3 #include "AIController.hpp"
5 #include "../model/Model.hpp"
6 #include "../model/ModelRegistry.hpp"
7 #include "../rand/GaloisLFSR.hpp"
8 #include "../world/BlockLookup.hpp"
9 #include "../world/BlockType.hpp"
10 #include "../world/ChunkIndex.hpp"
11 #include "../world/Entity.hpp"
12 #include "../world/World.hpp"
21 Spawner::Spawner(World &world, ModelRegistry &models, GaloisLFSR &rand)
27 , despawn_range(128 * 128)
28 , spawn_distance(16 * 16)
32 , model_length(models.size()) {
37 for (Entity *e : entities) {
43 void Spawner::LimitModels(size_t begin, size_t end) {
44 if (begin >= models.size() || end > models.size() || begin >= end) {
45 cout << "warning, models limit out of bounds or invalid range given" << endl;
48 model_length = end - begin;
52 void Spawner::Update(int dt) {
61 void Spawner::CheckDespawn() noexcept {
62 const auto &refs = world.Players();
63 for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
67 iter = entities.erase(iter);
72 for (const Player &ref : refs) {
73 glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
74 if (dot(diff, diff) < despawn_range) {
82 iter = entities.erase(iter);
90 void Spawner::TrySpawn() {
91 if (entities.size() >= max_entities || model_length == 0) return;
93 // select random player to punish
94 auto &players = world.Players();
95 if (players.size() == 0) return;
96 size_t player_num = random.Next<unsigned short>() % players.size();
97 auto i = players.begin(), end = players.end();
98 for (; player_num > 0 && i != end; ++i, --player_num) {
100 const Player &player = *i;
102 BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
105 //glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.entity->Position());
106 //float dist = dot(diff, diff);
107 //if (dist > despawn_range || dist < spawn_distance) {
111 // check if the spawn block and the one above it are loaded and inhabitable
112 if (!spawn_block || spawn_block.GetType().collide_block) {
116 BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
117 if (!head_block || head_block.GetType().collide_block) {
121 Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
124 void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
125 Entity &e = world.AddEntity();
126 e.Position(chunk, pos);
127 e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
128 e.WorldCollidable(true);
129 RandomModel().Instantiate(e.GetModel());
130 e.SetController(new AIController(world, random));
133 entities.emplace_back(&e);
136 Model &Spawner::RandomModel() noexcept {
137 std::size_t offset = (random.Next<std::size_t>() % model_length) + model_offset;
138 return models[offset];