Mapgen Flat: Fix and improve getSpawnLevelAtPoint() (#8756)
Previously, this wrongly returned ground level (a position containing a solid node) as spawn level. Return ground level + 2 (+ 2 to spawn above biome 'dust' nodes). Improve codestyle and make more consistent with generateTerrain().master
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@ -143,26 +143,31 @@ void MapgenFlatParams::writeParams(Settings *settings) const
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int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
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int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
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{
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{
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s16 level_at_point = ground_level;
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s16 stone_level = ground_level;
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float n_terrain = 0.0f;
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float n_terrain =
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if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
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((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
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n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
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NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
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0.0f;
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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level_at_point = ground_level -
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s16 depress = (lake_threshold - n_terrain) * lake_steepness;
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(lake_threshold - n_terrain) * lake_steepness;
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stone_level = ground_level - depress;
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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level_at_point = ground_level +
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s16 rise = (n_terrain - hill_threshold) * hill_steepness;
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(n_terrain - hill_threshold) * hill_steepness;
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stone_level = ground_level + rise;
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}
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}
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if (ground_level < water_level) // Ocean world, allow spawn in water
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if (ground_level < water_level)
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return MYMAX(level_at_point, water_level);
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// Ocean world, may not have islands so allow spawn in water
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return MYMAX(stone_level + 2, water_level);
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if (level_at_point > water_level)
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if (stone_level >= water_level)
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return level_at_point; // Spawn on land
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// Spawn on land
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// + 2 not + 1, to spawn above biome 'dust' nodes
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return stone_level + 2;
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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// Unsuitable spawn point
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return MAX_MAP_GENERATION_LIMIT;
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}
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}
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