+void Spawner::CheckDespawn() noexcept {
+ const Entity &reference = world.Player();
+ for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
+ Entity &e = iter->Controlled();
+ glm::vec3 diff(reference.AbsoluteDifference(e));
+ if (dot(diff, diff) > despawn_range) {
+ e.Remove();
+ iter = controllers.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+}
+
+void Spawner::TrySpawn() {
+ if (controllers.size() >= max_entities) return;
+
+ glm::tvec3<int> chunk(
+ (rand() % (chunk_range * 2 + 1)) - chunk_range,
+ (rand() % (chunk_range * 2 + 1)) - chunk_range,
+ (rand() % (chunk_range * 2 + 1)) - chunk_range
+ );
+
+ glm::tvec3<int> pos(
+ rand() % Chunk::width,
+ rand() % Chunk::height,
+ rand() % Chunk::depth
+ );
+
+
+ // distance check
+ glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + world.Player().Position());
+ float dist = dot(diff, diff);
+ if (dist > despawn_range || dist < spawn_distance) {
+ return;
+ }
+
+ // block check
+ // TODO: avoid force load, abort spawn if chunk unavailble
+ Chunk &tgt_chunk = world.Next(world.PlayerChunk(), chunk);
+ // TODO: don't use visibility for spawn check
+ // also, check for more than one block space
+ if (tgt_chunk.Type(tgt_chunk.BlockAt(pos)).visible) {
+ return;
+ }
+
+ Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+}
+
+void Spawner::Spawn(const glm::tvec3<int> &chunk, const glm::vec3 &pos) {
+ glm::vec3 color(rand() % 6, rand() % 6, rand() % 6);
+ color = color * 0.15f + 0.25f;
+
+ glm::vec3 rot(0.000001f);
+ rot.x *= (rand() % 32);
+ rot.y *= (rand() % 32);
+ rot.z *= (rand() % 32);
+