#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)
, chunk_range(4) {
+ EntityModel::Buffer buf;
+ for (size_t i = 0; i < 14; ++i) {
+ world.BlockTypes()[i + 1].FillEntityModel(buf);
+ models[i].Update(buf);
+ buf.Clear();
+ }
+
timer.Start();
Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
}
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;
}
}
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() % 1024);
rot.y *= (rand() % 1024);
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.GetModel().SetNodeModel(&models[rand() % 14]);
e.AngularVelocity(rot);
Controller *ctrl;
if (rand() % 2) {