namespace blank {
-Spawner::Spawner(World &world)
+Spawner::Spawner(World &world, std::uint64_t seed)
: world(world)
, controllers()
+, random(seed)
, timer(64)
, despawn_range(128 * 128)
, spawn_distance(16 * 16)
if (controllers.size() >= max_entities) return;
glm::ivec3 chunk(
- (rand() % (chunk_range * 2 + 1)) - chunk_range,
- (rand() % (chunk_range * 2 + 1)) - chunk_range,
- (rand() % (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,
+ (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range
);
glm::ivec3 pos(
- rand() % Chunk::width,
- rand() % Chunk::height,
- rand() % Chunk::depth
+ random.Next<unsigned char>() % Chunk::width,
+ random.Next<unsigned char>() % Chunk::height,
+ random.Next<unsigned char>() % Chunk::depth
);
void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) {
glm::vec3 rot(0.000001f);
- rot.x *= (rand() % 1024);
- rot.y *= (rand() % 1024);
- rot.z *= (rand() % 1024);
+ 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[rand() % 3].Instantiate(e.GetModel());
+ skeletons[random.Next<unsigned char>() % 3].Instantiate(e.GetModel());
e.AngularVelocity(rot);
Controller *ctrl;
- if (rand() % 2) {
- ctrl = new RandomWalk(e);
+ if (random()) {
+ ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
} else {
ctrl = new Chaser(world, e, world.Player());
}