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Fix detecting mgv6 temples as 'desert' dungeon type
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@ -14,7 +14,7 @@ local function random_sample(rand, list, count)
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return ret
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end
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local function find_walls(cpos)
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local function find_walls(cpos, is_temple)
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local is_wall = function(node)
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return node.name ~= "air" and node.name ~= "ignore"
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end
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@ -55,7 +55,7 @@ local function find_walls(cpos)
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local biome = minetest.get_biome_data(cpos)
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biome = biome and minetest.get_biome_name(biome.biome) or ""
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local type = "normal"
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if biome:find("desert") == 1 then
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if is_temple or biome:find("desert") == 1 then
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type = "desert"
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elseif biome:find("sandstone_desert") == 1 then
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type = "sandstone"
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@ -125,6 +125,8 @@ end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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local gennotify = minetest.get_mapgen_object("gennotify")
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local poslist = gennotify["dungeon"] or {}
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local n_dungeons = #poslist
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-- Add MGv6 desert temples to the list too
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for _, entry in ipairs(gennotify["temple"] or {}) do
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table.insert(poslist, entry)
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end
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@ -137,7 +139,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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-- process at most 8 rooms to keep runtime of this predictable
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local num_process = math.min(#poslist, 8)
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for i = 1, num_process do
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local room = find_walls(poslist[i])
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local room = find_walls(poslist[i], i > n_dungeons)
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-- skip small rooms and everything that doesn't at least have 3 walls
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if math.min(room.size.x, room.size.z) >= 4 and #room.walls >= 3 then
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table.insert(candidates, room)
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