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store shapes in models rather than meshes
[blank.git] / src / ai / Spawner.cpp
1 #include "Spawner.hpp"
2
3 #include "Chaser.hpp"
4 #include "RandomWalk.hpp"
5 #include "../app/TextureIndex.hpp"
6 #include "../model/Model.hpp"
7 #include "../model/Skeletons.hpp"
8 #include "../rand/GaloisLFSR.hpp"
9 #include "../world/BlockLookup.hpp"
10 #include "../world/BlockType.hpp"
11 #include "../world/ChunkIndex.hpp"
12 #include "../world/Entity.hpp"
13 #include "../world/World.hpp"
14
15 #include <iostream>
16
17 using namespace std;
18
19
20 namespace blank {
21
22 Spawner::Spawner(World &world, Skeletons &skeletons, GaloisLFSR &rand)
23 : world(world)
24 , skeletons(skeletons)
25 , controllers()
26 , random(rand)
27 , timer(64)
28 , despawn_range(128 * 128)
29 , spawn_distance(16 * 16)
30 , max_entities(16)
31 , chunk_range(4)
32 , skeletons_offset(0)
33 , skeletons_length(skeletons.size())
34 , tex_map() {
35         timer.Start();
36 }
37
38 Spawner::~Spawner() {
39         for (auto &ctrl : controllers) {
40                 delete ctrl;
41         }
42 }
43
44
45 void Spawner::LimitSkeletons(size_t begin, size_t end) {
46         if (begin >= skeletons.size() || end > skeletons.size() || begin >= end) {
47                 cout << "warning, skeleton limit out of bounds or invalid range given" << endl;
48         } else {
49                 skeletons_offset = begin;
50                 skeletons_length = end - begin;
51         }
52 }
53
54 void Spawner::LoadTextures(TextureIndex &tex_index) {
55         tex_map.clear();
56         tex_map.push_back(tex_index.GetID("rock-1"));
57         tex_map.push_back(tex_index.GetID("rock-face"));
58 }
59
60 void Spawner::Update(int dt) {
61         CheckDespawn();
62         timer.Update(dt);
63         if (timer.Hit()) {
64                 TrySpawn();
65         }
66         for (auto &ctrl : controllers) {
67                 ctrl->Update(dt);
68         }
69 }
70
71
72 void Spawner::CheckDespawn() noexcept {
73         const auto &refs = world.Players();
74         for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
75                 Entity &e = (*iter)->Controlled();
76                 if (e.Dead()) {
77                         delete *iter;
78                         iter = controllers.erase(iter);
79                         end = controllers.end();
80                         continue;
81                 }
82                 bool safe = false;
83                 for (const Player &ref : refs) {
84                         glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
85                         if (dot(diff, diff) < despawn_range) {
86                                 safe = true;
87                                 break;
88                         }
89                 }
90                 if (!safe) {
91                         e.Kill();
92                         delete *iter;
93                         iter = controllers.erase(iter);
94                         end = controllers.end();
95                 } else {
96                         ++iter;
97                 }
98         }
99 }
100
101 void Spawner::TrySpawn() {
102         if (controllers.size() >= max_entities || skeletons_length == 0) return;
103
104         // select random player to punish
105         auto &players = world.Players();
106         if (players.size() == 0) return;
107         size_t player_num = random.Next<unsigned short>() % players.size();
108         auto i = players.begin(), end = players.end();
109         for (; player_num > 0 && i != end; ++i, --player_num) {
110         }
111         const Player &player = *i;
112
113         BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
114
115         // distance check
116         //glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position());
117         //float dist = dot(diff, diff);
118         //if (dist > despawn_range || dist < spawn_distance) {
119         //      return;
120         //}
121
122         // check if the spawn block and the one above it are loaded and inhabitable
123         if (!spawn_block || spawn_block.GetType().collide_block) {
124                 return;
125         }
126
127         BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
128         if (!head_block || head_block.GetType().collide_block) {
129                 return;
130         }
131
132         Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
133 }
134
135 void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
136         glm::vec3 rot(0.000001f);
137         rot.x *= (random.Next<unsigned short>() % 1024);
138         rot.y *= (random.Next<unsigned short>() % 1024);
139         rot.z *= (random.Next<unsigned short>() % 1024);
140
141         Entity &e = world.AddEntity();
142         e.Position(chunk, pos);
143         e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
144         e.WorldCollidable(true);
145         RandomSkeleton().Instantiate(e.GetModel());
146         e.GetModel().SetTextures(tex_map);
147         e.AngularVelocity(rot);
148         Controller *ctrl;
149         if (random()) {
150                 ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
151                 e.Name("walker");
152         } else {
153                 ctrl = new Chaser(world, e, reference);
154                 e.Name("chaser");
155         }
156         controllers.emplace_back(ctrl);
157 }
158
159 Model &Spawner::RandomSkeleton() noexcept {
160         std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
161         return skeletons[offset];
162 }
163
164 }