X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=6404e443999dc2cf54bbee6e6f9be739b2e0e079;hb=0ab149c70b3f984b2cc0c7a122b4aa347bc5fd79;hp=13a8f52e6f44eb8be438faee0553d185da1af06f;hpb=13e676a6e49128ebc6c63b8dd08bef51d360e8e9;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index 13a8f52..6404e44 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -1,63 +1,76 @@ #include "Spawner.hpp" -#include "Chaser.hpp" -#include "RandomWalk.hpp" -#include "../model/CompositeModel.hpp" -#include "../model/Skeletons.hpp" +#include "AIController.hpp" + +#include "../model/Model.hpp" +#include "../model/ModelRegistry.hpp" +#include "../rand/GaloisLFSR.hpp" #include "../world/BlockLookup.hpp" #include "../world/BlockType.hpp" #include "../world/ChunkIndex.hpp" #include "../world/Entity.hpp" #include "../world/World.hpp" +#include + +using namespace std; + namespace blank { -Spawner::Spawner(World &world, Skeletons &skeletons, std::uint64_t seed) +Spawner::Spawner(World &world, ModelRegistry &models, GaloisLFSR &rand) : world(world) -, skeletons(skeletons) -, controllers() -, random(seed) +, models(models) +, entities() +, random(rand) , timer(64) , despawn_range(128 * 128) , spawn_distance(16 * 16) -, max_entities(16) -, chunk_range(4) { +, max_entities(32) +, chunk_range(4) +, model_offset(0) +, model_length(models.size()) { timer.Start(); } Spawner::~Spawner() { - for (auto &ctrl : controllers) { - delete ctrl; + for (Entity *e : entities) { + e->UnRef(); } } +void Spawner::LimitModels(size_t begin, size_t end) { + if (begin >= models.size() || end > models.size() || begin >= end) { + cout << "warning, models limit out of bounds or invalid range given" << endl; + } else { + model_offset = begin; + model_length = end - begin; + } +} + void Spawner::Update(int dt) { CheckDespawn(); timer.Update(dt); if (timer.Hit()) { TrySpawn(); } - for (auto &ctrl : controllers) { - ctrl->Update(dt); - } } void Spawner::CheckDespawn() noexcept { const auto &refs = world.Players(); - for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) { - Entity &e = (*iter)->Controlled(); + for (auto iter = entities.begin(), end = entities.end(); iter != end;) { + Entity &e = (**iter); if (e.Dead()) { - delete *iter; - iter = controllers.erase(iter); - end = controllers.end(); + e.UnRef(); + iter = entities.erase(iter); + end = entities.end(); continue; } bool safe = false; for (const Player &ref : refs) { - glm::vec3 diff(ref.entity->AbsoluteDifference(e)); + glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e)); if (dot(diff, diff) < despawn_range) { safe = true; break; @@ -65,9 +78,9 @@ void Spawner::CheckDespawn() noexcept { } if (!safe) { e.Kill(); - delete *iter; - iter = controllers.erase(iter); - end = controllers.end(); + e.UnRef(); + iter = entities.erase(iter); + end = entities.end(); } else { ++iter; } @@ -75,22 +88,18 @@ void Spawner::CheckDespawn() noexcept { } void Spawner::TrySpawn() { - if (controllers.size() >= max_entities) return; + if (entities.size() >= max_entities || model_length == 0) return; // select random player to punish auto &players = world.Players(); if (players.size() == 0) return; - const Player &player = players[random.Next() % players.size()]; - - int index = random.Next() % player.chunks->TotalChunks(); - - glm::ivec3 chunk(player.chunks->PositionOf(index)); + size_t player_num = random.Next() % players.size(); + auto i = players.begin(), end = players.end(); + for (; player_num > 0 && i != end; ++i, --player_num) { + } + const Player &player = *i; - 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()); @@ -100,7 +109,6 @@ void Spawner::TrySpawn() { //} // check if the spawn block and the one above it are loaded and inhabitable - BlockLookup spawn_block((*player.chunks)[index], pos); if (!spawn_block || spawn_block.GetType().collide_block) { return; } @@ -110,29 +118,24 @@ void Spawner::TrySpawn() { return; } - Spawn(*player.entity, 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) { - glm::vec3 rot(0.000001f); - rot.x *= (random.Next() % 1024); - rot.y *= (random.Next() % 1024); - rot.z *= (random.Next() % 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[random.Next() % skeletons.Size()].Instantiate(e.GetModel()); - e.AngularVelocity(rot); - Controller *ctrl; - if (random()) { - ctrl = new RandomWalk(e, random.Next()); - } else { - ctrl = new Chaser(world, e, reference); - } - controllers.emplace_back(ctrl); + RandomModel().Instantiate(e.GetModel()); + e.SetController(new AIController(random)); + e.Name("spawned"); + e.Ref(); + entities.emplace_back(&e); +} + +Model &Spawner::RandomModel() noexcept { + std::size_t offset = (random.Next() % model_length) + model_offset; + return models[offset]; } }