Better spawn position finding and checking

This commit is contained in:
Perttu Ahola 2011-11-13 03:17:42 +02:00
parent bc0e5c0063
commit 7372282a72

@ -4136,8 +4136,7 @@ v3f findSpawnPos(ServerMap &map)
{
//return v3f(50,50,50)*BS;
v2s16 nodepos;
s16 groundheight = 0;
v3s16 nodepos;
#if 0
nodepos = v2s16(0,0);
@ -4150,13 +4149,11 @@ v3f findSpawnPos(ServerMap &map)
{
s32 range = 1 + i;
// We're going to try to throw the player to this position
nodepos = v2s16(-range + (myrand()%(range*2)),
v2s16 nodepos2d = v2s16(-range + (myrand()%(range*2)),
-range + (myrand()%(range*2)));
v2s16 sectorpos = getNodeSectorPos(nodepos);
// Get sector (NOTE: Don't get because it's slow)
//m_env.getMap().emergeSector(sectorpos);
//v2s16 sectorpos = getNodeSectorPos(nodepos2d);
// Get ground height at point (fallbacks to heightmap function)
groundheight = map.findGroundLevel(nodepos);
s16 groundheight = map.findGroundLevel(nodepos2d);
// Don't go underwater
if(groundheight < WATER_LEVEL)
{
@ -4170,21 +4167,32 @@ v3f findSpawnPos(ServerMap &map)
continue;
}
// Found a good place
//infostream<<"Searched through "<<i<<" places."<<std::endl;
break;
nodepos = v3s16(nodepos2d.X, groundheight-2, nodepos2d.Y);
bool is_good = false;
s32 air_count = 0;
for(s32 i=0; i<10; i++){
v3s16 blockpos = getNodeBlockPos(nodepos);
map.emergeBlock(blockpos, true);
MapNode n = map.getNodeNoEx(nodepos);
if(n.getContent() == CONTENT_AIR){
air_count++;
if(air_count >= 2){
is_good = true;
nodepos.Y -= 1;
break;
}
}
nodepos.Y++;
}
if(is_good){
// Found a good place
//infostream<<"Searched through "<<i<<" places."<<std::endl;
break;
}
}
#endif
// If no suitable place was not found, go above water at least.
if(groundheight < WATER_LEVEL)
groundheight = WATER_LEVEL;
return intToFloat(v3s16(
nodepos.X,
groundheight + 3,
nodepos.Y
), BS);
return intToFloat(nodepos, BS);
}
Player *Server::emergePlayer(const char *name, const char *password, u16 peer_id)