]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
make gcc nag more
[blank.git] / src / ai / Spawner.cpp
index 2340067f32948b9ae6b7761212ebf6f7b459c757..3433d0a8a0b2a2602ee44f7eab6b7effb6a2c1c9 100644 (file)
@@ -1,55 +1,85 @@
 #include "Spawner.hpp"
 
-#include "Chaser.hpp"
-#include "RandomWalk.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/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, ModelRegistry &models)
 : world(world)
-, controllers()
-, timer(8096)
+, models(models)
+, entities()
+, timer(64)
 , despawn_range(128 * 128)
 , spawn_distance(16 * 16)
-, max_entities(16)
-, chunk_range(4) {
+, 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();
-               glm::vec3 diff(reference.AbsoluteDifference(e));
-               if (dot(diff, diff) > despawn_range) {
-                       e.Remove();
-                       delete *iter;
-                       iter = controllers.erase(iter);
+       const auto &refs = world.Players();
+       for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+               Entity &e = (**iter);
+               if (e.Dead()) {
+                       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 (glm::length2(diff) < despawn_range) {
+                               safe = true;
+                               break;
+                       }
+               }
+               if (!safe) {
+                       e.Kill();
+                       e.UnRef();
+                       iter = entities.erase(iter);
+                       end = entities.end();
                } else {
                        ++iter;
                }
@@ -57,63 +87,54 @@ void Spawner::CheckDespawn() noexcept {
 }
 
 void Spawner::TrySpawn() {
-       if (controllers.size() >= max_entities) 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
-       );
-
-       glm::tvec3<int> pos(
-               rand() % Chunk::width,
-               rand() % Chunk::height,
-               rand() % 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) {
+       //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
+       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.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
 }
 
-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;
-
-       glm::vec3 rot(0.000001f);
-       rot.x *= (rand() % 32);
-       rot.y *= (rand() % 32);
-       rot.z *= (rand() % 32);
-
+void Spawner::Spawn(Entity &, const glm::ivec3 &chunk, const glm::vec3 &pos) {
        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(rot);
-       Controller *ctrl;
-       if (rand() % 2) {
-               ctrl = new RandomWalk(e);
-       } else {
-               ctrl = new Chaser(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];
 }
 
 }