#include "Spawner.hpp"
-#include "Chaser.hpp"
-#include "RandomWalk.hpp"
-#include "../model/shapes.hpp"
+#include "AIController.hpp"
+
+#include "../model/Model.hpp"
+#include "../model/ModelRegistry.hpp"
+#include "../rand/GaloisLFSR.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
+#include "../world/ChunkIndex.hpp"
#include "../world/Entity.hpp"
#include "../world/World.hpp"
+#include <iostream>
+
+using namespace std;
+
namespace blank {
-Spawner::Spawner(World &world, std::uint64_t seed)
+Spawner::Spawner(World &world, ModelRegistry &models)
: world(world)
-, controllers()
-, random(seed)
+, models(models)
+, entities()
, 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]);
- }
-
+, max_entities(32)
+, chunk_range(4)
+, model_offset(0)
+, model_length(models.size()) {
timer.Start();
- Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
}
Spawner::~Spawner() {
- for (auto &ctrl : controllers) {
- delete ctrl;
+ for (Entity *e : entities) {
+ e->UnRef();
}
}
+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 {
+ model_offset = begin;
+ model_length = end - begin;
+ }
+}
+
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 Entity &reference = world.Player();
- for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
- Entity &e = (*iter)->Controlled();
+ const auto &refs = world.Players();
+ for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+ Entity &e = (**iter);
if (e.Dead()) {
- delete *iter;
- iter = controllers.erase(iter);
+ e.UnRef();
+ iter = entities.erase(iter);
+ end = entities.end();
continue;
}
- glm::vec3 diff(reference.AbsoluteDifference(e));
- if (dot(diff, diff) > despawn_range) {
+ 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);
+ e.UnRef();
+ iter = entities.erase(iter);
+ end = entities.end();
} else {
++iter;
}
}
void Spawner::TrySpawn() {
- if (controllers.size() >= max_entities) return;
-
- glm::ivec3 chunk(
- (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range,
- (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range,
- (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range
- );
-
- glm::ivec3 pos(
- random.Next<unsigned char>() % Chunk::width,
- random.Next<unsigned char>() % Chunk::height,
- random.Next<unsigned char>() % Chunk::depth
- );
+ 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 = 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(world.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;
}
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) {
- 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);
-
+void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
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);
- skeletons[random.Next<unsigned char>() % 3].Instantiate(e.GetModel());
- e.AngularVelocity(rot);
- Controller *ctrl;
- if (random()) {
- ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
- } else {
- ctrl = new Chaser(world, e, world.Player());
- }
- 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::RandomModel() noexcept {
+ std::size_t offset = (world.Random().Next<std::size_t>() % model_length) + model_offset;
+ return models[offset];
}
}