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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
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19 changed files with 122 additions and 77 deletions
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@ -56,8 +56,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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//Profiler *mapgen_profiler = &mapgen_prof;
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static FlagDesc flagdesc_mapgen_valleys[] = {
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{"altitude_chill", MG_VALLEYS_ALT_CHILL},
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{"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
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{"altitude_chill", MGVALLEYS_ALT_CHILL},
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{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
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{NULL, 0}
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};
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@ -86,8 +86,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
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MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
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this->spflags = sp->spflags;
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this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS);
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this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
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this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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this->altitude_chill = sp->altitude_chill;
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this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
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@ -181,7 +181,7 @@ MapgenValleys::~MapgenValleys()
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MapgenValleysParams::MapgenValleysParams()
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{
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spflags = MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
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spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
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altitude_chill = 90; // The altitude at which temperature drops by 20C.
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large_cave_depth = -33;
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@ -513,24 +513,19 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
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}
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int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
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int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
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{
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// ***********************************
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// This method (deliberately) does not
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// return correct terrain values.
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// ***********************************
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// Since MT doesn't normally deal with rivers, check
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// to make sure this isn't a request for a location
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// in a river.
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// Check to make sure this isn't a request for a location in a river.
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float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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// If it's wet, return an unusable number.
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if (fabs(rivers) < river_size_factor)
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return MAX_MAP_GENERATION_LIMIT;
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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// Otherwise, return the real result.
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return terrainLevelAtPoint(p.X, p.Y);
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s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
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if (level_at_point <= water_level ||
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level_at_point > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return level_at_point;
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}
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