MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->spflags = params->spflags;
- this->cave_width = params->cave_width;
- this->large_cave_depth = params->large_cave_depth;
- this->lava_depth = params->lava_depth;
- this->cavern_limit = params->cavern_limit;
- this->cavern_taper = params->cavern_taper;
- this->cavern_threshold = params->cavern_threshold;
+ spflags = params->spflags;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
// Terrain noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
{
- //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
if (f < 0.01)
f *= 1.6;
float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
- for (s16 y = 128; y >= -128; y--) {
+ // noise_height 'offset' is the average level of terrain. At least 50% of
+ // terrain will be below this.
+ // Raising the maximum spawn level above 'water_level + 16' is necessary
+ // for when noise_height 'offset' is set much higher than water_level.
+ s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
+
+ // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
+ // space above spawn position. Avoids spawning in possibly sealed voids.
+ for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
if (n_ground * f > y - h) { // If solid
- // If either top 2 nodes of search are solid this is inside a
- // mountain or floatland with possibly no space for the player to spawn.
- if (y >= 127) {
+ if (y < water_level || y > max_spawn_y)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
- } else { // Ground below at least 2 nodes of empty space
- if (y <= water_level || y > water_level + 16)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
- else
- return y;
- }
+
+ // y + 2 because y is surface and due to biome 'dust' nodes.
+ return y + 2;
}
}
-
- //printf("getGroundLevelAtPoint: %dus\n", t.stop());
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found
+ // Unsuitable spawn position, no ground found
+ return MAX_MAP_GENERATION_LIMIT;
}
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
- MgStoneType stone_type = generateBiomes();
+
+ MgStoneType mgstone_type;
+ content_t biome_stone;
+ generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
// Generate dungeons and desert temples
if (flags & MG_DUNGEONS)
- generateDungeons(stone_surface_max_y, stone_type);
+ generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed,
+ node_min, node_max, water_level - 1);
// Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed,
+ node_min, node_max, water_level - 1);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();