X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=064857cd6b51e9c53df88b1957d3a612bd9af9d3;hb=a26ca06878d45d3ce77cbc28b574f2553e121944;hp=946e3519c3fb359d8d6bba766c36d42adb4440df;hpb=b066e776622f96e906600a0c4a08de392bd03676;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index 946e351..064857c 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -2,8 +2,10 @@ #include "Chaser.hpp" #include "RandomWalk.hpp" -#include "../model/CompositeModel.hpp" +#include "../app/TextureIndex.hpp" +#include "../model/Model.hpp" #include "../model/Skeletons.hpp" +#include "../rand/GaloisLFSR.hpp" #include "../world/BlockLookup.hpp" #include "../world/BlockType.hpp" #include "../world/ChunkIndex.hpp" @@ -17,18 +19,19 @@ using namespace std; namespace blank { -Spawner::Spawner(World &world, Skeletons &skeletons, uint64_t seed) +Spawner::Spawner(World &world, Skeletons &skeletons, GaloisLFSR &rand) : world(world) , skeletons(skeletons) , controllers() -, random(seed) +, random(rand) , timer(64) , despawn_range(128 * 128) , spawn_distance(16 * 16) , max_entities(16) , chunk_range(4) , skeletons_offset(0) -, skeletons_length(skeletons.Size()) { +, skeletons_length(skeletons.size()) +, tex_map() { timer.Start(); } @@ -40,7 +43,7 @@ Spawner::~Spawner() { void Spawner::LimitSkeletons(size_t begin, size_t end) { - if (begin >= skeletons.Size() || end > skeletons.Size() || begin >= end) { + if (begin >= skeletons.size() || end > skeletons.size() || begin >= end) { cout << "warning, skeleton limit out of bounds or invalid range given" << endl; } else { skeletons_offset = begin; @@ -48,6 +51,12 @@ void Spawner::LimitSkeletons(size_t begin, size_t end) { } } +void Spawner::LoadTextures(TextureIndex &tex_index) { + tex_map.clear(); + tex_map.push_back(tex_index.GetID("rock-1")); + tex_map.push_back(tex_index.GetID("rock-face")); +} + void Spawner::Update(int dt) { CheckDespawn(); timer.Update(dt); @@ -101,15 +110,7 @@ void Spawner::TrySpawn() { } const Player &player = *i; - int index = random.Next() % player.GetChunks().TotalChunks(); - - glm::ivec3 chunk(player.GetChunks().PositionOf(index)); - - glm::ivec3 pos( - random.Next() % Chunk::width, - random.Next() % Chunk::height, - random.Next() % Chunk::depth - ); + BlockLookup spawn_block(player.GetChunks().RandomBlock(random)); // distance check //glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position()); @@ -119,7 +120,6 @@ void Spawner::TrySpawn() { //} // check if the spawn block and the one above it are loaded and inhabitable - BlockLookup spawn_block(player.GetChunks()[index], pos); if (!spawn_block || spawn_block.GetType().collide_block) { return; } @@ -129,7 +129,7 @@ void Spawner::TrySpawn() { return; } - Spawn(player.GetEntity(), chunk, glm::vec3(pos) + glm::vec3(0.5f)); + Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords()); } void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) { @@ -143,6 +143,7 @@ void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); e.WorldCollidable(true); RandomSkeleton().Instantiate(e.GetModel()); + e.GetModel().SetTextures(tex_map); e.AngularVelocity(rot); Controller *ctrl; if (random()) { @@ -155,7 +156,7 @@ void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 controllers.emplace_back(ctrl); } -CompositeModel &Spawner::RandomSkeleton() noexcept { +Model &Spawner::RandomSkeleton() noexcept { std::size_t offset = (random.Next() % skeletons_length) + skeletons_offset; return skeletons[offset]; }