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https://github.com/luanti-org/luanti.git
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This map generator is starting to look pretty good now... also, disabled loading player position from disk because map is regenerated always.
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parent
56320f7e8d
commit
e92238edc8
11 changed files with 437 additions and 442 deletions
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@ -515,9 +515,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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generate = false;
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}
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#if 0
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/*
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If block is far away, don't generate it unless it is
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near ground level
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NOTE: We can't know the ground level this way with the
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new generator.
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*/
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if(d > 4)
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{
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@ -543,6 +547,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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generate = false;
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}
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}
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#endif
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/*
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Don't draw if not in sight
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@ -610,11 +615,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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v2s16 p2d(p.X, p.Z);
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ServerMap *map = (ServerMap*)(&server->m_env.getMap());
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v2s16 chunkpos = map->sector_to_chunk(p2d);
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MapChunk *chunk = map->getChunk(chunkpos);
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if(map->chunkNonVolatile(chunkpos) == false)
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block_is_invalid = true;
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/*MapChunk *chunk = map->getChunk(chunkpos);
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if(chunk == NULL)
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block_is_invalid = true;
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else if(chunk->getIsVolatile() == true)
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block_is_invalid = true;
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block_is_invalid = true;*/
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}
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/*
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@ -3175,6 +3182,16 @@ Player *Server::emergePlayer(const char *name, const char *password,
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{
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setCreativeInventory(player);
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}
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/*
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With new map generator the map is regenerated anyway,
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so start at somewhere where you probably don't get underground
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*/
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player->setPosition(intToFloat(v3s16(
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0,
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50,
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0
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)));
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return player;
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}
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@ -3206,9 +3223,17 @@ Player *Server::emergePlayer(const char *name, const char *password,
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dstream<<"Server: Finding spawn place for player \""
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<<player->getName()<<"\""<<std::endl;
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#if 1
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v2s16 nodepos;
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f32 groundheight = 0;
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#if 1
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player->setPosition(intToFloat(v3s16(
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0,
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50,
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0
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)));
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#endif
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#if 0
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#if 0
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// Try to find a good place a few times
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for(s32 i=0; i<500; i++)
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{
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@ -3271,6 +3296,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
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groundheight + 15,
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nodepos.Y
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)));
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#endif
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/*
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Add player to environment
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