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;
}