#include "Spawner.hpp"
-#include "Chaser.hpp"
-#include "RandomWalk.hpp"
-#include "../app/TextureIndex.hpp"
+#include "AIController.hpp"
+
#include "../model/Model.hpp"
-#include "../model/Skeletons.hpp"
+#include "../model/ModelRegistry.hpp"
#include "../rand/GaloisLFSR.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
namespace blank {
-Spawner::Spawner(World &world, Skeletons &skeletons, GaloisLFSR &rand)
+Spawner::Spawner(World &world, ModelRegistry &models)
: world(world)
-, skeletons(skeletons)
-, controllers()
-, random(rand)
+, models(models)
+, entities()
, timer(64)
, despawn_range(128 * 128)
, spawn_distance(16 * 16)
-, max_entities(16)
+, max_entities(32)
, chunk_range(4)
-, skeletons_offset(0)
-, skeletons_length(skeletons.size())
-, tex_map() {
+, model_offset(0)
+, model_length(models.size()) {
timer.Start();
}
Spawner::~Spawner() {
- for (auto &ctrl : controllers) {
- delete ctrl;
+ for (Entity *e : entities) {
+ e->UnRef();
}
}
-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;
+void Spawner::LimitModels(size_t begin, size_t end) {
+ if (begin >= models.size() || end > models.size() || begin >= end) {
+ cout << "warning, models limit out of bounds or invalid range given" << endl;
} else {
- skeletons_offset = begin;
- skeletons_length = end - begin;
+ model_offset = begin;
+ model_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);
if (timer.Hit()) {
TrySpawn();
}
- for (auto &ctrl : controllers) {
- ctrl->Update(dt);
- }
}
void Spawner::CheckDespawn() noexcept {
const auto &refs = world.Players();
- for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
- Entity &e = (*iter)->Controlled();
+ for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+ Entity &e = (**iter);
if (e.Dead()) {
- delete *iter;
- iter = controllers.erase(iter);
- end = controllers.end();
+ e.UnRef();
+ iter = entities.erase(iter);
+ end = entities.end();
continue;
}
bool safe = false;
}
if (!safe) {
e.Kill();
- delete *iter;
- iter = controllers.erase(iter);
- end = controllers.end();
+ e.UnRef();
+ iter = entities.erase(iter);
+ end = entities.end();
} else {
++iter;
}
}
void Spawner::TrySpawn() {
- if (controllers.size() >= max_entities || skeletons_length == 0) return;
+ if (entities.size() >= max_entities || model_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();
+ size_t player_num = world.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));
+ BlockLookup spawn_block(player.GetChunks().RandomBlock(world.Random()));
// distance check
//glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position());
}
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);
-
Entity &e = world.AddEntity();
e.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
- RandomSkeleton().Instantiate(e.GetModel());
- e.GetModel().SetTextures(tex_map);
- e.AngularVelocity(rot);
- Controller *ctrl;
- if (random()) {
- ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
- e.Name("walker");
- } else {
- ctrl = new Chaser(world, e, reference);
- e.Name("chaser");
- }
- controllers.emplace_back(ctrl);
+ RandomModel().Instantiate(e.GetModel());
+ e.SetController(new AIController(world, e));
+ e.Name("spawned");
+ e.Ref();
+ entities.emplace_back(&e);
}
-Model &Spawner::RandomSkeleton() noexcept {
- std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
- return skeletons[offset];
+Model &Spawner::RandomModel() noexcept {
+ std::size_t offset = (world.Random().Next<std::size_t>() % model_length) + model_offset;
+ return models[offset];
}
}