4 #include "RandomWalk.hpp"
5 #include "../model/CompositeModel.hpp"
6 #include "../model/Skeletons.hpp"
7 #include "../rand/GaloisLFSR.hpp"
8 #include "../world/BlockLookup.hpp"
9 #include "../world/BlockType.hpp"
10 #include "../world/ChunkIndex.hpp"
11 #include "../world/Entity.hpp"
12 #include "../world/World.hpp"
21 Spawner::Spawner(World &world, Skeletons &skeletons, GaloisLFSR &rand)
23 , skeletons(skeletons)
27 , despawn_range(128 * 128)
28 , spawn_distance(16 * 16)
32 , skeletons_length(skeletons.size()) {
37 for (auto &ctrl : controllers) {
43 void Spawner::LimitSkeletons(size_t begin, size_t end) {
44 if (begin >= skeletons.size() || end > skeletons.size() || begin >= end) {
45 cout << "warning, skeleton limit out of bounds or invalid range given" << endl;
47 skeletons_offset = begin;
48 skeletons_length = end - begin;
52 void Spawner::Update(int dt) {
58 for (auto &ctrl : controllers) {
64 void Spawner::CheckDespawn() noexcept {
65 const auto &refs = world.Players();
66 for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
67 Entity &e = (*iter)->Controlled();
70 iter = controllers.erase(iter);
71 end = controllers.end();
75 for (const Player &ref : refs) {
76 glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
77 if (dot(diff, diff) < despawn_range) {
85 iter = controllers.erase(iter);
86 end = controllers.end();
93 void Spawner::TrySpawn() {
94 if (controllers.size() >= max_entities || skeletons_length == 0) return;
96 // select random player to punish
97 auto &players = world.Players();
98 if (players.size() == 0) return;
99 size_t player_num = random.Next<unsigned short>() % players.size();
100 auto i = players.begin(), end = players.end();
101 for (; player_num > 0 && i != end; ++i, --player_num) {
103 const Player &player = *i;
105 BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
108 //glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position());
109 //float dist = dot(diff, diff);
110 //if (dist > despawn_range || dist < spawn_distance) {
114 // check if the spawn block and the one above it are loaded and inhabitable
115 if (!spawn_block || spawn_block.GetType().collide_block) {
119 BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
120 if (!head_block || head_block.GetType().collide_block) {
124 Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
127 void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
128 glm::vec3 rot(0.000001f);
129 rot.x *= (random.Next<unsigned short>() % 1024);
130 rot.y *= (random.Next<unsigned short>() % 1024);
131 rot.z *= (random.Next<unsigned short>() % 1024);
133 Entity &e = world.AddEntity();
134 e.Position(chunk, pos);
135 e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
136 e.WorldCollidable(true);
137 RandomSkeleton().Instantiate(e.GetModel());
138 e.AngularVelocity(rot);
141 ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
144 ctrl = new Chaser(world, e, reference);
147 controllers.emplace_back(ctrl);
150 CompositeModel &Spawner::RandomSkeleton() noexcept {
151 std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
152 return skeletons[offset];