Improved searching for spawn.

Won't spawn on a small island inside ocean anymore.
master
madmaxoft 2014-09-26 13:04:34 +02:00
parent 6b260f06ba
commit 157cad9007
1 changed files with 14 additions and 3 deletions

View File

@ -681,8 +681,19 @@ void cWorld::GenerateRandomSpawn(void)
{ {
LOGD("Generating random spawnpoint..."); LOGD("Generating random spawnpoint...");
while (IsBlockWaterOrIce(GetBlock((int)m_SpawnX, GetHeight((int)m_SpawnX, (int)m_SpawnZ), (int)m_SpawnZ))) // Look for a spawn point at most 100 chunks away from map center:
for (int i = 0; i < 100; i++)
{ {
EMCSBiome biome = GetBiomeAt((int)m_SpawnX, (int)m_SpawnZ);
if (
(biome != biOcean) && (biome != biFrozenOcean) && // The biome is acceptable (don't want a small ocean island)
!IsBlockWaterOrIce(GetBlock((int)m_SpawnX, GetHeight((int)m_SpawnX, (int)m_SpawnZ), (int)m_SpawnZ)) // The terrain is acceptable (don't want to spawn inside a lake / river)
)
{
// A good spawnpoint was found
break;
}
// Try a neighboring chunk:
if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords
{ {
m_SpawnX += cChunkDef::Width; m_SpawnX += cChunkDef::Width;
@ -691,11 +702,11 @@ void cWorld::GenerateRandomSpawn(void)
{ {
m_SpawnZ += cChunkDef::Width; m_SpawnZ += cChunkDef::Width;
} }
} } // for i - 100*
m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // 1.6f to accomodate player height 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); LOGINFO("Generated random spawnpoint position {%i, %i, %i}", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ);
} }