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Mgv5: Make spawn position search more reliable
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@ -134,7 +134,6 @@ void MapgenV5Params::writeParams(Settings *settings) const
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int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
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{
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//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
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float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
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if (f < 0.01)
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@ -143,25 +142,27 @@ int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
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f *= 1.6;
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float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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for (s16 y = 128; y >= -128; y--) {
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// noise_height 'offset' is the average level of terrain. At least 50% of
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// terrain will be below this.
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// Raising the maximum spawn level above 'water_level + 16' is necessary
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// for when noise_height 'offset' is set much higher than water_level.
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s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
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// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
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// space above spawn position. Avoids spawning in possibly sealed voids.
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for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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if (n_ground * f > y - h) { // If solid
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// If either top 2 nodes of search are solid this is inside a
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// mountain or floatland with possibly no space for the player to spawn.
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if (y >= 127) {
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if (y < water_level || y > max_spawn_y)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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} else { // Ground below at least 2 nodes of empty space
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if (y <= water_level || y > 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 y;
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}
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else
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// y + 2 because y is surface and due to biome 'dust' nodes.
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return y + 2;
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}
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}
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//printf("getGroundLevelAtPoint: %dus\n", t.stop());
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found
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// Unsuitable spawn position, no ground found
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return MAX_MAP_GENERATION_LIMIT;
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}
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