#include "Spawner.hpp"
+#include "Chaser.hpp"
#include "RandomWalk.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../model/Skeletons.hpp"
+#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
-#include "../world/BlockTypeRegistry.hpp"
+#include "../world/ChunkIndex.hpp"
#include "../world/Entity.hpp"
#include "../world/World.hpp"
namespace blank {
-Spawner::Spawner(World &world)
+Spawner::Spawner(World &world, Skeletons &skeletons, std::uint64_t seed)
: world(world)
-, controllers() {
- Spawn({ 0.0f, 0.0f, 0.0f });
+, skeletons(skeletons)
+, controllers()
+, random(seed)
+, timer(64)
+, despawn_range(128 * 128)
+, spawn_distance(16 * 16)
+, max_entities(16)
+, chunk_range(4) {
+ timer.Start();
}
Spawner::~Spawner() {
-
+ for (auto &ctrl : controllers) {
+ delete ctrl;
+ }
}
void Spawner::Update(int dt) {
+ CheckDespawn();
+ timer.Update(dt);
+ if (timer.Hit()) {
+ TrySpawn();
+ }
for (auto &ctrl : controllers) {
- ctrl.Update(dt);
+ ctrl->Update(dt);
}
}
-void Spawner::Spawn(const glm::vec3 &pos) {
+void Spawner::CheckDespawn() noexcept {
+ const auto &refs = world.Players();
+ for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
+ Entity &e = (*iter)->Controlled();
+ if (e.Dead()) {
+ delete *iter;
+ iter = controllers.erase(iter);
+ end = controllers.end();
+ continue;
+ }
+ bool safe = false;
+ for (const Player &ref : refs) {
+ glm::vec3 diff(ref.entity->AbsoluteDifference(e));
+ if (dot(diff, diff) < despawn_range) {
+ safe = true;
+ break;
+ }
+ }
+ if (!safe) {
+ e.Kill();
+ delete *iter;
+ iter = controllers.erase(iter);
+ end = controllers.end();
+ } else {
+ ++iter;
+ }
+ }
+}
+
+void Spawner::TrySpawn() {
+ if (controllers.size() >= max_entities) 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));
+
+ glm::ivec3 pos(
+ 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) + player.entity->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((*player.chunks)[index], pos);
+ if (!spawn_block || spawn_block.GetType().collide_block) {
+ return;
+ }
+
+ BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
+ if (!head_block || head_block.GetType().collide_block) {
+ return;
+ }
+
+ Spawn(*player.entity, chunk, glm::vec3(pos) + glm::vec3(0.5f));
+}
+
+void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
+ glm::vec3 rot(0.000001f);
+ 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("test");
- e.Position(pos);
+ e.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
- e.SetShape(world.BlockTypes()[1].shape, { 1.0f, 1.0f, 0.0f });
- e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
- controllers.emplace_back(e);
+ skeletons[random.Next<unsigned char>() % skeletons.Size()].Instantiate(e.GetModel());
+ e.AngularVelocity(rot);
+ Controller *ctrl;
+ if (random()) {
+ ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
+ e.Name("spawned walker");
+ } else {
+ ctrl = new Chaser(world, e, reference);
+ e.Name("spawned chaser");
+ }
+ controllers.emplace_back(ctrl);
}
}