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FindSpawnPos: Let mapgens decide what spawn altitude is suitable

To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
This commit is contained in:
paramat 2016-02-04 01:03:31 +00:00
parent 38e7122600
commit 4adbd69a37
19 changed files with 122 additions and 77 deletions

View file

@ -209,17 +209,28 @@ void MapgenFractalParams::writeParams(Settings *settings) const
/////////////////////////////////////////////////////////////////
int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
{
s16 search_start = 128;
s16 search_end = -128;
for (s16 y = search_start; y >= search_end; y--) {
if (getFractalAtPoint(p.X, y, p.Y))
return y;
bool solid_below = false; // Dry solid node is present below to spawn on
u8 air_count = 0; // Consecutive air nodes above the dry solid node
s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
// Seabed can rise above water_level or might be raised to create dry land
s16 search_start = MYMAX(seabed_level, water_level + 1);
if (seabed_level > water_level)
solid_below = true;
for (s16 y = search_start; y <= search_start + 128; y++) {
if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
solid_below = true;
air_count = 0;
} else if (solid_below) { // Air above solid node
air_count++;
if (air_count == 2)
return y - 2;
}
}
return -MAX_MAP_GENERATION_LIMIT;
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}