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mapgen work-in-progress

This commit is contained in:
Perttu Ahola 2011-03-02 02:00:11 +02:00
parent 9a22d02903
commit 2e7b15fed3
8 changed files with 993 additions and 122 deletions

View file

@ -3430,9 +3430,9 @@ Player *Server::emergePlayer(const char *name, const char *password,
!= m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1)))
continue;
}
// Get sector
m_env.getMap().emergeSector(sectorpos);
// Get ground height at point
// Get sector (NOTE: Don't get because it's slow)
//m_env.getMap().emergeSector(sectorpos);
// Get ground height at point (fallbacks to heightmap function)
groundheight = m_env.getServerMap().findGroundLevel(nodepos);
// Don't go underwater
if(groundheight < WATER_LEVEL)
@ -3440,7 +3440,15 @@ Player *Server::emergePlayer(const char *name, const char *password,
//dstream<<"-> Underwater"<<std::endl;
continue;
}
#if 0 // Doesn't work, generating blocks is a bit too complicated for doing here
// Don't go to high places
if(groundheight > WATER_LEVEL + 4)
{
//dstream<<"-> Underwater"<<std::endl;
continue;
}
#if 0
// Doesn't work, generating blocks is a bit too complicated for doing here
// Get block at point
v3s16 nodepos3d;
nodepos3d = v3s16(nodepos.X, groundheight+1, nodepos.Y);
@ -3466,6 +3474,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
continue;
}
#endif
// Found a good place
dstream<<"Searched through "<<i<<" places."<<std::endl;
break;