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Fixed spawn point being generally in an ocean

This commit is contained in:
Tiger Wang 2013-11-26 21:54:40 +00:00
parent b628cfb734
commit 83ce4d4792
2 changed files with 78 additions and 12 deletions

View File

@ -236,7 +236,8 @@ cWorld::cWorld(const AString & a_WorldName) :
m_Weather(eWeather_Sunny), m_Weather(eWeather_Sunny),
m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :) m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
m_TickThread(*this), m_TickThread(*this),
m_SkyDarkness(0) m_SkyDarkness(0),
m_bSpawnExplicitlySet(false)
{ {
LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str()); LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
@ -327,6 +328,20 @@ void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
void cWorld::InitializeSpawn(void) void cWorld::InitializeSpawn(void)
{ {
if (!m_bSpawnExplicitlySet) // Check if spawn position was already explicitly set or not
{
GenerateRandomSpawn(); // Generate random solid-land coordinate and then write it to the world configuration
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
IniFile.SetValueF("SpawnPosition", "X", m_SpawnX);
IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY);
IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ);
IniFile.WriteFile(m_IniFileName);
}
int ChunkX = 0, ChunkY = 0, ChunkZ = 0; int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ); BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ);
@ -381,10 +396,6 @@ void cWorld::InitializeSpawn(void)
Progress.Stop(); Progress.Stop();
} }
// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // +1.6f eye height
#ifdef TEST_LINEBLOCKTRACER #ifdef TEST_LINEBLOCKTRACER
// DEBUG: Test out the cLineBlockTracer class by tracing a few lines: // DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
class cTracerCallbacks : class cTracerCallbacks :
@ -445,10 +456,9 @@ void cWorld::InitializeSpawn(void)
void cWorld::Start(void) void cWorld::Start(void)
{ {
// TODO: Find a proper spawn location, based on the biomes (not in ocean) m_SpawnX = 0;
m_SpawnX = (double)((m_TickRand.randInt() % 1000) - 500);
m_SpawnY = cChunkDef::Height; m_SpawnY = cChunkDef::Height;
m_SpawnZ = (double)((m_TickRand.randInt() % 1000) - 500); m_SpawnZ = 0;
m_GameMode = eGameMode_Creative; m_GameMode = eGameMode_Creative;
cIniFile IniFile; cIniFile IniFile;
@ -473,9 +483,36 @@ void cWorld::Start(void)
break; break;
} }
} // switch (m_Dimension) } // switch (m_Dimension)
m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY); // Try to find the "SpawnPosition" key in the world configuration
m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ); // Set a boolean value if so
int KeyNum = IniFile.FindKey("SpawnPosition");
unsigned int NumSpawnPositionKeys = ((KeyNum != -1) ? (IniFile.GetNumValues(KeyNum)) : 0);
if (NumSpawnPositionKeys > 0)
{
for (unsigned int i = 0; i < NumSpawnPositionKeys; i++)
{
AString ValueName = IniFile.GetValueName(KeyNum, i);
if (
(ValueName.compare("X") == 0) ||
(ValueName.compare("Y") == 0) ||
(ValueName.compare("Z") == 0)
)
{
m_bSpawnExplicitlySet = true;
LOGD("Spawnpoint explicitly set!");
}
}
}
if (m_bSpawnExplicitlySet)
{
m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX);
m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY);
m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ);
}
m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema); m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema);
m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3); m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3); m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
@ -573,6 +610,31 @@ void cWorld::Start(void)
void cWorld::GenerateRandomSpawn(void)
{
LOGD("Generating random spawnpoint...");
while (GetBiomeAt((int)m_SpawnX, (int)m_SpawnZ) == biOcean) // Anything but ocean is fine
{
if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords
{
m_SpawnX += cChunkDef::Width;
}
else
{
m_SpawnZ += cChunkDef::Width;
}
}
m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // 1.6f to accomodate player height
LOGD("Generated random spawnpoint %i %i %i", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ);
}
void cWorld::Stop(void) void cWorld::Stop(void)
{ {
// Delete the clients that have been in this world: // Delete the clients that have been in this world:

View File

@ -632,6 +632,7 @@ private:
/// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe) /// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe)
MTRand m_TickRand; MTRand m_TickRand;
bool m_bSpawnExplicitlySet;
double m_SpawnX; double m_SpawnX;
double m_SpawnY; double m_SpawnY;
double m_SpawnZ; double m_SpawnZ;
@ -739,7 +740,10 @@ private:
/// Ticks all clients that are in this world /// Ticks all clients that are in this world
void TickClients(float a_Dt); void TickClients(float a_Dt);
void UpdateSkyDarkness(); void UpdateSkyDarkness(void);
/// <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary>
void GenerateRandomSpawn(void);
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) /// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock); cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);