From 5e7662ca168b47ed3e81901d53bff2eb712f571c Mon Sep 17 00:00:00 2001 From: Paramat Date: Tue, 26 Mar 2019 03:56:57 +0000 Subject: [PATCH] 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. --- doc/lua_api.txt | 6 +++++- src/mapgen/dungeongen.cpp | 10 +++++++--- 2 files changed, 12 insertions(+), 4 deletions(-) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 899c0abdb..9ac37e881 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -6040,7 +6040,11 @@ Used by `minetest.register_node`. place_param2 = nil, -- Force value for param2 when player places node 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, -- If true, sunlight will go infinitely through this node diff --git a/src/mapgen/dungeongen.cpp b/src/mapgen/dungeongen.cpp index 77ac05770..3acd22877 100644 --- a/src/mapgen/dungeongen.cpp +++ b/src/mapgen/dungeongen.cpp @@ -100,8 +100,11 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) 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. + // open to air and liquids. + // 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 y = nmin.Y; y <= nmax.Y; y++) { 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(); NodeDrawType dtype = ndef->get(c).drawtype; 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; i++; }