#include "Spawner.hpp"
+#include "Chaser.hpp"
#include "RandomWalk.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../model/Skeletons.hpp"
+#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
-#include "../world/BlockTypeRegistry.hpp"
+#include "../world/ChunkIndex.hpp"
#include "../world/Entity.hpp"
#include "../world/World.hpp"
+#include <iostream>
+
+using namespace std;
+
namespace blank {
-Spawner::Spawner(World &world)
+Spawner::Spawner(World &world, Skeletons &skeletons, uint64_t seed)
: world(world)
+, skeletons(skeletons)
, controllers()
-, timer(8096)
+, random(seed)
+, timer(64)
, despawn_range(128 * 128)
, spawn_distance(16 * 16)
, max_entities(16)
-, chunk_range(4) {
+, chunk_range(4)
+, skeletons_offset(0)
+, skeletons_length(skeletons.Size()) {
timer.Start();
- Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
}
Spawner::~Spawner() {
-
+ for (auto &ctrl : controllers) {
+ delete ctrl;
+ }
}
+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;
+ } else {
+ skeletons_offset = begin;
+ skeletons_length = end - begin;
+ }
+}
+
void Spawner::Update(int dt) {
CheckDespawn();
timer.Update(dt);
TrySpawn();
}
for (auto &ctrl : controllers) {
- ctrl.Update(dt);
+ ctrl->Update(dt);
}
}
void Spawner::CheckDespawn() noexcept {
- const Entity &reference = world.Player();
+ const auto &refs = world.Players();
for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
- Entity &e = iter->Controlled();
- glm::vec3 diff(reference.AbsoluteDifference(e));
- if (dot(diff, diff) > despawn_range) {
- e.Remove();
+ Entity &e = (*iter)->Controlled();
+ if (e.Dead()) {
+ delete *iter;
iter = controllers.erase(iter);
+ end = controllers.end();
+ continue;
+ }
+ bool safe = false;
+ for (const Player &ref : refs) {
+ glm::vec3 diff(ref.entity->AbsoluteDifference(e));
+ if (dot(diff, diff) < despawn_range) {
+ safe = true;
+ break;
+ }
+ }
+ if (!safe) {
+ e.Kill();
+ delete *iter;
+ iter = controllers.erase(iter);
+ end = controllers.end();
} else {
++iter;
}
}
void Spawner::TrySpawn() {
- if (controllers.size() >= max_entities) return;
+ if (controllers.size() >= max_entities || skeletons_length == 0) return;
- glm::tvec3<int> chunk(
- (rand() % (chunk_range * 2 + 1)) - chunk_range,
- (rand() % (chunk_range * 2 + 1)) - chunk_range,
- (rand() % (chunk_range * 2 + 1)) - chunk_range
- );
+ // select random player to punish
+ auto &players = world.Players();
+ if (players.size() == 0) return;
+ const Player &player = players[random.Next<unsigned short>() % players.size()];
- glm::tvec3<int> pos(
- rand() % Chunk::width,
- rand() % Chunk::height,
- rand() % Chunk::depth
- );
+ int index = random.Next<unsigned int>() % player.chunks->TotalChunks();
+ glm::ivec3 chunk(player.chunks->PositionOf(index));
+
+ glm::ivec3 pos(
+ random.Next<unsigned char>() % Chunk::width,
+ random.Next<unsigned char>() % Chunk::height,
+ random.Next<unsigned char>() % Chunk::depth
+ );
// 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) {
+ //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((*player.chunks)[index], pos);
+ if (!spawn_block || spawn_block.GetType().collide_block) {
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) {
+ 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));
+ Spawn(*player.entity, 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(Entity &reference, 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 *= (random.Next<unsigned short>() % 1024);
+ rot.y *= (random.Next<unsigned short>() % 1024);
+ rot.z *= (random.Next<unsigned short>() % 1024);
Entity &e = world.AddEntity();
- e.Name("test");
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 }));
- controllers.emplace_back(e);
+ 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);
+}
+
+CompositeModel &Spawner::RandomSkeleton() noexcept {
+ std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
+ return skeletons[offset];
}
}