]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
glm backwards compatibility
[blank.git] / src / ai / Spawner.cpp
index 4f28cfb870b1f3fd0cc76f2c77265607e569d193..2c5a94ca117e0d4c94175d4484a0eddeaef11f82 100644 (file)
@@ -1,9 +1,9 @@
 #include "Spawner.hpp"
 
-#include "Chaser.hpp"
-#include "RandomWalk.hpp"
-#include "../model/CompositeModel.hpp"
-#include "../model/Skeletons.hpp"
+#include "AIController.hpp"
+
+#include "../model/Model.hpp"
+#include "../model/ModelRegistry.hpp"
 #include "../rand/GaloisLFSR.hpp"
 #include "../world/BlockLookup.hpp"
 #include "../world/BlockType.hpp"
@@ -18,34 +18,33 @@ using namespace std;
 
 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()) {
+, 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;
        }
 }
 
@@ -55,35 +54,32 @@ void Spawner::Update(int 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;
                for (const Player &ref : refs) {
                        glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
-                       if (dot(diff, diff) < despawn_range) {
+                       if (glm::length2(diff) < despawn_range) {
                                safe = true;
                                break;
                        }
                }
                if (!safe) {
                        e.Kill();
-                       delete *iter;
-                       iter = controllers.erase(iter);
-                       end = controllers.end();
+                       e.UnRef();
+                       iter = entities.erase(iter);
+                       end = entities.end();
                } else {
                        ++iter;
                }
@@ -91,18 +87,18 @@ void Spawner::CheckDespawn() noexcept {
 }
 
 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());
@@ -125,31 +121,20 @@ void Spawner::TrySpawn() {
 }
 
 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.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);
 }
 
-CompositeModel &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];
 }
 
 }