Returns a suitable player spawn y co-ordinate for unmodified terrain.
unattached `group:attached_node` node to fall.
* spread these updates to neighbours and can cause a cascade
of nodes to fall.
+* `minetest.get_spawn_level(x, z)`
+ * Returns a player spawn y co-ordinate for the provided (x, z) co-ordinates,
+ or `nil` for an unsuitable spawn point.
+ * For most mapgens a 'suitable spawn point' is one with y between
+ `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
+ so `nil` will be returned for many (x, z) co-ordinates.
+ * The spawn level returned is for a player spawn in unmodified terrain.
+ * The spawn level is intentionally above terrain level to cope with full-node
+ biome 'dust' nodes.
### Mod channels
You can find mod channels communication scheme in `docs/mod_channels.png`.
}
+// get_spawn_level(x = num, z = num)
+int ModApiMapgen::l_get_spawn_level(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+
+ s16 x = luaL_checkinteger(L, 1);
+ s16 z = luaL_checkinteger(L, 2);
+
+ EmergeManager *emerge = getServer(L)->getEmergeManager();
+ int spawn_level = emerge->getSpawnLevelAtPoint(v2s16(x, z));
+ // Unsuitable spawn point
+ if (spawn_level == MAX_MAP_GENERATION_LIMIT)
+ return 0;
+
+ // 'findSpawnPos()' in server.cpp adds at least 1
+ lua_pushinteger(L, spawn_level + 1);
+
+ return 1;
+}
+
+
int ModApiMapgen::l_get_mapgen_params(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
API_FCT(get_humidity);
API_FCT(get_biome_data);
API_FCT(get_mapgen_object);
+ API_FCT(get_spawn_level);
API_FCT(get_mapgen_params);
API_FCT(set_mapgen_params);
// returns the requested object used during map generation
static int l_get_mapgen_object(lua_State *L);
+ // get_spawn_level(x = num, z = num)
+ static int l_get_spawn_level(lua_State *L);
+
// get_mapgen_params()
// returns the currently active map generation parameter set
static int l_get_mapgen_params(lua_State *L);