#include "Spawner.hpp"
-#include "RandomWalk.hpp"
+#include "AIController.hpp"
+
+#include "../model/Model.hpp"
+#include "../model/ModelRegistry.hpp"
+#include "../rand/GaloisLFSR.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"
+#include <iostream>
+
+using namespace std;
+
namespace blank {
-Spawner::Spawner(World &world)
+Spawner::Spawner(World &world, ModelRegistry &models, GaloisLFSR &rand)
: world(world)
-, controllers() {
- Spawn({ 0.0f, 0.0f, 0.0f });
+, models(models)
+, entities()
+, random(rand)
+, timer(64)
+, despawn_range(128 * 128)
+, spawn_distance(16 * 16)
+, max_entities(32)
+, chunk_range(4)
+, model_offset(0)
+, model_length(models.size()) {
+ timer.Start();
}
Spawner::~Spawner() {
-
+ for (Entity *e : entities) {
+ e->UnRef();
+ }
}
+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 {
+ model_offset = begin;
+ model_length = end - begin;
+ }
+}
+
void Spawner::Update(int dt) {
- for (auto &ctrl : controllers) {
- ctrl.Update(dt);
+ CheckDespawn();
+ timer.Update(dt);
+ if (timer.Hit()) {
+ TrySpawn();
+ }
+}
+
+
+void Spawner::CheckDespawn() noexcept {
+ const auto &refs = world.Players();
+ for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+ Entity &e = (**iter);
+ if (e.Dead()) {
+ e.UnRef();
+ iter = entities.erase(iter);
+ end = entities.end();
+ continue;
+ }
+ bool safe = false;
+ for (const Player &ref : refs) {
+ glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
+ if (dot(diff, diff) < despawn_range) {
+ safe = true;
+ break;
+ }
+ }
+ if (!safe) {
+ e.Kill();
+ e.UnRef();
+ iter = entities.erase(iter);
+ end = entities.end();
+ } else {
+ ++iter;
+ }
}
}
+void Spawner::TrySpawn() {
+ if (entities.size() >= max_entities || model_length == 0) return;
-void Spawner::Spawn(const glm::vec3 &pos) {
+ // select random player to punish
+ auto &players = world.Players();
+ if (players.size() == 0) return;
+ 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;
+
+ BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
+
+ // 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
+ 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.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
+}
+
+void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
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);
+ RandomModel().Instantiate(e.GetModel());
+ e.SetController(new AIController(world, random));
+ e.Name("spawned");
+ e.Ref();
+ entities.emplace_back(&e);
+}
+
+Model &Spawner::RandomModel() noexcept {
+ std::size_t offset = (random.Next<std::size_t>() % model_length) + model_offset;
+ return models[offset];
}
}