Difference between revisions of "Spawn Algorithm"
(Created page with "The '''spawn algorithm''' tries to find a suitable spawn or respawn position for players. It is run whenever a player spawns or respawns. This page describes how Minetest’s...") |
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# Get spawn level of this 2D position to get the Y coordinate (save into <code>pos2</code>) | # Get spawn level of this 2D position to get the Y coordinate (save into <code>pos2</code>) | ||
# If spawn level not found: Increase range by 1 and go to step 2. Otherwise, continue. | # If spawn level not found: Increase range by 1 and go to step 2. Otherwise, continue. | ||
− | # If the node at <code>pos2</code> and the node directly above it are either | + | # If the node at <code>pos2</code> and the node directly above it are either airlike (<code>drawtype="airlike</code>) or Ignore: Terminate algorithm and return <code>pos2</code> as the spawn position |
# Increase range by 1 and go to step 2 | # Increase range by 1 and go to step 2 | ||
Revision as of 14:05, 6 June 2022
The spawn algorithm tries to find a suitable spawn or respawn position for players. It is run whenever a player spawns or respawns.
This page describes how Minetest’s builtin spawn algorithm works, as of version 5.5.0. Note that individual mods and games may choose to override. The setting static_spawn_point
can also override this.
Overview
Basically, Minetest checks random position in a square centered on (0,0). Then it tries to find a suitable Y height to spawn the player in. If it did, that position is the spawn position. Otherwise, it increases the square size and tries again (with a new random position in that square).
The first square has a size of 3×3. If the first attempt failed, the search radius increases by 1, now it picks a random position in a 5×5 square (still centered on (0,0)). This is repeated until a valid spawn position is found. If the search square becomes too big or out of mapgen limits, the spawn search aborts and (0,0,0) will be used as the spawn position as a desperate fallback.
The algorithm makes up to 4001 attempts before giving up.
The Spawn Algorithm
Follow the following steps to get a spawn position.
- Set number range to 1
- If range >= 4000, or range > mapgen limit, terminate and return (0,0,0) as the spawn position. Otherwise, continue.
- Pick a random 2D position in the range from the XZ coordinates (-range, -range) to (+range, +range) (save it into
pos
) - Get spawn level of this 2D position to get the Y coordinate (save into
pos2
) - If spawn level not found: Increase range by 1 and go to step 2. Otherwise, continue.
- If the node at
pos2
and the node directly above it are either airlike (drawtype="airlike
) or Ignore: Terminate algorithm and returnpos2
as the spawn position - Increase range by 1 and go to step 2
Note: This is a slight simplification of the actual code. The actual code for this is the function Server::findSpawnPos
in server.cpp
.
Spawn Level
The spawn level is the Y coordinate of a XZ position at which players will spawn. The particular algorithm/formula for this depends on the mapgen. The general goal here is to spawn the player
A rough overview of spawn levels:
Mapgen | Spawn level | Failure condition |
---|---|---|
v6 | Base terrain height | If below or at water level, or 16 nodes above water level |
fractal | Lowest 3 consecutive air nodes, starting from Y=0, or water level if the 'terrain' mapgen flag is set | If no suitable air nodes were found for 4096 consecutive nodes |
singlenode | Always 0 | None. |
v5, v7, valleys, carpathian | It's complicated ... | It's complicated ... |