]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
send player updates from client to server
[blank.git] / src / ai / Spawner.cpp
index d97aa861152b8bc73718f9e81b0f1778ae6fe11f..6a692b11077b47f3d7b871505d0ab2db0ab606d3 100644 (file)
 #include "Spawner.hpp"
 
+#include "Chaser.hpp"
 #include "RandomWalk.hpp"
+#include "../model/shapes.hpp"
+#include "../world/BlockLookup.hpp"
 #include "../world/BlockType.hpp"
-#include "../world/BlockTypeRegistry.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
 
 
 namespace blank {
 
-Spawner::Spawner(World &world)
+Spawner::Spawner(World &world, std::uint64_t seed)
 : world(world)
-, controllers() {
-       Spawn({ 0.0f, 0.0f, 0.0f });
+, controllers()
+, random(seed)
+, timer(64)
+, despawn_range(128 * 128)
+, spawn_distance(16 * 16)
+, max_entities(16)
+, chunk_range(4) {
+       EntityModel::Buffer buf;
+       {
+               AABB bounds{{ -0.25f, -0.5f, -0.25f }, { 0.25f, 0.5f, 0.25f }};
+               CuboidShape shape(bounds);
+               shape.Vertices(buf, 1.0f);
+               buf.colors.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f });
+               models[0].Update(buf);
+               skeletons[0].Bounds(bounds);
+               skeletons[0].SetNodeModel(&models[0]);
+       }
+       {
+               AABB bounds{{ -0.5f, -0.25f, -0.5f }, { 0.5f, 0.25f, 0.5f }};
+               CuboidShape shape(bounds);
+               buf.Clear();
+               shape.Vertices(buf, 2.0f);
+               buf.colors.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
+               models[1].Update(buf);
+               skeletons[1].Bounds(bounds);
+               skeletons[1].SetNodeModel(&models[1]);
+       }
+       {
+               AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
+               StairShape shape(bounds, { 0.4f, 0.4f });
+               buf.Clear();
+               shape.Vertices(buf, 3.0f);
+               buf.colors.resize(shape.VertexCount(), { 1.0f, 0.0f, 1.0f });
+               models[2].Update(buf);
+               skeletons[2].Bounds(bounds);
+               skeletons[2].SetNodeModel(&models[2]);
+       }
+
+       timer.Start();
 }
 
 Spawner::~Spawner() {
-
+       for (auto &ctrl : controllers) {
+               delete ctrl;
+       }
 }
 
 
 void Spawner::Update(int dt) {
+       CheckDespawn();
+       timer.Update(dt);
+       if (timer.Hit()) {
+               TrySpawn();
+       }
        for (auto &ctrl : controllers) {
-               ctrl.Update(dt);
+               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();
+               if (e.Dead()) {
+                       delete *iter;
+                       iter = controllers.erase(iter);
+                       continue;
+               }
+               bool safe = false;
+               for (const Entity *ref : refs) {
+                       glm::vec3 diff(ref->AbsoluteDifference(e));
+                       if (dot(diff, diff) < despawn_range) {
+                               safe = true;
+                               break;
+                       }
+               }
+               if (!safe) {
+                       e.Kill();
+                       delete *iter;
+                       iter = controllers.erase(iter);
+               } else {
+                       ++iter;
+               }
+       }
+}
+
+void Spawner::TrySpawn() {
+       if (controllers.size() >= max_entities) return;
+
+       // select random player to punish
+       auto &players = world.Players();
+       if (players.size() == 0) return;
+       Entity &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
+       );
+
+       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) + player.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);
+       if (!spawn_block || spawn_block.GetType().collide_block) {
+               return;
+       }
+
+       BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
+       if (!head_block || head_block.GetType().collide_block) {
+               return;
+       }
+
+       Spawn(player, player.ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
 }
 
+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);
 
-void Spawner::Spawn(const glm::vec3 &pos) {
        Entity &e = world.AddEntity();
-       e.Name("test");
-       e.Position(pos);
+       e.Name("spawned");
+       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, { 1.0f, 1.0f, 0.0f });
-       e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
-       controllers.emplace_back(e);
+       skeletons[random.Next<unsigned char>() % 3].Instantiate(e.GetModel());
+       e.AngularVelocity(rot);
+       Controller *ctrl;
+       if (random()) {
+               ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
+       } else {
+               ctrl = new Chaser(world, e, reference);
+       }
+       controllers.emplace_back(ctrl);
 }
 
 }