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Added cWorld:SetSpawn() API and Lua binding (#3316)

This commit is contained in:
ElNounch
2016-08-15 10:41:32 +02:00
committed by Mattes D
parent 0f51f7e358
commit 343531bafa
3 changed files with 33 additions and 12 deletions

View File

@@ -324,6 +324,33 @@ void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
bool cWorld::SetSpawn(double a_X, double a_Y, double a_Z)
{
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
IniFile.SetValueF("SpawnPosition", "X", a_X);
IniFile.SetValueF("SpawnPosition", "Y", a_Y);
IniFile.SetValueF("SpawnPosition", "Z", a_Z);
if (IniFile.WriteFile(m_IniFileName))
{
m_SpawnX = a_X;
m_SpawnY = a_Y;
m_SpawnZ = a_Z;
LOGD("Spawn set at {%f, %f, %f}", m_SpawnX, m_SpawnY, m_SpawnZ);
return true;
}
else
{
LOGWARNING("Couldn't write new spawn settings to \"%s\".", m_IniFileName.c_str());
}
return false;
}
void cWorld::InitializeSpawn(void)
{
// For the debugging builds, don't make the server build too much world upon start:
@@ -337,12 +364,6 @@ void cWorld::InitializeSpawn(void)
{
// Spawn position wasn't already explicitly set, enumerate random solid-land coordinate and then write it to the world configuration:
GenerateRandomSpawn(DefaultViewDist);
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
IniFile.SetValueF("SpawnPosition", "X", m_SpawnX);
IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY);
IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ);
IniFile.WriteFile(m_IniFileName);
}
cIniFile IniFile;
@@ -649,9 +670,7 @@ void cWorld::GenerateRandomSpawn(int a_MaxSpawnRadius)
double SpawnY = 0.0;
if (CanSpawnAt(BiomeOffset.x, SpawnY, BiomeOffset.z))
{
m_SpawnX = BiomeOffset.x + 0.5;
m_SpawnY = SpawnY;
m_SpawnZ = BiomeOffset.z + 0.5;
SetSpawn(BiomeOffset.x + 0.5, SpawnY, BiomeOffset.z + 0.5);
LOGINFO("Generated spawnpoint position at {%.2f, %.2f, %.2f}", m_SpawnX, m_SpawnY, m_SpawnZ);
return;
@@ -681,9 +700,7 @@ void cWorld::GenerateRandomSpawn(int a_MaxSpawnRadius)
if (CanSpawnAt(PotentialSpawn.x, SpawnY, PotentialSpawn.z))
{
m_SpawnX = PotentialSpawn.x + 0.5;
m_SpawnY = SpawnY;
m_SpawnZ = PotentialSpawn.z + 0.5;
SetSpawn(PotentialSpawn.x + 0.5, SpawnY, PotentialSpawn.z + 0.5);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(static_cast<int>(m_SpawnX), static_cast<int>(m_SpawnZ), ChunkX, ChunkZ);