated()'.

Issue discovered by, and original PR by, argyle77.
This commit is contained in:
Paramat 2019-03-26 03:56:57 +00:00 committed by GitHub
parent d0a1a29ab3
commit 5e7662ca16
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 12 additions and 4 deletions

@ -6040,7 +6040,11 @@ Used by `minetest.register_node`.
place_param2 = nil, -- Force value for param2 when player places node place_param2 = nil, -- Force value for param2 when player places node
is_ground_content = true, is_ground_content = true,
-- If false, the cave generator will not carve through this node -- If false, the cave generator and dungeon generator will not carve
-- through this node.
-- Specifically, this stops mod-added nodes being removed by caves and
-- dungeons when those generate in a neighbor mapchunk and extend out
-- beyond the edge of that mapchunk.
sunlight_propagates = false, sunlight_propagates = false,
-- If true, sunlight will go infinitely through this node -- If true, sunlight will go infinitely through this node

@ -100,8 +100,11 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
if (dp.only_in_ground) { if (dp.only_in_ground) {
// Set all air and liquid drawtypes to be untouchable to make dungeons // Set all air and liquid drawtypes to be untouchable to make dungeons
// open to air and liquids. Optionally set ignore to be untouchable to // open to air and liquids.
// prevent projecting dungeons. // Optionally set ignore to be untouchable to prevent projecting dungeons.
// Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
// to avoid dungeons that generate out beyond the edge of a mapchunk destroying
// nodes added by mods in 'register_on_generated()'.
for (s16 z = nmin.Z; z <= nmax.Z; z++) { for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 y = nmin.Y; y <= nmax.Y; y++) { for (s16 y = nmin.Y; y <= nmax.Y; y++) {
u32 i = vm->m_area.index(nmin.X, y, z); u32 i = vm->m_area.index(nmin.X, y, z);
@ -109,7 +112,8 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
content_t c = vm->m_data[i].getContent(); content_t c = vm->m_data[i].getContent();
NodeDrawType dtype = ndef->get(c).drawtype; NodeDrawType dtype = ndef->get(c).drawtype;
if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID || if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
(preserve_ignore && c == CONTENT_IGNORE)) (preserve_ignore && c == CONTENT_IGNORE) ||
!ndef->get(c).is_ground_content)
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++; i++;
} }