Spawner::Spawner(World &world)
: world(world)
-, controllers() {
- Spawn({ 0.0f, 0.0f, 0.0f });
+, controllers()
+, timer(8096)
+, despawn_range(128 * 128)
+, spawn_distance(16 * 16)
+, max_entities(16)
+, chunk_range(4) {
+ timer.Start();
+ Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
}
Spawner::~Spawner() {
void Spawner::Update(int dt) {
+ CheckDespawn();
+ timer.Update(dt);
+ if (timer.Hit()) {
+ TrySpawn();
+ }
for (auto &ctrl : controllers) {
ctrl.Update(dt);
}
}
-void Spawner::Spawn(const glm::vec3 &pos) {
+void Spawner::CheckDespawn() noexcept {
+ const Entity &reference = world.Player();
+ for (auto iter = controllers.begin(), end = controllers.end(); iter != end;) {
+ Entity &e = iter->Controlled();
+ glm::vec3 diff(reference.AbsoluteDifference(e));
+ if (dot(diff, diff) > despawn_range) {
+ e.Remove();
+ iter = controllers.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+}
+
+void Spawner::TrySpawn() {
+ if (controllers.size() >= max_entities) return;
+
+ glm::tvec3<int> chunk(
+ (rand() % (chunk_range * 2 + 1)) - chunk_range,
+ (rand() % (chunk_range * 2 + 1)) - chunk_range,
+ (rand() % (chunk_range * 2 + 1)) - chunk_range
+ );
+
+ glm::tvec3<int> pos(
+ rand() % Chunk::width,
+ rand() % Chunk::height,
+ rand() % Chunk::depth
+ );
+
+
+ // distance check
+ glm::vec3 diff(glm::vec3(chunk * Chunk::Extent() - pos) + world.Player().Position());
+ float dist = dot(diff, diff);
+ if (dist > despawn_range || dist < spawn_distance) {
+ 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) {
+ return;
+ }
+
+ Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
+}
+
+void Spawner::Spawn(const glm::tvec3<int> &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);
+
Entity &e = world.AddEntity();
e.Name("test");
- e.Position(pos);
+ 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, { 1.0f, 1.0f, 0.0f });
+ e.SetShape(world.BlockTypes()[1].shape, color);
e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
controllers.emplace_back(e);
}
void Velocity(const glm::vec3 &) noexcept;
const Block::Pos &Position() const noexcept { return position; }
+ void Position(const Chunk::Pos &, const Block::Pos &) noexcept;
void Position(const Block::Pos &) noexcept;
void Move(const glm::vec3 &delta) noexcept;
glm::vec3 AbsolutePosition() const noexcept {
return glm::vec3(chunk * Chunk::Extent()) + position;
}
+ glm::vec3 AbsoluteDifference(const Entity &other) const noexcept {
+ return glm::vec3((chunk - other.chunk) * Chunk::Extent()) + position - other.position;
+ }
const glm::quat &AngularVelocity() const noexcept { return angular_velocity; }
void AngularVelocity(const glm::quat &) noexcept;