Removed spawn town and safe spawn settings

This commit is contained in:
Joshua Barretto 2023-04-01 17:51:05 +01:00
parent 42c534b7b4
commit 63a949b95c
4 changed files with 16 additions and 66 deletions

View File

@ -135,6 +135,9 @@ use world::{
IndexOwned, World,
};
/// SpawnPoint corresponds to the default location that players are positioned
/// at if they have no waypoint. Players *should* always have a waypoint, so
/// this should basically never be used in practice.
#[derive(Copy, Clone)]
pub struct SpawnPoint(pub Vec3<f32>);
@ -395,6 +398,8 @@ impl Server {
#[cfg(feature = "worldgen")]
let spawn_point = SpawnPoint({
use world::civ::SiteKind;
let index = index.as_index_ref();
// NOTE: all of these `.map(|e| e as [type])` calls should compile into no-ops,
// but are needed to be explicit about casting (and to make the compiler stop
@ -402,27 +407,14 @@ impl Server {
// Search for town defined by spawn_town server setting. If this fails, or is
// None, set spawn to the nearest town to the centre of the world
let spawn_chunk = match settings.spawn_town.as_ref().and_then(|spawn_town| {
world.civs().sites().find(|site| {
site.site_tmp
.map_or(false, |id| index.sites[id].name() == spawn_town)
})
}) {
Some(t) => t.center,
None => {
let center_chunk = world.sim().map_size_lg().chunks().map(i32::from) / 2;
use world::civ::SiteKind;
world
.civs()
.sites()
.filter(|site| {
matches!(site.kind, SiteKind::Settlement | SiteKind::Refactor)
})
.map(|site| site.center)
.min_by_key(|site_pos| site_pos.distance_squared(center_chunk))
.unwrap_or(center_chunk)
},
};
let center_chunk = world.sim().map_size_lg().chunks().map(i32::from) / 2;
let spawn_chunk = world
.civs()
.sites()
.filter(|site| matches!(site.kind, SiteKind::Settlement | SiteKind::Refactor))
.map(|site| site.center)
.min_by_key(|site_pos| site_pos.distance_squared(center_chunk))
.unwrap_or(center_chunk);
world.find_accessible_pos(index, TerrainChunkSize::center_wpos(spawn_chunk), false)
});
@ -558,7 +550,7 @@ impl Server {
// Initiate real-time world simulation
#[cfg(feature = "worldgen")]
{
rtsim::init(&mut state, &world, index.as_index_ref(), spawn_point);
rtsim::init(&mut state, &world, index.as_index_ref());
weather::init(&mut state, &world);
}
#[cfg(not(feature = "worldgen"))]

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@ -110,7 +110,6 @@ pub fn init(
state: &mut State,
#[cfg(feature = "worldgen")] world: &world::World,
#[cfg(feature = "worldgen")] index: world::IndexRef,
#[cfg(feature = "worldgen")] spawn_point: crate::SpawnPoint,
) {
#[cfg(feature = "worldgen")]
let mut rtsim = RtSim::new(world.sim().get_size());
@ -153,21 +152,6 @@ pub fn init(
.filter_map(|(site_id, site)| site.site_tmp.map(|id| (site_id, &index.sites[id])))
{
use world::site::SiteKind;
let spawn_town_id = world
.civs()
.sites
.iter()
.filter(|(_, site)| site.is_settlement())
.min_by_key(|(_, site)| {
let wpos = site
.center
.as_::<i64>()
.map2(TerrainChunk::RECT_SIZE.as_::<i64>(), |e, sz| {
e * sz + sz / 2
});
wpos.distance_squared(spawn_point.0.xy().map(|x| x as i64))
})
.map(|(id, _)| id);
match &site.kind {
#[allow(clippy::single_match)]
SiteKind::Dungeon(dungeon) => match dungeon.dungeon_difficulty() {
@ -177,12 +161,7 @@ pub fn init(
.civs()
.sites
.iter()
.filter(|&(site_id, site)| {
site.is_settlement()
// TODO: Remove this later, starting town should not be
// special-cased
&& spawn_town_id.map_or(false, |spawn_id| spawn_id != site_id)
})
.filter(|(_, site)| site.is_settlement())
.min_by_key(|(_, site)| {
let wpos = site.center * TerrainChunk::RECT_SIZE.map(|e| e as i32);
wpos.map(|e| e as f32)

View File

@ -81,8 +81,6 @@ pub struct GameplaySettings {
#[serde(default)]
pub battle_mode: ServerBattleMode,
#[serde(default)]
pub safe_spawn: bool,
#[serde(default)]
pub explosion_burn_marks: bool,
}
@ -90,7 +88,6 @@ impl Default for GameplaySettings {
fn default() -> Self {
Self {
battle_mode: ServerBattleMode::default(),
safe_spawn: false,
explosion_burn_marks: true,
}
}
@ -175,7 +172,6 @@ pub struct Settings {
pub max_view_distance: Option<u32>,
pub max_player_group_size: u32,
pub client_timeout: Duration,
pub spawn_town: Option<String>,
pub max_player_for_kill_broadcast: Option<usize>,
pub calendar_mode: CalendarMode,
@ -213,7 +209,6 @@ impl Default for Settings {
max_player_group_size: 6,
calendar_mode: CalendarMode::Auto,
client_timeout: Duration::from_secs(40),
spawn_town: None,
max_player_for_kill_broadcast: None,
experimental_terrain_persistence: false,
gameplay: GameplaySettings::default(),

View File

@ -12,7 +12,7 @@ use crate::{
presence::{Presence, RepositionOnChunkLoad},
rtsim::RtSim,
settings::Settings,
ChunkRequest, SpawnPoint, Tick,
ChunkRequest, Tick,
};
use common::{
calendar::Calendar,
@ -62,7 +62,6 @@ impl<'a> System<'a> for Sys {
type SystemData = (
Read<'a, EventBus<ServerEvent>>,
Read<'a, Tick>,
Read<'a, SpawnPoint>,
Read<'a, Settings>,
Read<'a, TimeOfDay>,
Read<'a, Calendar>,
@ -95,7 +94,6 @@ impl<'a> System<'a> for Sys {
(
server_event_bus,
tick,
spawn_point,
server_settings,
time_of_day,
calendar,
@ -227,14 +225,6 @@ impl<'a> System<'a> for Sys {
},
}
}
// Insert a safezone if chunk contains the spawn position
if server_settings.gameplay.safe_spawn && is_spawn_chunk(key, *spawn_point) {
server_emitter.emit(ServerEvent::CreateSafezone {
range: Some(SAFE_ZONE_RADIUS),
pos: Pos(spawn_point.0),
});
}
}
// TODO: Consider putting this in another system since this forces us to take
@ -711,9 +701,3 @@ pub fn chunk_in_vd(player_chunk_pos: Vec2<i16>, player_vd_sqr: i32, chunk_pos: V
adjusted_dist_sqr <= player_vd_sqr
}
fn is_spawn_chunk(chunk_pos: Vec2<i32>, spawn_pos: SpawnPoint) -> bool {
// FIXME: Ensure spawn_pos doesn't overflow before performing this cast.
let spawn_chunk_pos = TerrainGrid::chunk_key(spawn_pos.0.map(|e| e as i32));
chunk_pos == spawn_chunk_pos
}