FindSpawnPos: Let mapgens decide what spawn altitude is suitable
To avoid spawn search failing in new specialised mapgens Increase spawn search range to 4000 nodes Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen and all mapgens Remove getGroundLevelAtPoint() functions from all mapgens except mgv6 (possibly to be re-added later in the correct form to return actual ground level) Make mgvalleys flag names consistent with other mapgens Remove now unused 'vertical spawn range' setting
This commit is contained in:
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38e7122600
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@ -247,7 +247,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("default_privs", "interact, shout");
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settings->setDefault("player_transfer_distance", "0");
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settings->setDefault("enable_pvp", "true");
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settings->setDefault("vertical_spawn_range", "16");
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settings->setDefault("disallow_empty_password", "false");
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settings->setDefault("disable_anticheat", "false");
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settings->setDefault("enable_rollback_recording", "false");
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@ -334,6 +334,18 @@ v3s16 EmergeManager::getContainingChunk(v3s16 blockpos, s16 chunksize)
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}
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int EmergeManager::getSpawnLevelAtPoint(v2s16 p)
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{
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if (m_mapgens.size() == 0 || !m_mapgens[0]) {
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errorstream << "EmergeManager: getSpawnLevelAtPoint() called"
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" before mapgen init" << std::endl;
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return 0;
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}
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return m_mapgens[0]->getSpawnLevelAtPoint(p);
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}
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int EmergeManager::getGroundLevelAtPoint(v2s16 p)
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{
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if (m_mapgens.size() == 0 || !m_mapgens[0]) {
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@ -136,6 +136,7 @@ public:
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// Mapgen helpers methods
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Biome *getBiomeAtPoint(v3s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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int getGroundLevelAtPoint(v2s16 p);
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bool isBlockUnderground(v3s16 blockpos);
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@ -181,6 +181,13 @@ public:
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virtual void makeChunk(BlockMakeData *data) {}
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virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
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// getSpawnLevelAtPoint() is a function within each mapgen that returns a
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// suitable y co-ordinate for player spawn ('suitable' usually meaning
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// within 16 nodes of water_level). If a suitable spawn level cannot be
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// found at the specified (X, Z) 'MAX_MAP_GENERATION_LIMIT' is returned to
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// signify this and to cause Server::findSpawnPos() to try another (X, Z).
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virtual int getSpawnLevelAtPoint(v2s16 p) { return 0; }
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private:
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DISABLE_CLASS_COPY(Mapgen);
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};
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@ -192,18 +192,25 @@ void MapgenFlatParams::writeParams(Settings *settings) const
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/////////////////////////////////////////////////////////////////
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int MapgenFlat::getGroundLevelAtPoint(v2s16 p)
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int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
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{
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s16 level_at_point = ground_level;
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float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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s16 depress = (lake_threshold - n_terrain) * lake_steepness;
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return ground_level - depress;
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level_at_point = ground_level -
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(lake_threshold - n_terrain) * lake_steepness;
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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s16 rise = (n_terrain - hill_threshold) * hill_steepness;
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return ground_level + rise;
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} else {
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return ground_level;
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level_at_point = ground_level +
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(n_terrain - hill_threshold) * hill_steepness;
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}
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if (ground_level < water_level) // Ocean world, allow spawn in water
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return MYMAX(level_at_point, water_level);
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else if (level_at_point > water_level)
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return level_at_point; // Spawn on land
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else
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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@ -102,7 +102,7 @@ public:
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~MapgenFlat();
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virtual void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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void calculateNoise();
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s16 generateTerrain();
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MgStoneType generateBiomes(float *heat_map, float *humidity_map);
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@ -209,17 +209,28 @@ void MapgenFractalParams::writeParams(Settings *settings) const
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/////////////////////////////////////////////////////////////////
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int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
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int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
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{
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s16 search_start = 128;
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s16 search_end = -128;
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for (s16 y = search_start; y >= search_end; y--) {
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if (getFractalAtPoint(p.X, y, p.Y))
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return y;
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bool solid_below = false; // Dry solid node is present below to spawn on
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u8 air_count = 0; // Consecutive air nodes above the dry solid node
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s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
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// Seabed can rise above water_level or might be raised to create dry land
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s16 search_start = MYMAX(seabed_level, water_level + 1);
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if (seabed_level > water_level)
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solid_below = true;
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for (s16 y = search_start; y <= search_start + 128; y++) {
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if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
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solid_below = true;
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air_count = 0;
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} else if (solid_below) { // Air above solid node
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air_count++;
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if (air_count == 2)
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return y - 2;
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}
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}
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return -MAX_MAP_GENERATION_LIMIT;
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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@ -114,7 +114,7 @@ public:
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~MapgenFractal();
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virtual void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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void calculateNoise();
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bool getFractalAtPoint(s16 x, s16 y, s16 z);
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s16 generateTerrain();
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@ -99,7 +99,7 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
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}
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int MapgenSinglenode::getGroundLevelAtPoint(v2s16 p)
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int MapgenSinglenode::getSpawnLevelAtPoint(v2s16 p)
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{
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return 0;
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}
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@ -41,7 +41,7 @@ public:
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~MapgenSinglenode();
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void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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};
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struct MapgenFactorySinglenode : public MapgenFactory {
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@ -171,7 +171,7 @@ void MapgenV5Params::writeParams(Settings *settings) const
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}
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int MapgenV5::getGroundLevelAtPoint(v2s16 p)
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int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
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{
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//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
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@ -182,24 +182,25 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
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f *= 1.6;
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float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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s16 search_start = 128; // Only bother searching this range, actual
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s16 search_end = -128; // ground level is rarely higher or lower.
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for (s16 y = search_start; y >= search_end; y--) {
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for (s16 y = 128; y >= -128; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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// If solid
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if (n_ground * f > y - h) {
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if (n_ground * f > y - h) { // If solid
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// If either top 2 nodes of search are solid this is inside a
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// mountain or floatland with no space for the player to spawn.
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if (y >= search_start - 1)
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return MAX_MAP_GENERATION_LIMIT;
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else
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return y; // Ground below at least 2 nodes of space
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// mountain or floatland with possibly no space for the player to spawn.
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if (y >= 127) {
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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} else { // Ground below at least 2 nodes of empty space
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if (y <= water_level || y > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return y;
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}
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}
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}
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//printf("getGroundLevelAtPoint: %dus\n", t.stop());
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return -MAX_MAP_GENERATION_LIMIT;
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found
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}
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@ -90,7 +90,7 @@ public:
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~MapgenV5();
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virtual void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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void calculateNoise();
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int generateBaseTerrain();
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MgStoneType generateBiomes(float *heat_map, float *humidity_map);
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@ -318,6 +318,17 @@ int MapgenV6::getGroundLevelAtPoint(v2s16 p)
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}
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int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
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{
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s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
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if (level_at_point <= water_level ||
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level_at_point > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return level_at_point;
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}
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//////////////////////// Noise functions
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float MapgenV6::getMudAmount(v2s16 p)
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@ -129,6 +129,7 @@ public:
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void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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float baseTerrainLevel(float terrain_base, float terrain_higher,
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float steepness, float height_select);
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@ -202,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
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///////////////////////////////////////
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int MapgenV7::getGroundLevelAtPoint(v2s16 p)
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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{
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// Base terrain calculation
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s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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// Ridge/river terrain calculation
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float width = 0.2;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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// actually computing the depth of the ridge is much more expensive;
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// if inside a river, simply guess
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// if inside a river this is an unsuitable spawn point
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if (fabs(uwatern) <= width)
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return water_level - 10;
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return MAX_MAP_GENERATION_LIMIT;
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// Mountain terrain calculation
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int iters = 128; // don't even bother iterating more than 128 times..
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int iters = 128;
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while (iters--) {
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//current point would have been air
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if (!getMountainTerrainAtPoint(p.X, y, p.Y))
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return y;
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if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
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if (y <= water_level || y > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return y;
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}
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y++;
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}
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return y;
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// Unsuitable spawn point, no ground surface found
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return MAX_MAP_GENERATION_LIMIT;
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}
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@ -103,7 +103,7 @@ public:
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~MapgenV7();
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virtual void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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Biome *getBiomeAtPoint(v3s16 p);
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float baseTerrainLevelAtPoint(s16 x, s16 z);
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@ -56,8 +56,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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//Profiler *mapgen_profiler = &mapgen_prof;
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static FlagDesc flagdesc_mapgen_valleys[] = {
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{"altitude_chill", MG_VALLEYS_ALT_CHILL},
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{"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
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{"altitude_chill", MGVALLEYS_ALT_CHILL},
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{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
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{NULL, 0}
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};
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@ -86,8 +86,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
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MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
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this->spflags = sp->spflags;
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this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS);
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this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
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this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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this->altitude_chill = sp->altitude_chill;
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this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
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MapgenValleysParams::MapgenValleysParams()
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{
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spflags = MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
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spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
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altitude_chill = 90; // The altitude at which temperature drops by 20C.
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large_cave_depth = -33;
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}
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int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
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int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
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{
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// ***********************************
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// This method (deliberately) does not
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// return correct terrain values.
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// ***********************************
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// Since MT doesn't normally deal with rivers, check
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// to make sure this isn't a request for a location
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// in a river.
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// Check to make sure this isn't a request for a location in a river.
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float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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// If it's wet, return an unusable number.
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if (fabs(rivers) < river_size_factor)
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return MAX_MAP_GENERATION_LIMIT;
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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// Otherwise, return the real result.
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return terrainLevelAtPoint(p.X, p.Y);
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s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
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if (level_at_point <= water_level ||
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level_at_point > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return level_at_point;
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}
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@ -30,9 +30,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen.h"
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/////////////////// Mapgen Valleys flags
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#define MG_VALLEYS_ALT_CHILL 0x01
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#define MG_VALLEYS_HUMID_RIVERS 0x02
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////////////// Mapgen Valleys flags
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#define MGVALLEYS_ALT_CHILL 0x01
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#define MGVALLEYS_HUMID_RIVERS 0x02
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// Feed only one variable into these.
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#define MYSQUARE(x) (x) * (x)
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~MapgenValleys();
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virtual void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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s16 large_cave_depth;
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@ -3383,26 +3383,24 @@ v3f Server::findSpawnPos()
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return nodeposf * BS;
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}
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s16 water_level = map.getWaterLevel();
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s16 vertical_spawn_range = g_settings->getS16("vertical_spawn_range");
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bool is_good = false;
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// Try to find a good place a few times
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for(s32 i = 0; i < 1000 && !is_good; i++) {
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for(s32 i = 0; i < 4000 && !is_good; i++) {
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s32 range = 1 + i;
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// We're going to try to throw the player to this position
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v2s16 nodepos2d = v2s16(
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-range + (myrand() % (range * 2)),
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-range + (myrand() % (range * 2)));
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// Get ground height at point
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s16 groundheight = map.findGroundLevel(nodepos2d);
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// Don't go underwater or to high places
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if (groundheight <= water_level ||
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groundheight > water_level + vertical_spawn_range)
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// Get spawn level at point
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s16 spawn_level = m_emerge->getSpawnLevelAtPoint(nodepos2d);
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// Continue if MAX_MAP_GENERATION_LIMIT was returned by
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// the mapgen to signify an unsuitable spawn position
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if (spawn_level == MAX_MAP_GENERATION_LIMIT)
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continue;
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v3s16 nodepos(nodepos2d.X, groundheight, nodepos2d.Y);
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v3s16 nodepos(nodepos2d.X, spawn_level, nodepos2d.Y);
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s32 air_count = 0;
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for (s32 i = 0; i < 10; i++) {
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