Mgv7 spawn search: Cope with extreme custom terrain and biome 'dust'
Previously, maximum spawn level was set to 'water_level + 16'. This would result in spawn search failing if terrain had been customised to be much higher than 'water_level' at all points. Also raise spawn level by 1 node to avoid spawning half-buried in a biome 'dust' node such as 'default:snowblock'.mutilcraft-mt53
parent
8f2e60a961
commit
ea4d407082
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@ -202,10 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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{
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// Base terrain calculation
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s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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// If enabled, check if inside a river
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// If rivers are enabled, first check if in a river
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if (spflags & MGV7_RIDGES) {
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float width = 0.2;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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@ -213,28 +210,41 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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// If mountains are disabled, terrain level is base terrain level
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// Avoids spawn on non-existant mountain terrain
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// Terrain noise 'offset' is the average level of that terrain.
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// At least 50% of terrain will be below the higher of base and alt terrain
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// 'offset's.
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// Raising the maximum spawn level above 'water_level + 16' is necessary
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// for when terrain 'offset's are set much higher than water_level.
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s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
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noise_terrain_base->np.offset),
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water_level + 16);
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// Base terrain calculation
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s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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// If mountains are disabled, terrain level is base terrain level.
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// Avoids mid-air spawn where mountain terrain would have been.
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if (!(spflags & MGV7_MOUNTAINS)) {
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if (y <= water_level || y > water_level + 16)
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if (y <= water_level || y > max_spawn_y)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return y;
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// + 1 to not be half-buried in a potential node-deep biome 'dust'
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return y + 1;
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}
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// Mountain terrain calculation
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int iters = 128;
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while (iters--) {
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// Search upwards for first node without mountain terrain
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int iters = 256;
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while (iters > 0 && y <= max_spawn_y) {
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if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
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if (y <= water_level || y > water_level + 16)
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if (y <= water_level || y > max_spawn_y)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return y;
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return y + 1;
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}
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y++;
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iters--;
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}
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// Unsuitable spawn point, no mountain surface found
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// Unsuitable spawn point
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return MAX_MAP_GENERATION_LIMIT;
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}
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