]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
first draft for client/server architecture
[blank.git] / src / ai / Spawner.cpp
index 5b54c3eb56cd03dbb827f20bc754db5dbfb55a26..fb2a1eafc46c69906826e98c91f0ed117eb70f97 100644 (file)
 
 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)
@@ -21,24 +22,33 @@ Spawner::Spawner(World &world)
 , chunk_range(4) {
        EntityModel::Buffer buf;
        {
-               CuboidShape shape({{ -0.25f, -0.5f, -0.25f }, { 0.25f, 0.5f, 0.25f }});
+               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]);
        }
        {
-               CuboidShape shape({{ -0.5f, -0.25f, -0.5f }, { 0.5f, 0.25f, 0.5f }});
+               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]);
        }
        {
-               StairShape shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.4f, 0.4f });
+               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();
@@ -88,15 +98,15 @@ void Spawner::TrySpawn() {
        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
        );
 
 
@@ -123,20 +133,20 @@ void Spawner::TrySpawn() {
 
 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);
-       e.GetModel().SetNodeModel(&models[rand() % 3]);
+       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());
        }