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(Re)spawn players within 'mapgen_limit'
Previously, findSpawnPos() did not take the 'mapgen_limit' setting into account, a small limit often resulted in a spawn out in the void. Use the recently added 'calcMapgenEdges()' to get max spawn range through a new mapgenParams function 'getSpawnRangeMax()'. Previously, when a player respawned into a world, 'objectpos_over_limit()' was used as a check, which was inaccurate. Use the recently added 'saoPosOverLimit()' to get exact mapgen edges. Also fix default value of 'm_sao_limit_min'.
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@ -1053,12 +1053,13 @@ void MapgenParams::writeParams(Settings *settings) const
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// 'mapgen_limit'), and corresponding exact limits for SAO entities.
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void MapgenParams::calcMapgenEdges()
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{
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if (m_mapgen_edges_calculated)
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return;
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// Central chunk offset, in blocks
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s16 ccoff_b = -chunksize / 2;
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// Chunksize, in nodes
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s32 csize_n = chunksize * MAP_BLOCKSIZE;
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// Minp/maxp of central chunk, in nodes
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s16 ccmin = ccoff_b * MAP_BLOCKSIZE;
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s16 ccmax = ccmin + csize_n - 1;
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@ -1077,21 +1078,21 @@ void MapgenParams::calcMapgenEdges()
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s16 numcmin = MYMAX((ccfmin - mapgen_limit_min) / csize_n, 0);
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s16 numcmax = MYMAX((mapgen_limit_max - ccfmax) / csize_n, 0);
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// Mapgen edges, in nodes
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// These values may be useful later as additional class members
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s16 mapgen_edge_min = ccmin - numcmin * csize_n;
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s16 mapgen_edge_max = ccmax + numcmax * csize_n;
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mapgen_edge_min = ccmin - numcmin * csize_n;
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mapgen_edge_max = ccmax + numcmax * csize_n;
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// SAO position limits, in Irrlicht units
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m_sao_limit_min = mapgen_edge_min * BS - 3.0f;
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m_sao_limit_max = mapgen_edge_max * BS + 3.0f;
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m_mapgen_edges_calculated = true;
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}
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bool MapgenParams::saoPosOverLimit(const v3f &p)
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{
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if (!m_sao_limit_calculated) {
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if (!m_mapgen_edges_calculated)
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calcMapgenEdges();
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m_sao_limit_calculated = true;
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}
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return p.X < m_sao_limit_min ||
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p.X > m_sao_limit_max ||
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p.Y < m_sao_limit_min ||
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@ -1099,3 +1100,11 @@ bool MapgenParams::saoPosOverLimit(const v3f &p)
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p.Z < m_sao_limit_min ||
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p.Z > m_sao_limit_max;
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}
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s32 MapgenParams::getSpawnRangeMax()
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{
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calcMapgenEdges();
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return MYMIN(-mapgen_edge_min, mapgen_edge_max);
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}
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14
src/mapgen.h
14
src/mapgen.h
@ -131,6 +131,9 @@ struct MapgenParams {
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BiomeParams *bparams;
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s16 mapgen_edge_min;
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s16 mapgen_edge_max;
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MapgenParams() :
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mgtype(MAPGEN_DEFAULT),
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chunksize(5),
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@ -139,9 +142,12 @@ struct MapgenParams {
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mapgen_limit(MAX_MAP_GENERATION_LIMIT),
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flags(MG_CAVES | MG_LIGHT | MG_DECORATIONS),
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bparams(NULL),
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m_sao_limit_min(MAX_MAP_GENERATION_LIMIT * BS),
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mapgen_edge_min(-MAX_MAP_GENERATION_LIMIT),
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mapgen_edge_max(MAX_MAP_GENERATION_LIMIT),
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m_sao_limit_min(-MAX_MAP_GENERATION_LIMIT * BS),
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m_sao_limit_max(MAX_MAP_GENERATION_LIMIT * BS),
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m_sao_limit_calculated(false)
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m_mapgen_edges_calculated(false)
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{
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}
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@ -151,12 +157,14 @@ struct MapgenParams {
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virtual void writeParams(Settings *settings) const;
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bool saoPosOverLimit(const v3f &p);
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s32 getSpawnRangeMax();
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private:
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void calcMapgenEdges();
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float m_sao_limit_min;
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float m_sao_limit_max;
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bool m_sao_limit_calculated;
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bool m_mapgen_edges_calculated;
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};
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@ -3523,10 +3523,12 @@ v3f Server::findSpawnPos()
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}
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bool is_good = false;
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// Limit spawn range to mapgen edges (determined by 'mapgen_limit')
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s32 range_max = map.getMapgenParams()->getSpawnRangeMax();
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// Try to find a good place a few times
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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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s32 range = MYMIN(1 + i, range_max);
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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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@ -579,7 +579,8 @@ PlayerSAO *ServerEnvironment::loadPlayer(RemotePlayer *player, bool *new_player,
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// If the player exists, ensure that they respawn inside legal bounds
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// This fixes an assert crash when the player can't be added
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// to the environment
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if (objectpos_over_limit(playersao->getBasePosition())) {
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ServerMap &map = getServerMap();
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if (map.getMapgenParams()->saoPosOverLimit(playersao->getBasePosition())) {
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actionstream << "Respawn position for player \""
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<< player->getName() << "\" outside limits, resetting" << std::endl;
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playersao->setBasePosition(m_server->findSpawnPos());
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