+ // select random player to punish
+ auto &players = world.Players();
+ if (players.size() == 0) return;
+ size_t player_num = world.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(world.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) {