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[blank.git] / src / ai / Spawner.cpp
1 #include "Spawner.hpp"
2
3 #include "AIController.hpp"
4
5 #include "../model/Model.hpp"
6 #include "../model/ModelRegistry.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"
13
14 #include <iostream>
15
16 using namespace std;
17
18
19 namespace blank {
20
21 Spawner::Spawner(World &world, ModelRegistry &models, GaloisLFSR &rand)
22 : world(world)
23 , models(models)
24 , entities()
25 , random(rand)
26 , timer(64)
27 , despawn_range(128 * 128)
28 , spawn_distance(16 * 16)
29 , max_entities(32)
30 , chunk_range(4)
31 , model_offset(0)
32 , model_length(models.size()) {
33         timer.Start();
34 }
35
36 Spawner::~Spawner() {
37         for (Entity *e : entities) {
38                 e->UnRef();
39         }
40 }
41
42
43 void Spawner::LimitModels(size_t begin, size_t end) {
44         if (begin >= models.size() || end > models.size() || begin >= end) {
45                 cout << "warning, models limit out of bounds or invalid range given" << endl;
46         } else {
47                 model_offset = begin;
48                 model_length = end - begin;
49         }
50 }
51
52 void Spawner::Update(int dt) {
53         CheckDespawn();
54         timer.Update(dt);
55         if (timer.Hit()) {
56                 TrySpawn();
57         }
58 }
59
60
61 void Spawner::CheckDespawn() noexcept {
62         const auto &refs = world.Players();
63         for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
64                 Entity &e = (**iter);
65                 if (e.Dead()) {
66                         e.UnRef();
67                         iter = entities.erase(iter);
68                         end = entities.end();
69                         continue;
70                 }
71                 bool safe = false;
72                 for (const Player &ref : refs) {
73                         glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
74                         if (dot(diff, diff) < despawn_range) {
75                                 safe = true;
76                                 break;
77                         }
78                 }
79                 if (!safe) {
80                         e.Kill();
81                         e.UnRef();
82                         iter = entities.erase(iter);
83                         end = entities.end();
84                 } else {
85                         ++iter;
86                 }
87         }
88 }
89
90 void Spawner::TrySpawn() {
91         if (entities.size() >= max_entities || model_length == 0) return;
92
93         // select random player to punish
94         auto &players = world.Players();
95         if (players.size() == 0) return;
96         size_t player_num = random.Next<unsigned short>() % players.size();
97         auto i = players.begin(), end = players.end();
98         for (; player_num > 0 && i != end; ++i, --player_num) {
99         }
100         const Player &player = *i;
101
102         BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
103
104         // distance check
105         //glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position());
106         //float dist = dot(diff, diff);
107         //if (dist > despawn_range || dist < spawn_distance) {
108         //      return;
109         //}
110
111         // check if the spawn block and the one above it are loaded and inhabitable
112         if (!spawn_block || spawn_block.GetType().collide_block) {
113                 return;
114         }
115
116         BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
117         if (!head_block || head_block.GetType().collide_block) {
118                 return;
119         }
120
121         Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
122 }
123
124 void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
125         Entity &e = world.AddEntity();
126         e.Position(chunk, pos);
127         e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
128         e.WorldCollidable(true);
129         RandomModel().Instantiate(e.GetModel());
130         e.SetController(new AIController(random));
131         e.Name("spawned");
132         e.Ref();
133         entities.emplace_back(&e);
134 }
135
136 Model &Spawner::RandomModel() noexcept {
137         std::size_t offset = (random.Next<std::size_t>() % model_length) + model_offset;
138         return models[offset];
139 }
140
141 }