X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=1120b5b320c5987d415243314d3c58cf7c33ce37;hb=2ea26d9ca5eaeae65daa0edbbaeada8c1f23670e;hp=e5bc68f9d97461d2396de2076b338f025c0d967e;hpb=d02daa5a4805dc3184884f3a7cd7620e5787adcb;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index e5bc68f..1120b5b 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -2,8 +2,9 @@ #include "Chaser.hpp" #include "RandomWalk.hpp" +#include "../model/shapes.hpp" +#include "../world/BlockLookup.hpp" #include "../world/BlockType.hpp" -#include "../world/BlockTypeRegistry.hpp" #include "../world/Entity.hpp" #include "../world/World.hpp" @@ -13,16 +14,40 @@ namespace blank { 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); + { + 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(); @@ -52,9 +77,14 @@ void Spawner::CheckDespawn() noexcept { const Entity &reference = world.Player(); for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) { Entity &e = (*iter)->Controlled(); + if (e.Dead()) { + delete *iter; + iter = controllers.erase(iter); + continue; + } glm::vec3 diff(reference.AbsoluteDifference(e)); if (dot(diff, diff) > despawn_range) { - e.Remove(); + e.Kill(); delete *iter; iter = controllers.erase(iter); } else { @@ -86,12 +116,14 @@ void Spawner::TrySpawn() { 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; } @@ -105,11 +137,11 @@ void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) { rot.z *= (rand() % 1024); Entity &e = world.AddEntity(); - e.Name("test"); + 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() % 14]); + skeletons[rand() % 3].Instantiate(e.GetModel()); e.AngularVelocity(rot); Controller *ctrl; if (rand() % 2) {