Mgv7 floatlands: Various improvements

Floatland base terrain underside was too thin, causing excessive water
leakage through tunnels under lakes, now make it thicker.
Floatland mountain terrain had a rim 1 node thick which made it bare
stone, now make it 2 nodes thick to merge with the floatland base
terrain rim and to have a layer of biome material.
Make mountain terrain more exponentially shaped by altering the
exponent.
Remove unnecessary and potentially ugly MYMAX() applied to
n_base_height.
This commit is contained in:
paramat 2016-11-29 04:08:55 +00:00
parent 5dc6198878
commit 6c9f10e132

@ -346,8 +346,11 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
{
float density_gradient =
-pow(fabs((float)(y - floatland_level) / float_mount_height), 0.8f);
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
-pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
-pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
return floatn + density_gradient >= 0.0f;
@ -362,11 +365,10 @@ void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
float n_base = noise_floatland_base->result[idx_xz];
if (n_base > 0.0f) {
float n_base_height =
MYMAX(noise_float_base_height->result[idx_xz], 0.0f);
float n_base_height = noise_float_base_height->result[idx_xz];
float amp = n_base * n_base_height;
float ridge = n_base_height / 3.0f;
base_min = floatland_level - amp / 2.0f;
base_min = floatland_level - amp / 1.5f;
if (amp > ridge * 2.0f) {
// Lake bed