+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);
+