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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

@ -202,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
///////////////////////////////////////
int MapgenV7::getGroundLevelAtPoint(v2s16 p)
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
{
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
@ -210,22 +210,24 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p)
// Ridge/river terrain calculation
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
// actually computing the depth of the ridge is much more expensive;
// if inside a river, simply guess
// if inside a river this is an unsuitable spawn point
if (fabs(uwatern) <= width)
return water_level - 10;
return MAX_MAP_GENERATION_LIMIT;
// Mountain terrain calculation
int iters = 128; // don't even bother iterating more than 128 times..
int iters = 128;
while (iters--) {
//current point would have been air
if (!getMountainTerrainAtPoint(p.X, y, p.Y))
return y;
if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
if (y <= water_level || y > water_level + 16)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
else
return y;
}
y++;
}
return y;
// Unsuitable spawn point, no ground surface found
return MAX_MAP_GENERATION_LIMIT;
}