Dungeons: Add setting to prevent projecting dungeons

Prevents dungeons generating into ignore nodes in ungenerated mapchunks,
which can occasionally result in a dungeon projecting from the terrain.
This commit is contained in:
paramat 2017-06-26 06:24:30 +01:00 committed by paramat
parent c358004368
commit ab746b0704
4 changed files with 14 additions and 2 deletions

@ -984,6 +984,9 @@ mapgen_limit (Map generation limit) int 31000 0 31000
# Flags starting with 'no' are used to explicitly disable them.
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations caves,dungeons,light,decorations,nocaves,nodungeons,nolight,nodecorations
# Whether dungeons occasionally project from the terrain.
projecting_dungeons (Projecting dungeons) bool true
[**Advanced]
# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).

@ -1201,6 +1201,10 @@
# type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations
# mg_flags = caves,dungeons,light,decorations
# Whether dungeons occasionally project from the terrain.
# type: bool
# projecting_dungeons = true
### Advanced
# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).

@ -349,6 +349,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("mg_flags", "dungeons");
settings->setDefault("fixed_map_seed", "");
settings->setDefault("max_block_generate_distance", "7");
settings->setDefault("projecting_dungeons", "true");
settings->setDefault("enable_mapgen_debug_info", "false");
// Server list announcing

@ -97,6 +97,8 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
if (nval_density < 1.0f)
return;
static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
this->vm = vm;
this->blockseed = bseed;
random.seed(bseed + 2);
@ -105,14 +107,16 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
if (dp.only_in_ground) {
// Set all air and water to be untouchable
// to make dungeons open to caves and open air
// Set all air and water to be untouchable to make dungeons open to
// caves and open air. Optionally set ignore to be untouchable to
// prevent protruding dungeons.
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 y = nmin.Y; y <= nmax.Y; y++) {
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
content_t c = vm->m_data[i].getContent();
if (c == CONTENT_AIR || c == dp.c_water ||
(preserve_ignore && c == CONTENT_IGNORE) ||
c == dp.c_river_water)
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;