this->large_cave_depth = params->large_cave_depth;
this->lava_depth = params->lava_depth;
this->float_mount_density = params->float_mount_density;
- this->float_mount_height = params->float_mount_height;
+ float_mount_height_lim = MYMAX(params->float_mount_height, 1.0f);
this->floatland_level = params->floatland_level;
this->shadow_limit = params->shadow_limit;
this->cavern_limit = params->cavern_limit;
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
- float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+ float mnt_h_n =
+ MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
float density_gradient = -((float)y / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
- float mounthn = noise_mount_height->result[idx_xz];
+ float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
float density_gradient = -((float)y / mounthn);
float mountn = noise_mountain->result[idx_xyz];
{
// 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);
+ -pow((float)(y - floatland_level) / float_mount_height_lim, 0.75f) :
+ -pow((float)(floatland_level - 1 - y) / float_mount_height_lim, 0.75f);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
float n_base = noise_floatland_base->result[idx_xz];
if (n_base > 0.0f) {
- float n_base_height = noise_float_base_height->result[idx_xz];
+ float n_base_height =
+ MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
float amp = n_base * n_base_height;
float ridge = n_base_height / 3.0f;
base_min = floatland_level - amp / 1.5f;