]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/Spawner.cpp
split chunk stuff
[blank.git] / src / ai / Spawner.cpp
index 8ba32ffaf0e17ee6e5c50a179efdb94493a42dff..13a8f52e6f44eb8be438faee0553d185da1af06f 100644 (file)
@@ -6,6 +6,7 @@
 #include "../model/Skeletons.hpp"
 #include "../world/BlockLookup.hpp"
 #include "../world/BlockType.hpp"
+#include "../world/ChunkIndex.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
 
@@ -51,11 +52,12 @@ void Spawner::CheckDespawn() noexcept {
                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.entity->AbsoluteDifference(e));
                        if (dot(diff, diff) < despawn_range) {
                                safe = true;
                                break;
@@ -65,6 +67,7 @@ void Spawner::CheckDespawn() noexcept {
                        e.Kill();
                        delete *iter;
                        iter = controllers.erase(iter);
+                       end = controllers.end();
                } else {
                        ++iter;
                }
@@ -77,13 +80,11 @@ void Spawner::TrySpawn() {
        // select random player to punish
        auto &players = world.Players();
        if (players.size() == 0) return;
-       Entity &player = *players[random.Next<unsigned short>() % players.size()];
+       const Player &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
-       );
+       int index = random.Next<unsigned int>() % player.chunks->TotalChunks();
+
+       glm::ivec3 chunk(player.chunks->PositionOf(index));
 
        glm::ivec3 pos(
                random.Next<unsigned char>() % Chunk::width,
@@ -92,16 +93,14 @@ void Spawner::TrySpawn() {
        );
 
        // 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);
+       BlockLookup spawn_block((*player.chunks)[index], pos);
        if (!spawn_block || spawn_block.GetType().collide_block) {
                return;
        }
@@ -111,7 +110,7 @@ void Spawner::TrySpawn() {
                return;
        }
 
-       Spawn(player, player.ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+       Spawn(*player.entity, chunk, glm::vec3(pos) + glm::vec3(0.5f));
 }
 
 void Spawner::Spawn(Entity &reference, const glm::ivec3 &chunk, const glm::vec3 &pos) {