-- spawn/init.lua -- Disable by mapgen, setting or if 'static_spawnpoint' is set -------------------------------------------------------------- spawn = {} local mg_name = minetest.get_mapgen_setting("mg_name") if mg_name == "v6" or mg_name == "singlenode" or minetest.settings:get("static_spawnpoint") or minetest.settings:get_bool("engine_spawn") then return end -- Parameters ------------- -- Resolution of search grid in nodes. local res = 64 -- Number of points checked in the square search grid (edge * edge). local checks = 128 * 128 -- Starting point for biome checks. This also sets the y co-ordinate for all -- points checked, so the suitable biomes must be active at this y. local pos = {x = 0, y = 8, z = 0} -- Table of suitable biomes --local biome_ids = { -- minetest.get_biome_id("taiga"), -- minetest.get_biome_id("coniferous_forest"), -- minetest.get_biome_id("deciduous_forest"), -- minetest.get_biome_id("grassland"), -- minetest.get_biome_id("savanna"), --} -- I know comparing names can be slow but we should ensure extensibility local biome_names = { -- Default "taiga","coniferous_forest","deciduous_forest","grassland","savanna", -- Ethereal "clearing","bamboo","sakura","mesa","frost","grassy","grassytwo", "grayness","prairie","jumble","grove", -- Australia "arnhem_land","eastern_coasts","flinders_lofty","great_dividing_range", "golf_of_carpentaria","jarrah_karri_forests","mulga_lands", "murray_darling_basin","tasmania","victorian_forests" } function spawn.register_habitable_biome(name) table.insert(biome_names, name) end -- End of parameters -------------------- -- Direction table local dirs = { {x = 0, y = 0, z = 1}, {x = -1, y = 0, z = 0}, {x = 0, y = 0, z = -1}, {x = 1, y = 0, z = 0}, } -- Initial variables local edge_len = 1 local edge_dist = 0 local dir_step = 0 local dir_ind = 1 local searched = false local success = false local spawn_pos = {} -- Get world 'mapgen_limit' and 'chunksize' to calculate 'spawn_limit'. -- This accounts for how mapchunks are not generated if they or their shell exceed -- 'mapgen_limit'. local mapgen_limit = tonumber(minetest.get_mapgen_setting("mapgen_limit")) local chunksize = tonumber(minetest.get_mapgen_setting("chunksize")) local spawn_limit = math.max(mapgen_limit - (chunksize + 1) * 16, 0) --Functions ----------- -- Get next position on square search spiral local function next_pos() if edge_dist == edge_len then edge_dist = 0 dir_ind = dir_ind + 1 if dir_ind == 5 then dir_ind = 1 end dir_step = dir_step + 1 edge_len = math.floor(dir_step / 2) + 1 end local dir = dirs[dir_ind] local move = vector.multiply(dir, res) edge_dist = edge_dist + 1 return vector.add(pos, move) end -- Spawn position search local function search() for iter = 1, checks do local biome_data = minetest.get_biome_data(pos) -- Sometimes biome_data is nil local biome = biome_data and biome_data.biome for id_ind = 1, #biome_names do local biome_id = minetest.get_biome_id(biome_names[id_ind]) if biome == biome_id then local spawn_y = minetest.get_spawn_level(pos.x, pos.z) if spawn_y then spawn_pos = {x = pos.x, y = spawn_y, z = pos.z} return true end end end pos = next_pos() -- Check for position being outside world edge if math.abs(pos.x) > spawn_limit or math.abs(pos.z) > spawn_limit then return false end end return false end -- On new player spawn and player respawn -- Search for spawn position once per server session. If successful, store -- position and reposition players, otherwise leave them at engine spawn -- position. local function on_spawn(player) if not searched then --if true then success = search() searched = true end if success then player:set_pos(spawn_pos) end return success end minetest.register_on_newplayer(function(player) on_spawn(player) end) local enable_bed_respawn = minetest.settings:get_bool("enable_bed_respawn") if enable_bed_respawn == nil then enable_bed_respawn = true end minetest.register_on_respawnplayer(function(player) -- Avoid respawn conflict with beds mod if beds and enable_bed_respawn and beds.spawn[player:get_player_name()] then return end return on_spawn(player) end)