Better spawn position finding and checking
authorPerttu Ahola <celeron55@gmail.com>
Sun, 13 Nov 2011 01:17:42 +0000 (03:17 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 13 Nov 2011 01:17:42 +0000 (03:17 +0200)
src/server.cpp

index 52e9dc879c5560d1311308f1980fa4886ad142a9..33038872779a2aecb84d26b4bbb3c87e7be284be 100644 (file)
@@ -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)
                {
@@ -4169,22 +4166,33 @@ v3f findSpawnPos(ServerMap &map)
                        //infostream<<"-> Underwater"<<std::endl;
                        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)