X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=fb2a1eafc46c69906826e98c91f0ed117eb70f97;hb=e57cc01be658357de5829fae655ae52309e83743;hp=1120b5b320c5987d415243314d3c58cf7c33ce37;hpb=2ea26d9ca5eaeae65daa0edbbaeada8c1f23670e;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index 1120b5b..fb2a1ea 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -11,9 +11,10 @@ namespace blank { -Spawner::Spawner(World &world) +Spawner::Spawner(World &world, std::uint64_t seed) : world(world) , controllers() +, random(seed) , timer(64) , despawn_range(128 * 128) , spawn_distance(16 * 16) @@ -97,15 +98,15 @@ 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 + (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 ); @@ -132,20 +133,20 @@ void Spawner::TrySpawn() { void Spawner::Spawn(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("spawned"); e.Position(chunk, pos); e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); e.WorldCollidable(true); - skeletons[rand() % 3].Instantiate(e.GetModel()); + 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(world, e, world.Player()); }