X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=b3a9f240105f34f39b97ca489395dd76c3904cbc;hb=afd253b2dd10fdf2d4655d3d4a5766e6aa8c1a2c;hp=d97aa861152b8bc73718f9e81b0f1778ae6fe11f;hpb=79bff420037f150bd6efd2eef08bd06afafeb068;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index d97aa86..b3a9f24 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -11,8 +11,14 @@ namespace blank { Spawner::Spawner(World &world) : world(world) -, controllers() { - Spawn({ 0.0f, 0.0f, 0.0f }); +, controllers() +, timer(8096) +, despawn_range(128 * 128) +, spawn_distance(16 * 16) +, max_entities(16) +, chunk_range(4) { + timer.Start(); + Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f }); } Spawner::~Spawner() { @@ -21,19 +27,81 @@ Spawner::~Spawner() { void Spawner::Update(int dt) { + CheckDespawn(); + timer.Update(dt); + if (timer.Hit()) { + TrySpawn(); + } for (auto &ctrl : controllers) { ctrl.Update(dt); } } -void Spawner::Spawn(const glm::vec3 &pos) { +void Spawner::CheckDespawn() noexcept { + const Entity &reference = world.Player(); + 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(); + iter = controllers.erase(iter); + } else { + ++iter; + } + } +} + +void Spawner::TrySpawn() { + if (controllers.size() >= max_entities) return; + + glm::tvec3 chunk( + (rand() % (chunk_range * 2 + 1)) - chunk_range, + (rand() % (chunk_range * 2 + 1)) - chunk_range, + (rand() % (chunk_range * 2 + 1)) - chunk_range + ); + + glm::tvec3 pos( + rand() % Chunk::width, + rand() % Chunk::height, + rand() % Chunk::depth + ); + + + // distance check + glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + world.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) { + return; + } + + Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f)); +} + +void Spawner::Spawn(const glm::tvec3 &chunk, const glm::vec3 &pos) { + glm::vec3 color(rand() % 6, rand() % 6, rand() % 6); + color = color * 0.15f + 0.25f; + + glm::vec3 rot(0.000001f); + rot.x *= (rand() % 32); + rot.y *= (rand() % 32); + rot.z *= (rand() % 32); + Entity &e = world.AddEntity(); e.Name("test"); - e.Position(pos); + 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.SetShape(world.BlockTypes()[1].shape, color); e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f })); controllers.emplace_back(e); }