]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
store shapes in models rather than meshes
[blank.git] / src / ai / Spawner.cpp
index b0ded15ab771121763f93c72bf1604164c12aa70..064857cd6b51e9c53df88b1957d3a612bd9af9d3 100644 (file)
@@ -2,32 +2,37 @@
 
 #include "Chaser.hpp"
 #include "RandomWalk.hpp"
+#include "../app/TextureIndex.hpp"
+#include "../model/Model.hpp"
+#include "../model/Skeletons.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, Skeletons &skeletons, GaloisLFSR &rand)
 : world(world)
+, skeletons(skeletons)
 , controllers()
+, random(rand)
 , timer(64)
 , despawn_range(128 * 128)
 , spawn_distance(16 * 16)
 , max_entities(16)
-, chunk_range(4) {
-       EntityModel::Buffer buf;
-       for (size_t i = 0; i < 14; ++i) {
-               world.BlockTypes()[i + 1].FillEntityModel(buf);
-               models[i].Update(buf);
-               buf.Clear();
-       }
-
+, chunk_range(4)
+, skeletons_offset(0)
+, skeletons_length(skeletons.size())
+, tex_map() {
        timer.Start();
-       Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
 }
 
 Spawner::~Spawner() {
@@ -37,6 +42,21 @@ Spawner::~Spawner() {
 }
 
 
+void Spawner::LimitSkeletons(size_t begin, size_t end) {
+       if (begin >= skeletons.size() || end > skeletons.size() || begin >= end) {
+               cout << "warning, skeleton limit out of bounds or invalid range given" << endl;
+       } else {
+               skeletons_offset = begin;
+               skeletons_length = end - begin;
+       }
+}
+
+void Spawner::LoadTextures(TextureIndex &tex_index) {
+       tex_map.clear();
+       tex_map.push_back(tex_index.GetID("rock-1"));
+       tex_map.push_back(tex_index.GetID("rock-face"));
+}
+
 void Spawner::Update(int dt) {
        CheckDespawn();
        timer.Update(dt);
@@ -50,14 +70,28 @@ void Spawner::Update(int dt) {
 
 
 void Spawner::CheckDespawn() noexcept {
-       const Entity &reference = world.Player();
+       const auto &refs = world.Players();
        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();
+               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.GetEntity().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;
                }
@@ -65,30 +99,27 @@ void Spawner::CheckDespawn() noexcept {
 }
 
 void Spawner::TrySpawn() {
-       if (controllers.size() >= max_entities) return;
-
-       glm::ivec3 chunk(
-               (rand() % (chunk_range * 2 + 1)) - chunk_range,
-               (rand() % (chunk_range * 2 + 1)) - chunk_range,
-               (rand() % (chunk_range * 2 + 1)) - chunk_range
-       );
-
-       glm::ivec3 pos(
-               rand() % Chunk::width,
-               rand() % Chunk::height,
-               rand() % Chunk::depth
-       );
+       if (controllers.size() >= max_entities || skeletons_length == 0) return;
+
+       // 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) + world.Player().Position());
-       float dist = dot(diff, diff);
-       if (dist > despawn_range || dist < spawn_distance) {
-               return;
-       }
+       //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(&world.PlayerChunk(), chunk * Chunk::Extent() + pos);
        if (!spawn_block || spawn_block.GetType().collide_block) {
                return;
        }
@@ -98,29 +129,36 @@ void Spawner::TrySpawn() {
                return;
        }
 
-       Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+       Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
 }
 
-void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) {
+void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
        glm::vec3 rot(0.000001f);
-       rot.x *= (rand() % 1024);
-       rot.y *= (rand() % 1024);
-       rot.z *= (rand() % 1024);
+       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("spawned");
        e.Position(chunk, pos);
        e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
        e.WorldCollidable(true);
-       e.GetModel().SetNodeModel(&models[rand() % 14]);
+       RandomSkeleton().Instantiate(e.GetModel());
+       e.GetModel().SetTextures(tex_map);
        e.AngularVelocity(rot);
        Controller *ctrl;
-       if (rand() % 2) {
-               ctrl = new RandomWalk(e);
+       if (random()) {
+               ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
+               e.Name("walker");
        } else {
-               ctrl = new Chaser(world, e, world.Player());
+               ctrl = new Chaser(world, e, reference);
+               e.Name("chaser");
        }
        controllers.emplace_back(ctrl);
 }
 
+Model &Spawner::RandomSkeleton() noexcept {
+       std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
+       return skeletons[offset];
+}
+
 }