Improve (re)spawn, add cache_block_before_spawn and max_spawn_height settings

This commit is contained in:
sweetbomber 2013-05-30 17:14:22 +01:00 committed by ShadowNinja
parent 000da6b25d
commit 22dbbf0a6f
5 changed files with 55 additions and 40 deletions

@ -266,6 +266,10 @@
#disable_anticheat = false
# If true, actions are recorded for rollback
#enable_rollback_recording = false
# If true, blocks are cached (and generated if not before) before a player is spawned.
#cache_block_before_spawn = true
# Defines the maximum height a player can spawn in a map, above water level
#max_spawn_height = 50
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0

@ -182,6 +182,8 @@ void set_default_settings(Settings *settings)
settings->setDefault("disallow_empty_password", "false");
settings->setDefault("disable_anticheat", "false");
settings->setDefault("enable_rollback_recording", "false");
settings->setDefault("cache_block_before_spawn", "true");
settings->setDefault("max_spawn_height", "50");
settings->setDefault("profiler_print_interval", "0");
settings->setDefault("enable_mapgen_debug_info", "false");

@ -3185,48 +3185,56 @@ void ServerMap::prepareBlock(MapBlock *block) {
}
}
s16 ServerMap::findGroundLevel(v2s16 p2d)
{
#if 0
/*
Uh, just do something random...
/**
* Get the ground level by searching for a non CONTENT_AIR node in a column from top to bottom
*/
// Find existing map from top to down
s16 max=63;
s16 min=-64;
v3s16 p(p2d.X, max, p2d.Y);
for(; p.Y>min; p.Y--)
s16 ServerMap::findGroundLevel(v2s16 p2d, bool cacheBlocks)
{
s16 level;
// The reference height is the original mapgen height
s16 referenceHeight = m_emerge->getGroundLevelAtPoint(p2d);
s16 maxSearchHeight = 63 + referenceHeight;
s16 minSearchHeight = -63 + referenceHeight;
v3s16 probePosition(p2d.X, maxSearchHeight, p2d.Y);
v3s16 blockPosition = getNodeBlockPos(probePosition);
v3s16 prevBlockPosition = blockPosition;
// Cache the block to be inspected.
if(cacheBlocks) {
emergeBlock(blockPosition, true);
}
// Probes the nodes in the given column
for(; probePosition.Y > minSearchHeight; probePosition.Y--)
{
MapNode n = getNodeNoEx(p);
if(n.getContent() != CONTENT_IGNORE)
if(cacheBlocks) {
// Calculate the block position of the given node
blockPosition = getNodeBlockPos(probePosition);
// If the node is in an different block, cache it
if(blockPosition != prevBlockPosition) {
emergeBlock(blockPosition, true);
prevBlockPosition = blockPosition;
}
}
MapNode node = getNodeNoEx(probePosition);
if (node.getContent() != CONTENT_IGNORE &&
node.getContent() != CONTENT_AIR) {
break;
}
if(p.Y == min)
goto plan_b;
// If this node is not air, go to plan b
if(getNodeNoEx(p).getContent() != CONTENT_AIR)
goto plan_b;
// Search existing walkable and return it
for(; p.Y>min; p.Y--)
{
MapNode n = getNodeNoEx(p);
if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
return p.Y;
}
// Move to plan b
plan_b:
#endif
// Could not determine the ground. Use map generator noise functions.
if(probePosition.Y == minSearchHeight) {
level = referenceHeight;
} else {
level = probePosition.Y;
}
/*
Determine from map generator noise functions
*/
s16 level = m_emerge->getGroundLevelAtPoint(p2d);
return level;
//double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
//return (s16)level;
}
bool ServerMap::loadFromFolders() {

@ -428,7 +428,7 @@ public:
void prepareBlock(MapBlock *block);
// Helper for placing objects on ground level
s16 findGroundLevel(v2s16 p2d);
s16 findGroundLevel(v2s16 p2d, bool cacheBlocks);
/*
Misc. helper functions for fiddling with directory and file

@ -2287,6 +2287,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
/*infostream<<"Server::ProcessData(): Moved player "<<peer_id<<" to "
<<"("<<position.X<<","<<position.Y<<","<<position.Z<<")"
<<" pitch="<<pitch<<" yaw="<<yaw<<std::endl;*/
}
else if(command == TOSERVER_GOTBLOCKS)
{
@ -5318,10 +5319,10 @@ v3f findSpawnPos(ServerMap &map)
-range + (myrand() % (range * 2)));
// Get ground height at point
s16 groundheight = map.findGroundLevel(nodepos2d);
s16 groundheight = map.findGroundLevel(nodepos2d, g_settings->getBool("cache_block_before_spawn"));
if (groundheight <= water_level) // Don't go underwater
continue;
if (groundheight > water_level + 6) // Don't go to high places
if (groundheight > water_level + g_settings->getS16("max_spawn_height")) // Don't go to high places
continue;
nodepos = v3s16(nodepos2d.X, groundheight, nodepos2d.Y);