#include "Spawner.hpp"
+#include "Chaser.hpp"
#include "RandomWalk.hpp"
#include "../world/BlockType.hpp"
#include "../world/BlockTypeRegistry.hpp"
}
Spawner::~Spawner() {
-
+ for (auto &ctrl : controllers) {
+ delete ctrl;
+ }
}
TrySpawn();
}
for (auto &ctrl : controllers) {
- ctrl.Update(dt);
+ 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();
+ Entity &e = (*iter)->Controlled();
glm::vec3 diff(reference.AbsoluteDifference(e));
if (dot(diff, diff) > despawn_range) {
e.Remove();
+ delete *iter;
iter = controllers.erase(iter);
} else {
++iter;
void Spawner::TrySpawn() {
if (controllers.size() >= max_entities) return;
- glm::tvec3<int> chunk(
+ glm::ivec3 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(
+ glm::ivec3 pos(
rand() % Chunk::width,
rand() % Chunk::height,
rand() % Chunk::depth
Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
}
-void Spawner::Spawn(const glm::tvec3<int> &chunk, const glm::vec3 &pos) {
+void Spawner::Spawn(const glm::ivec3 &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);
+ rot.x *= (rand() % 1024);
+ rot.y *= (rand() % 1024);
+ rot.z *= (rand() % 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);
+ e.SetShape(world.BlockTypes()[1].shape, color, 2);
+ e.AngularVelocity(rot);
+ Controller *ctrl;
+ if (rand() % 2) {
+ ctrl = new RandomWalk(e);
+ } else {
+ ctrl = new Chaser(world, e, world.Player());
+ }
+ controllers.emplace_back(ctrl);
}
}