X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=eaaa1f8a03f30b4d1df690d6a1da0fffc0bcd954;hb=38a4cffc0b6aa58e49d24c06aad7bee14cb6515d;hp=612c3ccdadec7000ee427ce1003385f2013e0769;hpb=a34fbcb0581056bd464158acfa30289a3e2c2c2d;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index 612c3cc..eaaa1f8 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -2,24 +2,28 @@ #include "Chaser.hpp" #include "RandomWalk.hpp" +#include "../model/CompositeModel.hpp" +#include "../model/Skeletons.hpp" +#include "../world/BlockLookup.hpp" #include "../world/BlockType.hpp" -#include "../world/BlockTypeRegistry.hpp" +#include "../world/ChunkIndex.hpp" #include "../world/Entity.hpp" #include "../world/World.hpp" namespace blank { -Spawner::Spawner(World &world) +Spawner::Spawner(World &world, Skeletons &skeletons, std::uint64_t seed) : world(world) +, skeletons(skeletons) , controllers() -, timer(8096) +, random(seed) +, timer(64) , 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() { @@ -42,14 +46,28 @@ 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); + end = controllers.end(); + continue; + } + bool safe = false; + for (const Player &ref : refs) { + glm::vec3 diff(ref.entity->AbsoluteDifference(e)); + if (dot(diff, diff) < despawn_range) { + safe = true; + break; + } + } + if (!safe) { + e.Kill(); + delete *iter; + iter = controllers.erase(iter); + end = controllers.end(); } else { ++iter; } @@ -59,59 +77,61 @@ void Spawner::CheckDespawn() noexcept { void Spawner::TrySpawn() { if (controllers.size() >= max_entities) return; - glm::ivec3 chunk( - (rand() % (chunk_range * 2 + 1)) - chunk_range, - (rand() % (chunk_range * 2 + 1)) - chunk_range, - (rand() % (chunk_range * 2 + 1)) - chunk_range - ); + // 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)); 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()); - float dist = dot(diff, diff); - if (dist > despawn_range || dist < spawn_distance) { + //glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->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((*player.chunks)[index], pos); + if (!spawn_block || spawn_block.GetType().collide_block) { 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) { + BlockLookup head_block(spawn_block.Next(Block::FACE_UP)); + if (!head_block || head_block.GetType().collide_block) { return; } - Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f)); + Spawn(*player.entity, chunk, glm::vec3(pos) + glm::vec3(0.5f)); } -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; - +void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) { glm::vec3 rot(0.000001f); - rot.x *= (rand() % 1024); - rot.y *= (rand() % 1024); - rot.z *= (rand() % 1024); + rot.x *= (random.Next() % 1024); + rot.y *= (random.Next() % 1024); + rot.z *= (random.Next() % 1024); Entity &e = world.AddEntity(); - e.Name("test"); 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() % skeletons.Size()].Instantiate(e.GetModel()); e.AngularVelocity(rot); Controller *ctrl; - if (rand() % 2) { - ctrl = new RandomWalk(e); + if (random()) { + ctrl = new RandomWalk(e, random.Next()); + e.Name("spawned walker"); } else { - ctrl = new Chaser(world, e, world.Player()); + ctrl = new Chaser(world, e, reference); + e.Name("spawned chaser"); } controllers.emplace_back(ctrl); }