Villagegen: Fix various issues when near water

This commit is contained in:
Wuzzy 2019-09-26 13:31:14 +02:00
parent 59d48a9d88
commit d9a41681c1
1 changed files with 3 additions and 5 deletions

View File

@ -249,14 +249,15 @@ function village.lift_ground(pos, scanheight)
local stonenode = nil
if minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name == "air" then
local nn = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name
if nn ~= "air" and minetest.registered_nodes[nn].liquidtype ~= "none" then
return
end
for y = pos.y, pos.y - scanheight, -1 do
local p = {x = pos.x, y = y, z = pos.z}
local nn = minetest.get_node(p).name
nn = minetest.get_node(p).name
local an = minetest.get_node({x = p.x, y = p.y + 1, z = p.z}).name
if nn ~= "air" and minetest.registered_nodes[nn].liquidtype ~= "none" then
@ -356,9 +357,6 @@ function village.spawn_chunk(pos, state, orient, replace, pr, chunktype, nofill,
village.generate_hill({x=pos.x-6, y=pos.y-5, z=pos.z-6})
local py = pos.y-6
if py < water_level then
py = water_level
end
util.nodefunc(
{x = pos.x-6, y = py, z = pos.z-6},
{x = pos.x+17, y = py, z = pos.z+17},