X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=6a692b11077b47f3d7b871505d0ab2db0ab606d3;hb=c6ca9d21e45af5ea7caeec722a9b59fdf3aa3b24;hp=863678d88d7f73a80195143dbe4943a8f2245efc;hpb=549646ac3e5bede5e77031f773649edf8de83608;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index 863678d..6a692b1 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -2,24 +2,56 @@ #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" namespace blank { -Spawner::Spawner(World &world) +Spawner::Spawner(World &world, std::uint64_t seed) : world(world) , controllers() -, timer(8096) +, random(seed) +, timer(64) , despawn_range(128 * 128) , spawn_distance(16 * 16) , max_entities(16) , chunk_range(4) { + EntityModel::Buffer 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(); - Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f }); } Spawner::~Spawner() { @@ -42,12 +74,24 @@ void Spawner::Update(int dt) { void Spawner::CheckDespawn() noexcept { - const Entity &reference = world.Player(); + const auto &refs = world.Players(); for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) { Entity &e = (*iter)->Controlled(); - glm::vec3 diff(reference.AbsoluteDifference(e)); - if (dot(diff, diff) > despawn_range) { - e.Remove(); + if (e.Dead()) { + delete *iter; + iter = controllers.erase(iter); + continue; + } + bool safe = false; + for (const Entity *ref : refs) { + glm::vec3 diff(ref->AbsoluteDifference(e)); + if (dot(diff, diff) < despawn_range) { + safe = true; + break; + } + } + if (!safe) { + e.Kill(); delete *iter; iter = controllers.erase(iter); } else { @@ -59,59 +103,65 @@ void Spawner::CheckDespawn() noexcept { void Spawner::TrySpawn() { if (controllers.size() >= max_entities) return; + // select random player to punish + auto &players = world.Players(); + if (players.size() == 0) return; + Entity &player = *players[random.Next() % players.size()]; + 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() % (chunk_range * 2 + 1)) - chunk_range, + (random.Next() % (chunk_range * 2 + 1)) - chunk_range, + (random.Next() % (chunk_range * 2 + 1)) - chunk_range ); glm::ivec3 pos( - rand() % Chunk::width, - rand() % Chunk::height, - rand() % Chunk::depth + random.Next() % Chunk::width, + random.Next() % Chunk::height, + random.Next() % Chunk::depth ); // distance check - glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + world.Player().Position()); + glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.Position()); float dist = dot(diff, diff); if (dist > despawn_range || dist < spawn_distance) { 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.Loader().Loaded(player.ChunkCoords()), + chunk * Chunk::Extent() + pos); + if (!spawn_block || spawn_block.GetType().collide_block) { return; } - Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f)); -} + 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; + Spawn(player, player.ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f)); +} +void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) { glm::vec3 rot(0.000001f); - rot.x *= (rand() % 32); - rot.y *= (rand() % 32); - rot.z *= (rand() % 32); + rot.x *= (random.Next() % 1024); + rot.y *= (random.Next() % 1024); + rot.z *= (random.Next() % 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.SetShape(world.BlockTypes()[1].shape, color); + skeletons[random.Next() % 3].Instantiate(e.GetModel()); e.AngularVelocity(rot); Controller *ctrl; - if (rand() % 2) { - ctrl = new RandomWalk(e); + if (random()) { + ctrl = new RandomWalk(e, random.Next()); } else { - ctrl = new Chaser(e, world.Player()); + ctrl = new Chaser(world, e, reference); } controllers.emplace_back(ctrl); }