]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
merge common parts of pre- and unload states
[blank.git] / src / ai / Spawner.cpp
index 2ea8a6904e2f80042b9e76656f2e66246348d385..4f28cfb870b1f3fd0cc76f2c77265607e569d193 100644 (file)
@@ -4,6 +4,7 @@
 #include "RandomWalk.hpp"
 #include "../model/CompositeModel.hpp"
 #include "../model/Skeletons.hpp"
+#include "../rand/GaloisLFSR.hpp"
 #include "../world/BlockLookup.hpp"
 #include "../world/BlockType.hpp"
 #include "../world/ChunkIndex.hpp"
@@ -17,18 +18,18 @@ using namespace std;
 
 namespace blank {
 
-Spawner::Spawner(World &world, Skeletons &skeletons, uint64_t seed)
+Spawner::Spawner(World &world, Skeletons &skeletons, GaloisLFSR &rand)
 : world(world)
 , skeletons(skeletons)
 , controllers()
-, random(seed)
+, random(rand)
 , timer(64)
 , despawn_range(128 * 128)
 , spawn_distance(16 * 16)
 , max_entities(16)
 , chunk_range(4)
 , skeletons_offset(0)
-, skeletons_length(skeletons.Size()) {
+, skeletons_length(skeletons.size()) {
        timer.Start();
 }
 
@@ -40,7 +41,7 @@ Spawner::~Spawner() {
 
 
 void Spawner::LimitSkeletons(size_t begin, size_t end) {
-       if (begin >= skeletons.Size() || end > skeletons.Size() || begin >= 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;
@@ -72,7 +73,7 @@ void Spawner::CheckDespawn() noexcept {
                }
                bool safe = false;
                for (const Player &ref : refs) {
-                       glm::vec3 diff(ref.entity->AbsoluteDifference(e));
+                       glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
                        if (dot(diff, diff) < despawn_range) {
                                safe = true;
                                break;
@@ -95,17 +96,13 @@ void Spawner::TrySpawn() {
        // select random player to punish
        auto &players = world.Players();
        if (players.size() == 0) return;
-       const Player &player = players[random.Next<unsigned short>() % players.size()];
-
-       int index = random.Next<unsigned int>() % player.chunks->TotalChunks();
-
-       glm::ivec3 chunk(player.chunks->PositionOf(index));
+       size_t player_num = 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;
 
-       glm::ivec3 pos(
-               random.Next<unsigned char>() % Chunk::width,
-               random.Next<unsigned char>() % Chunk::height,
-               random.Next<unsigned char>() % Chunk::depth
-       );
+       BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
 
        // distance check
        //glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position());
@@ -115,7 +112,6 @@ void Spawner::TrySpawn() {
        //}
 
        // 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;
        }
@@ -125,7 +121,7 @@ void Spawner::TrySpawn() {
                return;
        }
 
-       Spawn(*player.entity, chunk, glm::vec3(pos) + glm::vec3(0.5f));
+       Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
 }
 
 void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {