]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
group entity updates in as few packets as possible
[blank.git] / src / ai / Spawner.cpp
index fb2a1eafc46c69906826e98c91f0ed117eb70f97..eaaa1f8a03f30b4d1df690d6a1da0fffc0bcd954 100644 (file)
@@ -2,17 +2,20 @@
 
 #include "Chaser.hpp"
 #include "RandomWalk.hpp"
-#include "../model/shapes.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../model/Skeletons.hpp"
 #include "../world/BlockLookup.hpp"
 #include "../world/BlockType.hpp"
+#include "../world/ChunkIndex.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
 
 
 namespace blank {
 
-Spawner::Spawner(World &world, std::uint64_t seed)
+Spawner::Spawner(World &world, Skeletons &skeletons, std::uint64_t seed)
 : world(world)
+, skeletons(skeletons)
 , controllers()
 , random(seed)
 , timer(64)
@@ -20,39 +23,7 @@ Spawner::Spawner(World &world, std::uint64_t seed)
 , 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();
-       Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
 }
 
 Spawner::~Spawner() {
@@ -75,19 +46,28 @@ void Spawner::Update(int dt) {
 
 
 void Spawner::CheckDespawn() noexcept {
-       const Entity &reference = world.Player();
+       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);
+                       end = controllers.end();
                        continue;
                }
-               glm::vec3 diff(reference.AbsoluteDifference(e));
-               if (dot(diff, diff) > despawn_range) {
+               bool safe = false;
+               for (const Player &ref : refs) {
+                       glm::vec3 diff(ref.entity->AbsoluteDifference(e));
+                       if (dot(diff, diff) < despawn_range) {
+                               safe = true;
+                               break;
+                       }
+               }
+               if (!safe) {
                        e.Kill();
                        delete *iter;
                        iter = controllers.erase(iter);
+                       end = controllers.end();
                } else {
                        ++iter;
                }
@@ -97,11 +77,14 @@ void Spawner::CheckDespawn() noexcept {
 void Spawner::TrySpawn() {
        if (controllers.size() >= max_entities) return;
 
-       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
-       );
+       // 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));
 
        glm::ivec3 pos(
                random.Next<unsigned char>() % Chunk::width,
@@ -109,16 +92,15 @@ void Spawner::TrySpawn() {
                random.Next<unsigned char>() % Chunk::depth
        );
 
-
        // 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) {
-               return;
-       }
+       //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
-       BlockLookup spawn_block(&world.PlayerChunk(), chunk * Chunk::Extent() + pos);
+       BlockLookup spawn_block((*player.chunks)[index], pos);
        if (!spawn_block || spawn_block.GetType().collide_block) {
                return;
        }
@@ -128,27 +110,28 @@ void Spawner::TrySpawn() {
                return;
        }
 
-       Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+       Spawn(*player.entity, chunk, glm::vec3(pos) + glm::vec3(0.5f));
 }
 
-void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) {
+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);
 
        Entity &e = world.AddEntity();
-       e.Name("spawned");
        e.Position(chunk, pos);
        e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
        e.WorldCollidable(true);
-       skeletons[random.Next<unsigned char>() % 3].Instantiate(e.GetModel());
+       skeletons[random.Next<unsigned char>() % skeletons.Size()].Instantiate(e.GetModel());
        e.AngularVelocity(rot);
        Controller *ctrl;
        if (random()) {
                ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
+               e.Name("spawned walker");
        } else {
-               ctrl = new Chaser(world, e, world.Player());
+               ctrl = new Chaser(world, e, reference);
+               e.Name("spawned chaser");
        }
        controllers.emplace_back(ctrl);
 }