diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index faca0e16a..2cfb065f9 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -134,7 +134,6 @@ void MapgenV5Params::writeParams(Settings *settings) const int MapgenV5::getSpawnLevelAtPoint(v2s16 p) { - //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO); float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed); if (f < 0.01) @@ -143,25 +142,27 @@ int MapgenV5::getSpawnLevelAtPoint(v2s16 p) f *= 1.6; float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); - for (s16 y = 128; y >= -128; y--) { + // noise_height 'offset' is the average level of terrain. At least 50% of + // terrain will be below this. + // Raising the maximum spawn level above 'water_level + 16' is necessary + // for when noise_height 'offset' is set much higher than water_level. + s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16); + + // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open + // space above spawn position. Avoids spawning in possibly sealed voids. + for (s16 y = max_spawn_y + 128; y >= water_level; y--) { float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); if (n_ground * f > y - h) { // If solid - // If either top 2 nodes of search are solid this is inside a - // mountain or floatland with possibly no space for the player to spawn. - if (y >= 127) { + if (y < water_level || y > max_spawn_y) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point - } else { // Ground below at least 2 nodes of empty space - if (y <= water_level || y > water_level + 16) - return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point - else - return y; - } + else + // y + 2 because y is surface and due to biome 'dust' nodes. + return y + 2; } } - - //printf("getGroundLevelAtPoint: %dus\n", t.stop()); - return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found + // Unsuitable spawn position, no ground found + return MAX_MAP_GENERATION_LIMIT; }