#include "Chaser.hpp"
#include "RandomWalk.hpp"
-#include "../model/CompositeModel.hpp"
-#include "../model/Skeletons.hpp"
+#include "../model/Model.hpp"
+#include "../model/ModelRegistry.hpp"
+#include "../rand/GaloisLFSR.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
#include "../world/ChunkIndex.hpp"
namespace blank {
-Spawner::Spawner(World &world, Skeletons &skeletons, uint64_t seed)
+Spawner::Spawner(World &world, ModelRegistry &models, GaloisLFSR &rand)
: world(world)
-, skeletons(skeletons)
+, models(models)
, controllers()
-, random(seed)
+, random(rand)
, timer(64)
, despawn_range(128 * 128)
, spawn_distance(16 * 16)
, max_entities(16)
, chunk_range(4)
-, skeletons_offset(0)
-, skeletons_length(skeletons.Size()) {
+, model_offset(0)
+, model_length(models.size()) {
timer.Start();
}
}
-void Spawner::LimitSkeletons(size_t begin, size_t end) {
- if (begin >= skeletons.Size() || end > skeletons.Size() || begin >= end) {
- cout << "warning, skeleton limit out of bounds or invalid range given" << endl;
+void Spawner::LimitModels(size_t begin, size_t end) {
+ if (begin >= models.size() || end > models.size() || begin >= end) {
+ cout << "warning, models limit out of bounds or invalid range given" << endl;
} else {
- skeletons_offset = begin;
- skeletons_length = end - begin;
+ model_offset = begin;
+ model_length = end - begin;
}
}
}
bool safe = false;
for (const Player &ref : refs) {
- glm::vec3 diff(ref.entity->AbsoluteDifference(e));
+ glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
if (dot(diff, diff) < despawn_range) {
safe = true;
break;
}
void Spawner::TrySpawn() {
- if (controllers.size() >= max_entities || skeletons_length == 0) return;
+ if (controllers.size() >= max_entities || model_length == 0) return;
// select random player to punish
auto &players = world.Players();
if (players.size() == 0) return;
- const Player &player = players[random.Next<unsigned short>() % players.size()];
-
- int index = random.Next<unsigned int>() % player.chunks->TotalChunks();
-
- glm::ivec3 chunk(player.chunks->PositionOf(index));
+ size_t player_num = random.Next<unsigned short>() % players.size();
+ auto i = players.begin(), end = players.end();
+ for (; player_num > 0 && i != end; ++i, --player_num) {
+ }
+ const Player &player = *i;
- glm::ivec3 pos(
- random.Next<unsigned char>() % Chunk::width,
- random.Next<unsigned char>() % Chunk::height,
- random.Next<unsigned char>() % Chunk::depth
- );
+ BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
// distance check
//glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position());
//}
// check if the spawn block and the one above it are loaded and inhabitable
- BlockLookup spawn_block((*player.chunks)[index], pos);
if (!spawn_block || spawn_block.GetType().collide_block) {
return;
}
return;
}
- Spawn(*player.entity, chunk, glm::vec3(pos) + glm::vec3(0.5f));
+ Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
}
void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
e.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
- RandomSkeleton().Instantiate(e.GetModel());
+ RandomModel().Instantiate(e.GetModel());
e.AngularVelocity(rot);
Controller *ctrl;
if (random()) {
controllers.emplace_back(ctrl);
}
-CompositeModel &Spawner::RandomSkeleton() noexcept {
- std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
- return skeletons[offset];
+Model &Spawner::RandomModel() noexcept {
+ std::size_t offset = (random.Next<std::size_t>() % model_length) + model_offset;
+ return models[offset];
}
}