X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FSpawner.cpp;h=fd449c9a99b8698d9250fe7e044bd09ba782ce11;hb=f417749fb09718cde2faad77e8430cf175c68374;hp=863678d88d7f73a80195143dbe4943a8f2245efc;hpb=549646ac3e5bede5e77031f773649edf8de83608;p=blank.git diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index 863678d..fd449c9 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -2,6 +2,7 @@ #include "Chaser.hpp" #include "RandomWalk.hpp" +#include "../world/BlockLookup.hpp" #include "../world/BlockType.hpp" #include "../world/BlockTypeRegistry.hpp" #include "../world/Entity.hpp" @@ -13,11 +14,18 @@ namespace blank { Spawner::Spawner(World &world) : world(world) , controllers() -, timer(8096) +, timer(64) , despawn_range(128 * 128) , spawn_distance(16 * 16) , max_entities(16) , chunk_range(4) { + EntityModel::Buffer buf; + for (size_t i = 0; i < 14; ++i) { + world.BlockTypes()[i + 1].FillEntityModel(buf); + models[i].Update(buf); + buf.Clear(); + } + timer.Start(); Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f }); } @@ -79,12 +87,14 @@ void Spawner::TrySpawn() { 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.PlayerChunk(), 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; } @@ -92,26 +102,23 @@ void Spawner::TrySpawn() { } 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; - glm::vec3 rot(0.000001f); - rot.x *= (rand() % 32); - rot.y *= (rand() % 32); - rot.z *= (rand() % 32); + rot.x *= (rand() % 1024); + rot.y *= (rand() % 1024); + rot.z *= (rand() % 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); + e.GetModel().SetNodeModel(&models[rand() % 14]); e.AngularVelocity(rot); Controller *ctrl; if (rand() % 2) { ctrl = new RandomWalk(e); } else { - ctrl = new Chaser(e, world.Player()); + ctrl = new Chaser(world, e, world.Player()); } controllers.emplace_back(ctrl); }