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Mapgen is better now. Not a lot, but a bit!

This commit is contained in:
Perttu Ahola 2011-04-02 20:55:22 +03:00
parent 2990f5d90b
commit bc66bb2d40
9 changed files with 1074 additions and 210 deletions

View file

@ -544,11 +544,10 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
block_is_invalid = true;
}
v2s16 p2d(p.X, p.Z);
ServerMap *map = (ServerMap*)(&server->m_env.getMap());
v2s16 chunkpos = map->sector_to_chunk(p2d);
if(map->chunkNonVolatile(chunkpos) == false)
if(block->isFullyGenerated() == false)
{
block_is_invalid = true;
}
}
/*
@ -3420,16 +3419,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
nodepos = v2s16(-range + (myrand()%(range*2)),
-range + (myrand()%(range*2)));
v2s16 sectorpos = getNodeSectorPos(nodepos);
/*
Ignore position if it is near a chunk edge.
Otherwise it would cause excessive loading time at
initial generation
*/
{
if(m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(1,1))
!= m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1)))
continue;
}
// Get sector (NOTE: Don't get because it's slow)
//m_env.getMap().emergeSector(sectorpos);
// Get ground height at point (fallbacks to heightmap function)