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"
22 Spawner::Spawner(World &world, Skeletons &skeletons, GaloisLFSR &rand)
24 , skeletons(skeletons)
28 , despawn_range(128 * 128)
29 , spawn_distance(16 * 16)
33 , skeletons_length(skeletons.size())
39 for (auto &ctrl : controllers) {
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;
49 skeletons_offset = begin;
50 skeletons_length = end - begin;
54 void Spawner::LoadTextures(TextureIndex &tex_index) {
56 tex_map.push_back(tex_index.GetID("rock-1"));
57 tex_map.push_back(tex_index.GetID("rock-face"));
60 void Spawner::Update(int dt) {
66 for (auto &ctrl : controllers) {
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();
78 iter = controllers.erase(iter);
79 end = controllers.end();
83 for (const Player &ref : refs) {
84 glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
85 if (dot(diff, diff) < despawn_range) {
93 iter = controllers.erase(iter);
94 end = controllers.end();
101 void Spawner::TrySpawn() {
102 if (controllers.size() >= max_entities || skeletons_length == 0) return;
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) {
111 const Player &player = *i;
113 BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
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) {
122 // check if the spawn block and the one above it are loaded and inhabitable
123 if (!spawn_block || spawn_block.GetType().collide_block) {
127 BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
128 if (!head_block || head_block.GetType().collide_block) {
132 Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
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);
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);
150 ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
153 ctrl = new Chaser(world, e, reference);
156 controllers.emplace_back(ctrl);
159 Model &Spawner::RandomSkeleton() noexcept {
160 std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
161 return skeletons[offset];