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(Re)spawn players within 'mapgen_limit'
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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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paramat committed Jun 11, 2017
1 parent a9f02ab commit 842acbf
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Showing 4 changed files with 33 additions and 13 deletions.
25 changes: 17 additions & 8 deletions src/mapgen.cpp
Expand Up @@ -1053,12 +1053,13 @@ void MapgenParams::writeParams(Settings *settings) const
// 'mapgen_limit'), and corresponding exact limits for SAO entities.
void MapgenParams::calcMapgenEdges()
{
if (m_mapgen_edges_calculated)
return;

// Central chunk offset, in blocks
s16 ccoff_b = -chunksize / 2;

// Chunksize, in nodes
s32 csize_n = chunksize * MAP_BLOCKSIZE;

// Minp/maxp of central chunk, in nodes
s16 ccmin = ccoff_b * MAP_BLOCKSIZE;
s16 ccmax = ccmin + csize_n - 1;
Expand All @@ -1077,25 +1078,33 @@ void MapgenParams::calcMapgenEdges()
s16 numcmin = MYMAX((ccfmin - mapgen_limit_min) / csize_n, 0);
s16 numcmax = MYMAX((mapgen_limit_max - ccfmax) / csize_n, 0);
// Mapgen edges, in nodes
// These values may be useful later as additional class members
s16 mapgen_edge_min = ccmin - numcmin * csize_n;
s16 mapgen_edge_max = ccmax + numcmax * csize_n;
mapgen_edge_min = ccmin - numcmin * csize_n;
mapgen_edge_max = ccmax + numcmax * csize_n;
// SAO position limits, in Irrlicht units
m_sao_limit_min = mapgen_edge_min * BS - 3.0f;
m_sao_limit_max = mapgen_edge_max * BS + 3.0f;

m_mapgen_edges_calculated = true;
}


bool MapgenParams::saoPosOverLimit(const v3f &p)
{
if (!m_sao_limit_calculated) {
if (!m_mapgen_edges_calculated)
calcMapgenEdges();
m_sao_limit_calculated = true;
}

return p.X < m_sao_limit_min ||
p.X > m_sao_limit_max ||
p.Y < m_sao_limit_min ||
p.Y > m_sao_limit_max ||
p.Z < m_sao_limit_min ||
p.Z > m_sao_limit_max;
}


s32 MapgenParams::getSpawnRangeMax()
{
calcMapgenEdges();

return MYMIN(-mapgen_edge_min, mapgen_edge_max);
}
14 changes: 11 additions & 3 deletions src/mapgen.h
Expand Up @@ -131,6 +131,9 @@ struct MapgenParams {

BiomeParams *bparams;

s16 mapgen_edge_min;
s16 mapgen_edge_max;

MapgenParams() :
mgtype(MAPGEN_DEFAULT),
chunksize(5),
Expand All @@ -139,9 +142,12 @@ struct MapgenParams {
mapgen_limit(MAX_MAP_GENERATION_LIMIT),
flags(MG_CAVES | MG_LIGHT | MG_DECORATIONS),
bparams(NULL),
m_sao_limit_min(MAX_MAP_GENERATION_LIMIT * BS),

mapgen_edge_min(-MAX_MAP_GENERATION_LIMIT),
mapgen_edge_max(MAX_MAP_GENERATION_LIMIT),
m_sao_limit_min(-MAX_MAP_GENERATION_LIMIT * BS),
m_sao_limit_max(MAX_MAP_GENERATION_LIMIT * BS),
m_sao_limit_calculated(false)
m_mapgen_edges_calculated(false)
{
}

Expand All @@ -151,12 +157,14 @@ struct MapgenParams {
virtual void writeParams(Settings *settings) const;

bool saoPosOverLimit(const v3f &p);
s32 getSpawnRangeMax();

private:
void calcMapgenEdges();

float m_sao_limit_min;
float m_sao_limit_max;
bool m_sao_limit_calculated;
bool m_mapgen_edges_calculated;
};


Expand Down
4 changes: 3 additions & 1 deletion src/server.cpp
Expand Up @@ -3523,10 +3523,12 @@ v3f Server::findSpawnPos()
}

bool is_good = false;
// Limit spawn range to mapgen edges (determined by 'mapgen_limit')
s32 range_max = map.getMapgenParams()->getSpawnRangeMax();

// Try to find a good place a few times
for(s32 i = 0; i < 4000 && !is_good; i++) {
s32 range = 1 + i;
s32 range = MYMIN(1 + i, range_max);
// We're going to try to throw the player to this position
v2s16 nodepos2d = v2s16(
-range + (myrand() % (range * 2)),
Expand Down
3 changes: 2 additions & 1 deletion src/serverenvironment.cpp
Expand Up @@ -579,7 +579,8 @@ PlayerSAO *ServerEnvironment::loadPlayer(RemotePlayer *player, bool *new_player,
// If the player exists, ensure that they respawn inside legal bounds
// This fixes an assert crash when the player can't be added
// to the environment
if (objectpos_over_limit(playersao->getBasePosition())) {
ServerMap &map = getServerMap();
if (map.getMapgenParams()->saoPosOverLimit(playersao->getBasePosition())) {
actionstream << "Respawn position for player \""
<< player->getName() << "\" outside limits, resetting" << std::endl;
playersao->setBasePosition(m_server->findSpawnPos());
Expand Down

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