#include "Chaser.hpp"
#include "RandomWalk.hpp"
#include "../model/Model.hpp"
-#include "../model/Skeletons.hpp"
+#include "../model/ModelRegistry.hpp"
#include "../rand/GaloisLFSR.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/BlockType.hpp"
namespace blank {
-Spawner::Spawner(World &world, Skeletons &skeletons, GaloisLFSR &rand)
+Spawner::Spawner(World &world, ModelRegistry &models, GaloisLFSR &rand)
: world(world)
-, skeletons(skeletons)
+, models(models)
, controllers()
, random(rand)
, timer(64)
, spawn_distance(16 * 16)
, max_entities(16)
, chunk_range(4)
-, skeletons_offset(0)
-, skeletons_length(skeletons.size()) {
+, model_offset(0)
+, model_length(models.size()) {
timer.Start();
}
}
-void Spawner::LimitSkeletons(size_t begin, size_t end) {
- if (begin >= skeletons.size() || end > skeletons.size() || begin >= end) {
- cout << "warning, skeleton limit out of bounds or invalid range given" << endl;
+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 {
- skeletons_offset = begin;
- skeletons_length = end - begin;
+ model_offset = begin;
+ model_length = end - begin;
}
}
}
void Spawner::TrySpawn() {
- if (controllers.size() >= max_entities || skeletons_length == 0) return;
+ if (controllers.size() >= max_entities || model_length == 0) return;
// select random player to punish
auto &players = world.Players();
}
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.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
- RandomSkeleton().Instantiate(e.GetModel());
- e.AngularVelocity(rot);
+ RandomModel().Instantiate(e.GetModel());
Controller *ctrl;
if (random()) {
ctrl = new RandomWalk(e, random.Next<std::uint64_t>());
controllers.emplace_back(ctrl);
}
-Model &Spawner::RandomSkeleton() noexcept {
- std::size_t offset = (random.Next<std::size_t>() % skeletons_length) + skeletons_offset;
- return skeletons[offset];
+Model &Spawner::RandomModel() noexcept {
+ std::size_t offset = (random.Next<std::size_t>() % model_length) + model_offset;
+ return models[offset];
}
}