]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
give network players a model
[blank.git] / src / ai / Spawner.cpp
index 8ba32ffaf0e17ee6e5c50a179efdb94493a42dff..2ea8a6904e2f80042b9e76656f2e66246348d385 100644 (file)
@@ -6,13 +6,18 @@
 #include "../model/Skeletons.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, Skeletons &skeletons, std::uint64_t seed)
+Spawner::Spawner(World &world, Skeletons &skeletons, uint64_t seed)
 : world(world)
 , skeletons(skeletons)
 , controllers()
@@ -21,7 +26,9 @@ Spawner::Spawner(World &world, Skeletons &skeletons, std::uint64_t seed)
 , 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();
 }
 
@@ -32,6 +39,15 @@ Spawner::~Spawner() {
 }
 
 
+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);
@@ -51,11 +67,12 @@ void Spawner::CheckDespawn() noexcept {
                if (e.Dead()) {
                        delete *iter;
                        iter = controllers.erase(iter);
+                       end = controllers.end();
                        continue;
                }
                bool safe = false;
-               for (const Entity *ref : refs) {
-                       glm::vec3 diff(ref->AbsoluteDifference(e));
+               for (const Player &ref : refs) {
+                       glm::vec3 diff(ref.entity->AbsoluteDifference(e));
                        if (dot(diff, diff) < despawn_range) {
                                safe = true;
                                break;
@@ -65,6 +82,7 @@ void Spawner::CheckDespawn() noexcept {
                        e.Kill();
                        delete *iter;
                        iter = controllers.erase(iter);
+                       end = controllers.end();
                } else {
                        ++iter;
                }
@@ -72,18 +90,16 @@ void Spawner::CheckDespawn() noexcept {
 }
 
 void Spawner::TrySpawn() {
-       if (controllers.size() >= max_entities) return;
+       if (controllers.size() >= max_entities || skeletons_length == 0) return;
 
        // select random player to punish
        auto &players = world.Players();
        if (players.size() == 0) return;
-       Entity &player = *players[random.Next<unsigned short>() % players.size()];
+       const Player &player = players[random.Next<unsigned short>() % players.size()];
 
-       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
-       );
+       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,
@@ -92,16 +108,14 @@ void Spawner::TrySpawn() {
        );
 
        // distance check
-       glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + 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.Loader().Loaded(player.ChunkCoords()),
-               chunk * Chunk::Extent() + pos);
+       BlockLookup spawn_block((*player.chunks)[index], pos);
        if (!spawn_block || spawn_block.GetType().collide_block) {
                return;
        }
@@ -111,7 +125,7 @@ void Spawner::TrySpawn() {
                return;
        }
 
-       Spawn(player, player.ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+       Spawn(*player.entity, chunk, glm::vec3(pos) + glm::vec3(0.5f));
 }
 
 void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
@@ -121,19 +135,25 @@ void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3
        rot.z *= (random.Next<unsigned short>() % 1024);
 
        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>() % skeletons.Size()].Instantiate(e.GetModel());
+       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];
+}
+
 }