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'.
// '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;
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.Z < m_sao_limit_min ||
p.Z > m_sao_limit_max;
}
+
+
+s32 MapgenParams::getSpawnRangeMax()
+{
+ calcMapgenEdges();
+
+ return MYMIN(-mapgen_edge_min, mapgen_edge_max);
+}
BiomeParams *bparams;
+ s16 mapgen_edge_min;
+ s16 mapgen_edge_max;
+
MapgenParams() :
mgtype(MAPGEN_DEFAULT),
chunksize(5),
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)
{
}
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;
};
}
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)),
// 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());