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Mgv5: Make spawn position search more reliable

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paramat authored and rubenwardy committed Aug 9, 2017
1 parent bb1c711 commit 3aab517775d1095f9f24c17b6e880dffd372e3ef
Showing with 15 additions and 14 deletions.
  1. +15 −14 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;
}


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