From ce1a70c70355f2a08fc64d63b1fd3f23743d934f Mon Sep 17 00:00:00 2001 From: paramat Date: Sun, 4 Oct 2015 03:52:55 +0100 Subject: [PATCH] Mgv5: getGroundLevelAtPoint searches a larger range --- src/mapgen_v5.cpp | 19 ++++++++++--------- 1 file changed, 10 insertions(+), 9 deletions(-) diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index d534249a5..1e5e5dbf0 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -182,23 +182,24 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) f *= 1.6; float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); - s16 search_top = water_level + 15; - s16 search_base = water_level; + s16 search_start = 128; // Only bother searching this range, actual + s16 search_end = -128; // ground level is rarely higher or lower. - s16 level = -31000; - for (s16 y = search_top; y >= search_base; y--) { + for (s16 y = search_start; y >= search_end; y--) { float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); + // If solid if (n_ground * f > y - h) { - if (y >= search_top - 7) - break; + // If either top 2 nodes of search are solid this is inside a + // mountain or floatland with no space for the player to spawn. + if (y >= search_start - 1) + return MAX_MAP_GENERATION_LIMIT; else - level = y; - break; + return y; // Ground below at least 2 nodes of space } } //printf("getGroundLevelAtPoint: %dus\n", t.stop()); - return level; + return -MAX_MAP_GENERATION_LIMIT; } -- 2.25.1