#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"
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;
- for (size_t i = 0; i < 14; ++i) {
- world.BlockTypes()[i + 1].FillEntityModel(buf);
- models[i].Update(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();
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 {
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;
}
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.GetModel().SetNodeModel(&models[rand() % 14]);
+ skeletons[rand() % 3].Instantiate(e.GetModel());
e.AngularVelocity(rot);
Controller *ctrl;
if (rand() % 2) {