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Dungeons: Remove non-functional 'projecting dungeons' setting (#8897)

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paramat committed Sep 8, 2019
1 parent e97cbcf commit 4682c7be5d4e4c454c6d8a18279f60acd970da50
Showing with 5 additions and 11 deletions.
  1. +0 −3 builtin/settingtypes.txt
  2. +0 −1 src/defaultsettings.cpp
  3. +5 −7 src/mapgen/dungeongen.cpp
@@ -1384,9 +1384,6 @@ mapgen_limit (Map generation limit) int 31000 0 31000
# and junglegrass, in all other mapgens this flag controls all decorations.
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes caves,dungeons,light,decorations,biomes,nocaves,nodungeons,nolight,nodecorations,nobiomes

# Whether dungeons occasionally project from the terrain.
projecting_dungeons (Projecting dungeons) bool true

[*Biome API temperature and humidity noise parameters]

# Temperature variation for biomes.
@@ -421,7 +421,6 @@ void set_default_settings(Settings *settings)
settings->setDefault("mg_flags", "caves,dungeons,light,decorations,biomes");
settings->setDefault("fixed_map_seed", "");
settings->setDefault("max_block_generate_distance", "8");
settings->setDefault("projecting_dungeons", "true");
settings->setDefault("enable_mapgen_debug_info", "false");

// Server list announcing
@@ -86,8 +86,6 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)

//TimeTaker t("gen dungeons");

static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");

this->vm = vm;
this->blockseed = bseed;
random.seed(bseed + 2);
@@ -96,9 +94,10 @@ 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 liquid drawtypes to be untouchable to make dungeons
// open to air and liquids.
// Optionally set ignore to be untouchable to prevent projecting dungeons.
// Set all air and liquid drawtypes to be untouchable to make dungeons generate
// in ground only.
// Set 'ignore' to be untouchable to prevent generation in ungenerated neighbor
// mapchunks, to avoid dungeon rooms generating outside ground.
// 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()'.
@@ -109,8 +108,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
content_t c = vm->m_data[i].getContent();
NodeDrawType dtype = ndef->get(c).drawtype;
if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
(preserve_ignore && c == CONTENT_IGNORE) ||
!ndef->get(c).is_ground_content)
c == CONTENT_IGNORE || !ndef->get(c).is_ground_content)
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
}

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