Mapgen Flat: Fix and improve getSpawnLevelAtPoint() (#8756)

Previously, this wrongly returned ground level (a position containing
a solid node) as spawn level.
Return ground level + 2 (+ 2 to spawn above biome 'dust' nodes).
Improve codestyle and make more consistent with generateTerrain().
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Paramat 2019-08-06 02:30:28 +01:00 committed by GitHub
parent ac856b20bf
commit 8da35c22d1
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@ -143,26 +143,31 @@ void MapgenFlatParams::writeParams(Settings *settings) const
int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
s16 level_at_point = ground_level;
float n_terrain = 0.0f;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
s16 stone_level = ground_level;
float n_terrain =
((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
0.0f;
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
level_at_point = ground_level -
(lake_threshold - n_terrain) * lake_steepness;
s16 depress = (lake_threshold - n_terrain) * lake_steepness;
stone_level = ground_level - depress;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
level_at_point = ground_level +
(n_terrain - hill_threshold) * hill_steepness;
s16 rise = (n_terrain - hill_threshold) * hill_steepness;
stone_level = ground_level + rise;
}
if (ground_level < water_level) // Ocean world, allow spawn in water
return MYMAX(level_at_point, water_level);
if (ground_level < water_level)
// Ocean world, may not have islands so allow spawn in water
return MYMAX(stone_level + 2, water_level);
if (level_at_point > water_level)
return level_at_point; // Spawn on land
if (stone_level >= water_level)
// Spawn on land
// + 2 not + 1, to spawn above biome 'dust' nodes
return stone_level + 2;
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// Unsuitable spawn point
return MAX_MAP_GENERATION_LIMIT;
}