forked from Mirrorlandia_minetest/minetest
Improve (re)spawn, add cache_block_before_spawn and max_spawn_height settings
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@ -266,6 +266,10 @@
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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#enable_rollback_recording = false
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# If true, blocks are cached (and generated if not before) before a player is spawned.
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#cache_block_before_spawn = true
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# Defines the maximum height a player can spawn in a map, above water level
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#max_spawn_height = 50
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# Profiler data print interval. #0 = disable.
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#profiler_print_interval = 0
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@ -182,6 +182,8 @@ void set_default_settings(Settings *settings)
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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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settings->setDefault("cache_block_before_spawn", "true");
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settings->setDefault("max_spawn_height", "50");
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settings->setDefault("profiler_print_interval", "0");
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settings->setDefault("enable_mapgen_debug_info", "false");
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76
src/map.cpp
76
src/map.cpp
@ -3185,48 +3185,56 @@ void ServerMap::prepareBlock(MapBlock *block) {
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}
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}
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s16 ServerMap::findGroundLevel(v2s16 p2d)
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{
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#if 0
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/*
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Uh, just do something random...
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/**
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* Get the ground level by searching for a non CONTENT_AIR node in a column from top to bottom
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*/
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// Find existing map from top to down
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s16 max=63;
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s16 min=-64;
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v3s16 p(p2d.X, max, p2d.Y);
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for(; p.Y>min; p.Y--)
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s16 ServerMap::findGroundLevel(v2s16 p2d, bool cacheBlocks)
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{
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s16 level;
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// The reference height is the original mapgen height
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s16 referenceHeight = m_emerge->getGroundLevelAtPoint(p2d);
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s16 maxSearchHeight = 63 + referenceHeight;
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s16 minSearchHeight = -63 + referenceHeight;
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v3s16 probePosition(p2d.X, maxSearchHeight, p2d.Y);
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v3s16 blockPosition = getNodeBlockPos(probePosition);
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v3s16 prevBlockPosition = blockPosition;
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// Cache the block to be inspected.
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if(cacheBlocks) {
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emergeBlock(blockPosition, true);
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}
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// Probes the nodes in the given column
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for(; probePosition.Y > minSearchHeight; probePosition.Y--)
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{
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MapNode n = getNodeNoEx(p);
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if(n.getContent() != CONTENT_IGNORE)
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if(cacheBlocks) {
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// Calculate the block position of the given node
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blockPosition = getNodeBlockPos(probePosition);
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// If the node is in an different block, cache it
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if(blockPosition != prevBlockPosition) {
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emergeBlock(blockPosition, true);
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prevBlockPosition = blockPosition;
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}
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}
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MapNode node = getNodeNoEx(probePosition);
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if (node.getContent() != CONTENT_IGNORE &&
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node.getContent() != CONTENT_AIR) {
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break;
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}
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if(p.Y == min)
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goto plan_b;
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// If this node is not air, go to plan b
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if(getNodeNoEx(p).getContent() != CONTENT_AIR)
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goto plan_b;
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// Search existing walkable and return it
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for(; p.Y>min; p.Y--)
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{
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MapNode n = getNodeNoEx(p);
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if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
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return p.Y;
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}
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// Move to plan b
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plan_b:
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#endif
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// Could not determine the ground. Use map generator noise functions.
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if(probePosition.Y == minSearchHeight) {
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level = referenceHeight;
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} else {
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level = probePosition.Y;
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}
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/*
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Determine from map generator noise functions
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*/
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s16 level = m_emerge->getGroundLevelAtPoint(p2d);
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return level;
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//double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
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//return (s16)level;
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}
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bool ServerMap::loadFromFolders() {
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@ -428,7 +428,7 @@ public:
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void prepareBlock(MapBlock *block);
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// Helper for placing objects on ground level
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s16 findGroundLevel(v2s16 p2d);
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s16 findGroundLevel(v2s16 p2d, bool cacheBlocks);
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/*
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Misc. helper functions for fiddling with directory and file
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@ -2287,6 +2287,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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/*infostream<<"Server::ProcessData(): Moved player "<<peer_id<<" to "
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<<"("<<position.X<<","<<position.Y<<","<<position.Z<<")"
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<<" pitch="<<pitch<<" yaw="<<yaw<<std::endl;*/
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}
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else if(command == TOSERVER_GOTBLOCKS)
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{
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@ -5318,10 +5319,10 @@ v3f findSpawnPos(ServerMap &map)
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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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s16 groundheight = map.findGroundLevel(nodepos2d, g_settings->getBool("cache_block_before_spawn"));
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if (groundheight <= water_level) // Don't go underwater
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continue;
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if (groundheight > water_level + 6) // Don't go to high places
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if (groundheight > water_level + g_settings->getS16("max_spawn_height")) // Don't go to high places
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continue;
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nodepos = v3s16(nodepos2d.X, groundheight, nodepos2d.Y);
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