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Dungeongen: Also preserve river water nodes
For future river mapgens Dungeons will not generate in river water, to avoid dungeons filling and blocking river channels
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900db31063
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@ -65,6 +65,9 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
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dp.np_wetness = nparams_dungeon_wetness;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.np_density = nparams_dungeon_density;
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dp.np_density = nparams_dungeon_density;
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}
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}
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// For mapgens using river water
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dp.c_river_water = mg->ndef->getId("mapgen_river_water_source");
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}
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}
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@ -87,7 +90,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
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u32 i = vm->m_area.index(nmin.X, y, z);
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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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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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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water)
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if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water)
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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i++;
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}
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}
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@ -40,6 +40,7 @@ int dir_to_facedir(v3s16 d);
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struct DungeonParams {
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struct DungeonParams {
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content_t c_water;
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content_t c_water;
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content_t c_river_water;
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content_t c_cobble;
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content_t c_cobble;
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content_t c_moss;
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content_t c_moss;
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content_t c_stair;
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content_t c_stair;
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