]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
split composite model in template and instance
[blank.git] / src / ai / Spawner.cpp
index 8a3e75e3db737abbea177f5fba71da66b39eb1f7..1120b5b320c5987d415243314d3c58cf7c33ce37 100644 (file)
@@ -2,8 +2,9 @@
 
 #include "Chaser.hpp"
 #include "RandomWalk.hpp"
+#include "../model/shapes.hpp"
+#include "../world/BlockLookup.hpp"
 #include "../world/BlockType.hpp"
-#include "../world/BlockTypeRegistry.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
 
@@ -13,11 +14,42 @@ namespace blank {
 Spawner::Spawner(World &world)
 : world(world)
 , controllers()
-, timer(8096)
+, timer(64)
 , despawn_range(128 * 128)
 , spawn_distance(16 * 16)
 , max_entities(16)
 , chunk_range(4) {
+       EntityModel::Buffer buf;
+       {
+               AABB bounds{{ -0.25f, -0.5f, -0.25f }, { 0.25f, 0.5f, 0.25f }};
+               CuboidShape shape(bounds);
+               shape.Vertices(buf, 1.0f);
+               buf.colors.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f });
+               models[0].Update(buf);
+               skeletons[0].Bounds(bounds);
+               skeletons[0].SetNodeModel(&models[0]);
+       }
+       {
+               AABB bounds{{ -0.5f, -0.25f, -0.5f }, { 0.5f, 0.25f, 0.5f }};
+               CuboidShape shape(bounds);
+               buf.Clear();
+               shape.Vertices(buf, 2.0f);
+               buf.colors.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
+               models[1].Update(buf);
+               skeletons[1].Bounds(bounds);
+               skeletons[1].SetNodeModel(&models[1]);
+       }
+       {
+               AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
+               StairShape shape(bounds, { 0.4f, 0.4f });
+               buf.Clear();
+               shape.Vertices(buf, 3.0f);
+               buf.colors.resize(shape.VertexCount(), { 1.0f, 0.0f, 1.0f });
+               models[2].Update(buf);
+               skeletons[2].Bounds(bounds);
+               skeletons[2].SetNodeModel(&models[2]);
+       }
+
        timer.Start();
        Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
 }
@@ -45,9 +77,14 @@ void Spawner::CheckDespawn() noexcept {
        const Entity &reference = world.Player();
        for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
                Entity &e = (*iter)->Controlled();
+               if (e.Dead()) {
+                       delete *iter;
+                       iter = controllers.erase(iter);
+                       continue;
+               }
                glm::vec3 diff(reference.AbsoluteDifference(e));
                if (dot(diff, diff) > despawn_range) {
-                       e.Remove();
+                       e.Kill();
                        delete *iter;
                        iter = controllers.erase(iter);
                } else {
@@ -59,13 +96,13 @@ void Spawner::CheckDespawn() noexcept {
 void Spawner::TrySpawn() {
        if (controllers.size() >= max_entities) return;
 
-       glm::tvec3<int> chunk(
+       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::tvec3<int> pos(
+       glm::ivec3 pos(
                rand() % Chunk::width,
                rand() % Chunk::height,
                rand() % Chunk::depth
@@ -79,39 +116,38 @@ void Spawner::TrySpawn() {
                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) {
+       // 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;
+       }
+
+       BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
+       if (!head_block || head_block.GetType().collide_block) {
                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;
-
+void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) {
        glm::vec3 rot(0.000001f);
-       rot.x *= (rand() % 32);
-       rot.y *= (rand() % 32);
-       rot.z *= (rand() % 32);
+       rot.x *= (rand() % 1024);
+       rot.y *= (rand() % 1024);
+       rot.z *= (rand() % 1024);
 
        Entity &e = world.AddEntity();
-       e.Name("test");
+       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.SetShape(world.BlockTypes()[1].shape, color);
-       e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
+       skeletons[rand() % 3].Instantiate(e.GetModel());
+       e.AngularVelocity(rot);
        Controller *ctrl;
        if (rand() % 2) {
                ctrl = new RandomWalk(e);
        } else {
-               ctrl = new Chaser(e, world.Player());
+               ctrl = new Chaser(world, e, world.Player());
        }
        controllers.emplace_back(ctrl);
 }