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Mgv5: getGroundLevelAtPoint searches a larger range
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@ -182,23 +182,24 @@ int MapgenV5::getGroundLevelAtPoint(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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s16 search_top = water_level + 15;
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s16 search_base = water_level;
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s16 search_start = 128; // Only bother searching this range, actual
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s16 search_end = -128; // ground level is rarely higher or lower.
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s16 level = -31000;
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for (s16 y = search_top; y >= search_base; y--) {
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for (s16 y = search_start; y >= search_end; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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// If solid
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if (n_ground * f > y - h) {
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if (y >= search_top - 7)
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break;
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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 no space for the player to spawn.
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if (y >= search_start - 1)
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return MAX_MAP_GENERATION_LIMIT;
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else
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level = y;
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break;
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return y; // Ground below at least 2 nodes of space
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}
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}
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//printf("getGroundLevelAtPoint: %dus\n", t.stop());
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return level;
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return -MAX_MAP_GENERATION_LIMIT;
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}
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