X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=6a692b11077b47f3d7b871505d0ab2db0ab606d3;hb=c6ca9d21e45af5ea7caeec722a9b59fdf3aa3b24;hp=d97aa861152b8bc73718f9e81b0f1778ae6fe11f;hpb=79bff420037f150bd6efd2eef08bd06afafeb068;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index d97aa86..6a692b1 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -1,41 +1,169 @@ #include "Spawner.hpp" +#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() { - Spawn({ 0.0f, 0.0f, 0.0f }); +, controllers() +, 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(); } Spawner::~Spawner() { - + for (auto &ctrl : controllers) { + delete ctrl; + } } void Spawner::Update(int dt) { + CheckDespawn(); + timer.Update(dt); + if (timer.Hit()) { + TrySpawn(); + } for (auto &ctrl : controllers) { - ctrl.Update(dt); + 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(); + 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 { + ++iter; + } + } +} + +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( + (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( + random.Next() % Chunk::width, + random.Next() % Chunk::height, + random.Next() % Chunk::depth + ); + + + // distance check + glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.Position()); + float dist = dot(diff, diff); + if (dist > despawn_range || dist < spawn_distance) { + return; } + + // 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; + } + + BlockLookup head_block(spawn_block.Next(Block::FACE_UP)); + if (!head_block || head_block.GetType().collide_block) { + return; + } + + 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 *= (random.Next() % 1024); + rot.y *= (random.Next() % 1024); + rot.z *= (random.Next() % 1024); -void Spawner::Spawn(const glm::vec3 &pos) { Entity &e = world.AddEntity(); - e.Name("test"); - e.Position(pos); + 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, { 1.0f, 1.0f, 0.0f }); - e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f })); - controllers.emplace_back(e); + skeletons[random.Next() % 3].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); } }