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https://github.com/minetest/minetest_game.git
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8863527bb6
The player should always be teleported away when they die and we can still fall back to the engine spawning code.
159 lines
3.5 KiB
Lua
159 lines
3.5 KiB
Lua
-- spawn/init.lua
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-- Disable by mapgen, setting or if 'static_spawnpoint' is set
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--------------------------------------------------------------
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" or mg_name == "singlenode" or
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minetest.settings:get("static_spawnpoint") or
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minetest.settings:get_bool("engine_spawn") then
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return
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end
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-- Parameters
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-------------
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-- Resolution of search grid in nodes.
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local res = 64
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-- Number of points checked in the square search grid (edge * edge).
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local checks = 128 * 128
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-- Starting point for biome checks. This also sets the y co-ordinate for all
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-- points checked, so the suitable biomes must be active at this y.
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local pos = {x = 0, y = 8, z = 0}
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-- Table of suitable biomes
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local biome_ids = {
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minetest.get_biome_id("taiga"),
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minetest.get_biome_id("coniferous_forest"),
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minetest.get_biome_id("deciduous_forest"),
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minetest.get_biome_id("grassland"),
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minetest.get_biome_id("savanna"),
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}
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-- End of parameters
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--------------------
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-- Direction table
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local dirs = {
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{x = 0, y = 0, z = 1},
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = -1},
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{x = 1, y = 0, z = 0},
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}
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-- Initial variables
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local edge_len = 1
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local edge_dist = 0
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local dir_step = 0
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local dir_ind = 1
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local searched = false
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local success = false
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local spawn_pos = {}
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-- Get world 'mapgen_limit' and 'chunksize' to calculate 'spawn_limit'.
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-- This accounts for how mapchunks are not generated if they or their shell exceed
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-- 'mapgen_limit'.
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local mapgen_limit = tonumber(minetest.get_mapgen_setting("mapgen_limit"))
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local chunksize = tonumber(minetest.get_mapgen_setting("chunksize"))
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local spawn_limit = math.max(mapgen_limit - (chunksize + 1) * 16, 0)
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--Functions
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-----------
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-- Get next position on square search spiral
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local function next_pos()
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if edge_dist == edge_len then
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edge_dist = 0
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dir_ind = dir_ind + 1
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if dir_ind == 5 then
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dir_ind = 1
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end
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dir_step = dir_step + 1
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edge_len = math.floor(dir_step / 2) + 1
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end
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local dir = dirs[dir_ind]
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local move = vector.multiply(dir, res)
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edge_dist = edge_dist + 1
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return vector.add(pos, move)
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end
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-- Spawn position search
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local function search()
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for iter = 1, checks do
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local biome_data = minetest.get_biome_data(pos)
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-- Sometimes biome_data is nil
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local biome = biome_data and biome_data.biome
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for id_ind = 1, #biome_ids do
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local biome_id = biome_ids[id_ind]
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if biome == biome_id then
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local spawn_y = minetest.get_spawn_level(pos.x, pos.z)
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if spawn_y then
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spawn_pos = {x = pos.x, y = spawn_y, z = pos.z}
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return true
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end
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end
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end
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pos = next_pos()
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-- Check for position being outside world edge
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if math.abs(pos.x) > spawn_limit or math.abs(pos.z) > spawn_limit then
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return false
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end
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end
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return false
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end
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-- On new player spawn and player respawn
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-- Search for spawn position once per server session. If successful, store
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-- position and reposition players, otherwise leave them at engine spawn
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-- position.
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local function on_spawn(player)
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if not searched then
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success = search()
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searched = true
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end
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if success then
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player:set_pos(spawn_pos)
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end
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return success
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end
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minetest.register_on_newplayer(function(player)
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on_spawn(player)
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end)
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local enable_bed_respawn = minetest.settings:get_bool("enable_bed_respawn")
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if enable_bed_respawn == nil then
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enable_bed_respawn = true
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end
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minetest.register_on_respawnplayer(function(player)
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-- Avoid respawn conflict with beds mod
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if beds and enable_bed_respawn and
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beds.spawn[player:get_player_name()] then
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return
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end
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return on_spawn(player)
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end)
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