#include "Chaser.hpp"
#include "RandomWalk.hpp"
-#include "../model/CompositeModel.hpp"
-#include "../model/Skeletons.hpp"
+#include "../model/Model.hpp"
+#include "../model/ModelRegistry.hpp"
+#include "../rand/GaloisLFSR.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
+#include "../world/ChunkIndex.hpp"
#include "../world/Entity.hpp"
#include "../world/World.hpp"
+#include <iostream>
+
+using namespace std;
+
namespace blank {
-Spawner::Spawner(World &world, Skeletons &skeletons, std::uint64_t seed)
+Spawner::Spawner(World &world, ModelRegistry &models, GaloisLFSR &rand)
: world(world)
-, skeletons(skeletons)
+, models(models)
, controllers()
-, random(seed)
+, random(rand)
, timer(64)
, despawn_range(128 * 128)
, spawn_distance(16 * 16)
, max_entities(16)
-, chunk_range(4) {
+, chunk_range(4)
+, model_offset(0)
+, model_length(models.size()) {
timer.Start();
}
}
+void Spawner::LimitModels(size_t begin, size_t end) {
+ if (begin >= models.size() || end > models.size() || begin >= end) {
+ cout << "warning, models limit out of bounds or invalid range given" << endl;
+ } else {
+ model_offset = begin;
+ model_length = end - begin;
+ }
+}
+
void Spawner::Update(int dt) {
CheckDespawn();
timer.Update(dt);
if (e.Dead()) {
delete *iter;
iter = controllers.erase(iter);
+ end = controllers.end();
continue;
}
bool safe = false;
- for (const Entity *ref : refs) {
- glm::vec3 diff(ref->AbsoluteDifference(e));
+ for (const Player &ref : refs) {
+ glm::vec3 diff(ref.GetEntity().AbsoluteDifference(e));
if (dot(diff, diff) < despawn_range) {
safe = true;
break;
e.Kill();
delete *iter;
iter = controllers.erase(iter);
+ end = controllers.end();
} else {
++iter;
}
}
void Spawner::TrySpawn() {
- if (controllers.size() >= max_entities) return;
+ if (controllers.size() >= max_entities || model_length == 0) return;
// select random player to punish
auto &players = world.Players();
if (players.size() == 0) return;
- Entity &player = *players[random.Next<unsigned short>() % players.size()];
-
- glm::ivec3 chunk(
- (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range,
- (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range,
- (random.Next<unsigned char>() % (chunk_range * 2 + 1)) - chunk_range
- );
+ size_t player_num = random.Next<unsigned short>() % players.size();
+ auto i = players.begin(), end = players.end();
+ for (; player_num > 0 && i != end; ++i, --player_num) {
+ }
+ const Player &player = *i;
- glm::ivec3 pos(
- random.Next<unsigned char>() % Chunk::width,
- random.Next<unsigned char>() % Chunk::height,
- random.Next<unsigned char>() % Chunk::depth
- );
+ BlockLookup spawn_block(player.GetChunks().RandomBlock(random));
// distance check
- glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + player.Position());
- float dist = dot(diff, diff);
- if (dist > despawn_range || dist < spawn_distance) {
- return;
- }
+ //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(
- world.Loader().Loaded(player.ChunkCoords()),
- chunk * Chunk::Extent() + pos);
if (!spawn_block || spawn_block.GetType().collide_block) {
return;
}
return;
}
- Spawn(player, player.ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+ Spawn(player.GetEntity(), spawn_block.GetChunk().Position(), spawn_block.GetBlockCoords());
}
void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {
- glm::vec3 rot(0.000001f);
- rot.x *= (random.Next<unsigned short>() % 1024);
- rot.y *= (random.Next<unsigned short>() % 1024);
- rot.z *= (random.Next<unsigned short>() % 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[random.Next<unsigned char>() % skeletons.Size()].Instantiate(e.GetModel());
- e.AngularVelocity(rot);
+ RandomModel().Instantiate(e.GetModel());
Controller *ctrl;
if (random()) {
ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
+ e.Name("walker");
} else {
ctrl = new Chaser(world, e, reference);
+ e.Name("chaser");
}
controllers.emplace_back(ctrl);
}
+Model &Spawner::RandomModel() noexcept {
+ std::size_t offset = (random.Next<std::size_t>() % model_length) + model_offset;
+ return models[offset];
+}
+
}