namespace blank {
-Spawner::Spawner(World &world)
+Spawner::Spawner(World &world, std::uint64_t seed)
: world(world)
, controllers()
+, random(seed)
, timer(64)
, despawn_range(128 * 128)
, spawn_distance(16 * 16)
}
timer.Start();
- Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
}
Spawner::~Spawner() {
void Spawner::CheckDespawn() noexcept {
- const Entity &reference = world.Player();
+ const auto &refs = world.Players();
for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
Entity &e = (*iter)->Controlled();
if (e.Dead()) {
iter = controllers.erase(iter);
continue;
}
- glm::vec3 diff(reference.AbsoluteDifference(e));
- if (dot(diff, diff) > despawn_range) {
+ bool safe = false;
+ for (const Entity *ref : refs) {
+ glm::vec3 diff(ref->AbsoluteDifference(e));
+ if (dot(diff, diff) < despawn_range) {
+ safe = true;
+ break;
+ }
+ }
+ if (!safe) {
e.Kill();
delete *iter;
iter = controllers.erase(iter);
void Spawner::TrySpawn() {
if (controllers.size() >= max_entities) return;
+ // select random player to punish
+ auto &players = world.Players();
+ if (players.size() == 0) return;
+ Entity &player = *players[random.Next<unsigned short>() % players.size()];
+
glm::ivec3 chunk(
- (rand() % (chunk_range * 2 + 1)) - chunk_range,
- (rand() % (chunk_range * 2 + 1)) - chunk_range,
- (rand() % (chunk_range * 2 + 1)) - chunk_range
+ (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range,
+ (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range,
+ (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range
);
glm::ivec3 pos(
- rand() % Chunk::width,
- rand() % Chunk::height,
- rand() % Chunk::depth
+ random.Next<unsigned char>() % Chunk::width,
+ random.Next<unsigned char>() % Chunk::height,
+ random.Next<unsigned char>() % Chunk::depth
);
// distance check
- glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + world.Player().Position());
+ glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.Position());
float dist = dot(diff, diff);
if (dist > despawn_range || dist < spawn_distance) {
return;
}
// check if the spawn block and the one above it are loaded and inhabitable
- BlockLookup spawn_block(&world.PlayerChunk(), chunk * Chunk::Extent() + pos);
+ BlockLookup spawn_block(
+ world.Loader().Loaded(player.ChunkCoords()),
+ chunk * Chunk::Extent() + pos);
if (!spawn_block || spawn_block.GetType().collide_block) {
return;
}
return;
}
- Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+ Spawn(player, player.ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
}
-void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) {
+void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
glm::vec3 rot(0.000001f);
- rot.x *= (rand() % 1024);
- rot.y *= (rand() % 1024);
- rot.z *= (rand() % 1024);
+ rot.x *= (random.Next<unsigned short>() % 1024);
+ rot.y *= (random.Next<unsigned short>() % 1024);
+ rot.z *= (random.Next<unsigned short>() % 1024);
Entity &e = world.AddEntity();
e.Name("spawned");
e.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
- skeletons[rand() % 3].Instantiate(e.GetModel());
+ skeletons[random.Next<unsigned char>() % 3].Instantiate(e.GetModel());
e.AngularVelocity(rot);
Controller *ctrl;
- if (rand() % 2) {
- ctrl = new RandomWalk(e);
+ if (random()) {
+ ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
} else {
- ctrl = new Chaser(world, e, world.Player());
+ ctrl = new Chaser(world, e, reference);
}
controllers.emplace_back(ctrl);
}