Temporarily exposed map generator stuff
Should only be used for testing
*/
-extern double base_rock_level_2d(u64 seed, v2s16 p);
-extern double get_mud_add_amount(u64 seed, v2s16 p);
+//extern double base_rock_level_2d(u64 seed, v2s16 p);
+//extern double get_mud_add_amount(u64 seed, v2s16 p);
+extern s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
extern bool get_have_sand(u64 seed, v2s16 p2d);
extern double tree_amount_2d(u64 seed, v2s16 p);
if(n)
return n->getValue();
HeightPoint hp;
- hp.gh = BS*base_rock_level_2d(seed, p2d);
- hp.ma = BS*get_mud_add_amount(seed, p2d);
+ s16 level = find_ground_level_from_noise(seed, p2d, 3);
+ hp.gh = (level-4)*BS;
+ hp.ma = (4)*BS;
+ /*hp.gh = BS*base_rock_level_2d(seed, p2d);
+ hp.ma = BS*get_mud_add_amount(seed, p2d);*/
hp.have_sand = get_have_sand(seed, p2d);
if(hp.gh > BS*WATER_LEVEL)
hp.tree_amount = tree_amount_2d(seed, p2d);
// No mud has been added if mud amount is less than 1
if(hp.ma < 1.0*BS)
hp.ma = 0.0;
- hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
+ //hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
g_heights[p2d] = hp;
return hp;
}