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authorparamat <mat.gregory@virginmedia.com>2015-10-04 03:52:55 +0100
committerparamat <mat.gregory@virginmedia.com>2015-10-05 02:03:50 +0100
commitce1a70c70355f2a08fc64d63b1fd3f23743d934f (patch)
tree0a7949fd316829d36095cdea43f90769ec5965d8
parent94464fce70c729bc0499d471862ffba53410d41e (diff)
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Mgv5: getGroundLevelAtPoint searches a larger range
-rw-r--r--src/mapgen_v5.cpp19
1 files changed, 10 insertions, 9 deletions
diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp
index d534249a5..1e5e5dbf0 100644
--- a/src/mapgen_v5.cpp
+++ b/src/mapgen_v5.cpp
@@ -182,23 +182,24 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
f *= 1.6;
float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
- s16 search_top = water_level + 15;
- s16 search_base = water_level;
+ s16 search_start = 128; // Only bother searching this range, actual
+ s16 search_end = -128; // ground level is rarely higher or lower.
- s16 level = -31000;
- for (s16 y = search_top; y >= search_base; y--) {
+ for (s16 y = search_start; y >= search_end; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
+ // If solid
if (n_ground * f > y - h) {
- if (y >= search_top - 7)
- break;
+ // If either top 2 nodes of search are solid this is inside a
+ // mountain or floatland with no space for the player to spawn.
+ if (y >= search_start - 1)
+ return MAX_MAP_GENERATION_LIMIT;
else
- level = y;
- break;
+ return y; // Ground below at least 2 nodes of space
}
}
//printf("getGroundLevelAtPoint: %dus\n", t.stop());
- return level;
+ return -MAX_MAP_GENERATION_LIMIT;
}