#include "Chaser.hpp"
#include "RandomWalk.hpp"
+#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
#include "../world/BlockTypeRegistry.hpp"
#include "../world/Entity.hpp"
Spawner::Spawner(World &world)
: world(world)
, controllers()
-, timer(8096)
+, timer(64)
, despawn_range(128 * 128)
, spawn_distance(16 * 16)
, max_entities(16)
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) {
+ // check if the spawn block and the one above it are loaded and inhabitable
+ BlockLookup spawn_block(&world.PlayerChunk(), 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;
}
rot.z *= (rand() % 1024);
Entity &e = world.AddEntity();
- e.Name("test");
+ e.Name("spawned");
e.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);