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Adding mob census (sorry this is a big commit as work was done before git integration i couldn't split it more)

This commit is contained in:
mgueydan 2013-09-07 22:19:56 +02:00
parent e844612503
commit d2eb58f277
14 changed files with 622 additions and 0 deletions

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@ -30,6 +30,8 @@
#include "PluginManager.h"
#include "Blocks/BlockHandler.h"
#include "Simulator/FluidSimulator.h"
#include "MobCensus.h"
#include <json/json.h>
@ -429,6 +431,43 @@ void cChunk::Stay(bool a_Stay)
void cChunk::CollectMobCensus(cMobCensus& toFill)
{
toFill.CollectSpawnableChunck(*this);
std::list<const Vector3d*> playerPositions;
cPlayer* currentPlayer;
for (cClientHandleList::iterator itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr)
{
currentPlayer = (*itr)->GetPlayer();
playerPositions.push_back(&(currentPlayer->GetPosition()));
}
Vector3d currentPosition;
for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
{
//LOGD("Counting entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass());
if ((*itr)->IsMob())
{
try
{
cMonster& Monster = (cMonster&)(**itr);
currentPosition = Monster.GetPosition();
for (std::list<const Vector3d*>::const_iterator itr2 = playerPositions.begin(); itr2 != playerPositions.end(); itr2 ++)
{
toFill.CollectMob(Monster,*this,(currentPosition-**itr2).SqrLength());
}
}
catch (std::bad_cast& e)
{
LOGD("Something wrong happend I'm collecting an entity that respond 'true' to IsMob() but are not castable in cMonster - No Action");
}
}
} // for itr - m_Entitites[]
}
void cChunk::Tick(float a_Dt)
{

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@ -49,6 +49,7 @@ class cPickup;
class cChunkDataSerializer;
class cBlockArea;
class cFluidSimulatorData;
class cMobCensus;
typedef std::list<cClientHandle *> cClientHandleList;
typedef cItemCallback<cEntity> cEntityCallback;
@ -124,6 +125,9 @@ public:
/// Sets or resets the internal flag that prevents chunk from being unloaded
void Stay(bool a_Stay = true);
/// Recence all mobs proximities to players in order to know what to do with them
void CollectMobCensus(cMobCensus& toFill);
void Tick(float a_Dt);
int GetPosX(void) const { return m_PosX; }

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@ -12,6 +12,7 @@
#include "BlockArea.h"
#include "PluginManager.h"
#include "Entities/TNTEntity.h"
#include "MobCensus.h"
#ifndef _WIN32
#include <cstdlib> // abs
@ -2152,6 +2153,19 @@ void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->CollectMobCensus(a_ToFill);
} // for itr - m_Layers
}
void cChunkMap::Tick(float a_Dt)
{
@ -2310,6 +2324,24 @@ cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ)
void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
// We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client
// doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn
// If they have (f.i. when player disconnect) we assume we don't have to make them live or despawn
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
{
m_Chunks[i]->CollectMobCensus(a_ToFill);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::Tick(float a_Dt)
{

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@ -26,6 +26,7 @@ class cPawn;
class cPickup;
class cChunkDataSerializer;
class cBlockArea;
class cMobCensus;
typedef std::list<cClientHandle *> cClientHandleList;
typedef cChunk * cChunkPtr;
@ -266,6 +267,9 @@ public:
/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Make a Mob census, of all mobs, their family, their chunk and theyr distance to closest player
void CollectMobCensus(cMobCensus& a_ToFill);
void Tick(float a_Dt);
void UnloadUnusedChunks(void);
@ -309,6 +313,10 @@ private:
void Save(void);
void UnloadUnusedChunks(void);
/// Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player
void CollectMobCensus(cMobCensus& a_ToFill);
void Tick(float a_Dt);
void RemoveClient(cClientHandle * a_Client);

89
source/MobCensus.cpp Normal file
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@ -0,0 +1,89 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "MobCensus.h"
cMobCensus::tCapMultipliersMap cMobCensus::CapMultiplierInitializerBeforeCx11()
{
std::map<cMonster::eFamily,int> toReturn;
toReturn[cMonster::mfHostile] = 79;
toReturn[cMonster::mfPassive] = 11;
toReturn[cMonster::mfAmbient] = 16;
toReturn[cMonster::mfWater] = 5;
return toReturn;
}
cMobCensus::tMobSpawnRate cMobCensus::MobSpawnRateInitializerBeforeCx11()
{
std::map<cMonster::eFamily,int> toReturn;
toReturn[cMonster::mfHostile] = 1;
toReturn[cMonster::mfPassive] = 400;
toReturn[cMonster::mfAmbient] = 400;
toReturn[cMonster::mfWater] = 400;
return toReturn;
}
cMobCensus::tCapMultipliersMap& cMobCensus::m_CapMultipliers()
{
static tCapMultipliersMap* value = new tCapMultipliersMap(CapMultiplierInitializerBeforeCx11());
return *value;
}
cMobCensus::tMobSpawnRate& cMobCensus::m_SpawnRate()
{
static tMobSpawnRate* value = new tMobSpawnRate(MobSpawnRateInitializerBeforeCx11());
return *value;
}
cMobCensus::cMobCensus()
{
}
void cMobCensus::CollectMob(cMonster& a_Monster, cChunk& a_Chunk, double a_Distance)
{
m_ProximityCounter.CollectMob(a_Monster,a_Chunk,a_Distance);
m_MobFamilyCollecter.CollectMob(a_Monster);
}
bool cMobCensus::isCaped(cMonster::eFamily a_MobFamily)
{
bool toReturn = true;
const int ratio = 319; // this should be 256 as we are only supposed to take account from chuncks that are in 17x17 from a player
// but for now, we use all chunks loaded by players. that means 19 x 19 chucks. That's why we use 256 * (19*19) / (17*17) = 319
// MG TODO : code the correct count
tCapMultipliersMap::const_iterator capMultiplier = m_CapMultipliers().find(a_MobFamily);
if (
(capMultiplier != m_CapMultipliers().end()) &&
(capMultiplier->second * getChunkNb()) / ratio >= m_MobFamilyCollecter.getNumberOfCollectedMobs(a_MobFamily)
)
{
toReturn = false;
}
return toReturn;
}
void cMobCensus::CollectSpawnableChunck(cChunk& a_Chunk)
{
m_EligibleForSpawnChunks.insert(&a_Chunk);
}
int cMobCensus::getChunkNb()
{
return m_EligibleForSpawnChunks.size();
}
cMobProximityCounter& cMobCensus::getProximityCounter()
{
return m_ProximityCounter;
}
void cMobCensus::logd()
{
LOGD((std::string("Hostile mobs : %d") + (isCaped(cMonster::mfHostile)?"(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfHostile));
LOGD((std::string("Ambiant mobs : %d") + (isCaped(cMonster::mfAmbient)?"(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfAmbient));
LOGD((std::string("Water mobs : %d") + (isCaped(cMonster::mfWater)? "(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfWater));
LOGD((std::string("Passive mobs : %d") + (isCaped(cMonster::mfPassive)?"(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfPassive));
}

58
source/MobCensus.h Normal file
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@ -0,0 +1,58 @@
#pragma once
#include "MobProximityCounter.h"
#include "MobFamilyCollecter.h"
class cChunk;
class cMonster;
// This class is used to collect, for each Mob, what is the distance of the closest player
// it was first being designed in order to make mobs spawn / despawn / act
// as the behaviour and even life of mobs depends on the distance to closest player
//
// as side effect : it also collect the chuncks that are elligible for spawning
// as side effect 2 : it also know the caps for mobs number and can compare census to this numbers
class cMobCensus
{
public :
cMobCensus();
protected :
cMobProximityCounter m_ProximityCounter;
cMobFamilyCollecter m_MobFamilyCollecter;
typedef const std::map<cMonster::eFamily,int> tCapMultipliersMap;
static tCapMultipliersMap& m_CapMultipliers();
std::set<cChunk*> m_EligibleForSpawnChunks;
// count the chunks that are elligible to spawn (for now, the loaded valide not null chuncks)
int getChunkNb();
public:
typedef const std::map<cMonster::eFamily,int> tMobSpawnRate;
static tMobSpawnRate& m_SpawnRate();
// return the nested proximity counter
cMobProximityCounter& getProximityCounter();
public :
// collect an elligible Chunk for Mob Spawning
// MG TODO : code the correct rule (not loaded chunck but short distant from players)
void CollectSpawnableChunck(cChunk& a_Chunk);
// collect a mob - it's distance to player, it's family ...
void CollectMob(cMonster& a_Monster, cChunk& a_Chunk, double a_Distance);
// return true if the family is caped (i.e. there is more mobs of this family than max)
bool isCaped(cMonster::eFamily a_MobFamily);
// log the results of census
void logd();
protected :
static tCapMultipliersMap CapMultiplierInitializerBeforeCx11();
static tCapMultipliersMap MobSpawnRateInitializerBeforeCx11();
};

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@ -0,0 +1,33 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "MobFamilyCollecter.h"
#include "Mobs/Monster.h"
cMobFamilyCollecter::tMobFamilyList cMobFamilyCollecter::initMobFamilyBeforeCx11()
{
std::set<cMonster::eFamily> toReturn;
toReturn.insert(cMonster::mfHostile);
toReturn.insert(cMonster::mfPassive);
toReturn.insert(cMonster::mfAmbient);
toReturn.insert(cMonster::mfWater);
return toReturn;
}
cMobFamilyCollecter::tMobFamilyList& cMobFamilyCollecter::m_AllFamilies()
{
static tMobFamilyList* AllFamilies = new tMobFamilyList(initMobFamilyBeforeCx11());
return *AllFamilies;
}
void cMobFamilyCollecter::CollectMob(cMonster& a_Monster)
{
cMonster::eFamily MobFamily = a_Monster.GetMobFamily();
m_Mobs[MobFamily].insert(&a_Monster);
}
int cMobFamilyCollecter::getNumberOfCollectedMobs(cMonster::eFamily a_Family)
{
return m_Mobs[a_Family].size();
}

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@ -0,0 +1,40 @@
#pragma once
#include <map>
#include <set>
#include "BlockID.h"
#include "Mobs/Monster.h" //this is a side-effect of keeping Mobfamily inside Monster class. I'd prefer to keep both (Mobfamily and Monster) inside a "Monster" namespace MG TODO : do it
class cChunk;
// This class is used to collect, for each Mob, what is it's family. It was first
// being designed to check the caps of the mobs (no more than ... hostile mob in the world)
//
// as side effects : it also know what is the spawnrate of each family : MG TODO relocate
class cMobFamilyCollecter
{
protected :
std::map<cMonster::eFamily,std::set<cMonster*> > m_Mobs;
public :
// collect a mob
void CollectMob(cMonster& a_Monster);
// return the number of mobs for this family
int getNumberOfCollectedMobs(cMonster::eFamily a_Family);
public :
typedef const std::set<cMonster::eFamily> tMobFamilyList;
static tMobFamilyList& m_AllFamilies();
public :
typedef const std::map<cMonster::eFamily,int> tMobSpawRate;
static tMobSpawRate& m_SpawnRate();
protected :
static tMobFamilyList initMobFamilyBeforeCx11();
static tMobSpawRate initMobSpawnRateBeforeCx11();
};

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@ -0,0 +1,77 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "MobProximityCounter.h"
#include "Entities/Entity.h"
#include "Chunk.h"
void cMobProximityCounter::CollectMob(cEntity& a_Monster, cChunk& a_Chunk, double a_Distance)
{
// LOGD("Collecting monster %s, with distance %f",a_Monster->GetClass(),a_Distance);
tMonsterToDistance::iterator it = m_MonsterToDistance.find(&a_Monster);
if (it == m_MonsterToDistance.end())
{
sDistanceAndChunk newDistanceAndChunck(a_Distance,a_Chunk);
std::pair<tMonsterToDistance::iterator,bool> result = m_MonsterToDistance.insert(tMonsterToDistance::value_type(&a_Monster,newDistanceAndChunck));
assert(result.second);
}
else
{
it->second.m_Distance = a_Distance;
it->second.m_Chunk = a_Chunk;
}
m_EligibleForSpawnChunks.insert(&a_Chunk);
}
void cMobProximityCounter::convertMaps()
{
for(tMonsterToDistance::const_iterator itr = m_MonsterToDistance.begin(); itr != m_MonsterToDistance.end(); itr++)
{
m_DistanceToMonster.insert(tDistanceToMonster::value_type(itr->second.m_Distance,sMonsterAndChunk(*itr->first,itr->second.m_Chunk)));
}
}
cMobProximityCounter::sIterablePair cMobProximityCounter::getMobWithinThosesDistances(double a_DistanceMin, double a_DistanceMax)
{
sIterablePair toReturn;
toReturn.m_Count = 0;
toReturn.m_Begin = m_DistanceToMonster.end();
toReturn.m_End = m_DistanceToMonster.end();
a_DistanceMin *= a_DistanceMin;// this is because is use square distance
a_DistanceMax *= a_DistanceMax;
if (m_DistanceToMonster.size() <= 0)
{
convertMaps();
}
for(tDistanceToMonster::const_iterator itr = m_DistanceToMonster.begin(); itr != m_DistanceToMonster.end(); itr++)
{
if (toReturn.m_Begin == m_DistanceToMonster.end())
{
if (a_DistanceMin == -1 || itr->first > a_DistanceMin)
{
toReturn.m_Begin = itr; // this is the first one with distance > a_DistanceMin;
}
}
if (toReturn.m_Begin != m_DistanceToMonster.end())
{
if (a_DistanceMax != -1 && itr->first > a_DistanceMax)
{
toReturn.m_End = itr; // this is just after the last one with distance < a_DistanceMax
// Note : if we are not going through this, it's ok, toReturn.m_End will be end();
break;
}
else
{
toReturn.m_Count ++;
}
}
}
return toReturn;
}

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@ -0,0 +1,65 @@
#pragma once
#include <set>
class cChunk;
class cEntity;
// This class is used to collect, for each Mob, what is the distance of the closest player
// it was first being designed in order to make mobs spawn / despawn / act
// as the behaviour and even life of mobs depends on the distance to closest player
class cMobProximityCounter
{
protected :
// structs used for later maps (see m_MonsterToDistance and m_DistanceToMonster)
struct sDistanceAndChunk
{
sDistanceAndChunk(double a_Distance, cChunk& a_Chunk) : m_Distance(a_Distance), m_Chunk(a_Chunk) {}
double m_Distance;
cChunk& m_Chunk;
};
struct sMonsterAndChunk
{
sMonsterAndChunk(cEntity& a_Monster, cChunk& a_Chunk) : m_Monster(a_Monster), m_Chunk(a_Chunk) {}
cEntity& m_Monster;
cChunk& m_Chunk;
};
public :
typedef std::map<cEntity*,sDistanceAndChunk> tMonsterToDistance;
typedef std::multimap<double,sMonsterAndChunk> tDistanceToMonster;
protected :
// this map is filled during collection phase, it will be later transformed into DistanceToMonster
tMonsterToDistance m_MonsterToDistance;
// this map is generated after collection phase, in order to access monster by distance to player
tDistanceToMonster m_DistanceToMonster;
// this are the collected chuncks. Used to determinate the number of elligible chunck for spawning.
std::set<cChunk*> m_EligibleForSpawnChunks;
protected :
// transform monsterToDistance map (that was usefull for collecting) into distanceToMonster
// that will be usefull for picking up.
void convertMaps();
public :
// count a mob on a specified chunck with specified distance to an unkown player
// if the distance is shortest than the one collected, this become the new closest
// distance and the chunck become the "hosting" chunk (that is the one that will perform the action)
void CollectMob(cEntity& a_Monster, cChunk& a_Chunk, double a_Distance);
// return the mobs that are within the range of distance of the closest player they are
// that means that if a mob is 30 m from a player and 150 m from another one. It will be
// in the range [0..50] but not in [100..200]
struct sIterablePair{
tDistanceToMonster::const_iterator m_Begin;
tDistanceToMonster::const_iterator m_End;
int m_Count;
};
sIterablePair getMobWithinThosesDistances(double a_DistanceMin, double a_DistanceMax);
};

130
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@ -0,0 +1,130 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "MobTypesManager.h"
#include "MersenneTwister.h"
#include "Mobs/Monster.h"
#include "Mobs/IncludeAllMonsters.h"
#include "FastRandom.h"
cMobTypesManager::tMobTypes2Names& cMobTypesManager::m_MobsTypes2Names()
{
static std::map<cMonster::eType,std::string>* value = new std::map<cMonster::eType,std::string>(MobTypes2NamesInitializerBeforeCx11());
return *value;
}
cMobTypesManager::tMobTypes2Names cMobTypesManager::MobTypes2NamesInitializerBeforeCx11()
{
std::map<cMonster::eType,std::string> toReturn;
typedef std::map<cMonster::eType,std::string>::value_type ValueType;
toReturn.insert(ValueType(cMonster::mtMagmaCube,"Magmacube"));
toReturn.insert(ValueType(cMonster::mtSlime,"Slime"));
toReturn.insert(ValueType(cMonster::mtBat,"Bat"));
toReturn.insert(ValueType(cMonster::mtBlaze,"Blaze"));
toReturn.insert(ValueType(cMonster::mtCaveSpider,"Cavespider"));
toReturn.insert(ValueType(cMonster::mtChicken,"Chicken"));
toReturn.insert(ValueType(cMonster::mtCow,"Cow"));
toReturn.insert(ValueType(cMonster::mtCreeper,"Creeper"));
toReturn.insert(ValueType(cMonster::mtEnderman,"Enderman"));
toReturn.insert(ValueType(cMonster::mtGhast,"Ghast"));
toReturn.insert(ValueType(cMonster::mtMooshroom,"Mooshroom"));
toReturn.insert(ValueType(cMonster::mtOcelot,"Ocelot"));
toReturn.insert(ValueType(cMonster::mtPig,"Pig"));
toReturn.insert(ValueType(cMonster::mtSheep,"Sheep"));
toReturn.insert(ValueType(cMonster::mtSilverfish,"Silverfish"));
toReturn.insert(ValueType(cMonster::mtSkeleton,"Skeleton"));
toReturn.insert(ValueType(cMonster::mtSpider,"Spider"));
toReturn.insert(ValueType(cMonster::mtSquid,"Squid"));
toReturn.insert(ValueType(cMonster::mtVillager,"Villager"));
toReturn.insert(ValueType(cMonster::mtWitch,"Witch"));
toReturn.insert(ValueType(cMonster::mtWolf,"Wolf"));
toReturn.insert(ValueType(cMonster::mtZombie,"Zombie"));
toReturn.insert(ValueType(cMonster::mtZombiePigman,"Zombiepigman"));
return toReturn;
}
cFastRandom& cMobTypesManager::m_Random()
{
static cFastRandom* value = new cFastRandom();
return *value;
}
cMonster* cMobTypesManager::NewMonsterFromType(cMonster::eType a_MobType, int a_Size)
{
cMonster * toReturn = NULL;
// unspecified size get rand[1,3] for Monsters that need size
switch (a_MobType)
{
case cMonster::mtMagmaCube:
case cMonster::mtSlime:
if (a_Size == -1)
{
a_Size = m_Random().NextInt(2,a_MobType)+1;
}
assert(a_Size > 0 && a_Size < 4);
break;
default : break;
}
// the big switch
switch (a_MobType)
{
case cMonster::mtMagmaCube: toReturn = new cMagmacube(a_Size); break;
case cMonster::mtSlime: toReturn = new cSlime(a_Size); break;
case cMonster::mtBat: toReturn = new cBat(); break;
case cMonster::mtBlaze: toReturn = new cBlaze(); break;
case cMonster::mtCaveSpider: toReturn = new cCavespider(); break;
case cMonster::mtChicken: toReturn = new cChicken(); break;
case cMonster::mtCow: toReturn = new cCow(); break;
case cMonster::mtCreeper: toReturn = new cCreeper(); break;
case cMonster::mtEnderman: toReturn = new cEnderman(); break;
case cMonster::mtGhast: toReturn = new cGhast(); break;
case cMonster::mtMooshroom: toReturn = new cMooshroom(); break;
case cMonster::mtOcelot: toReturn = new cOcelot(); break;
case cMonster::mtPig: toReturn = new cPig(); break;
case cMonster::mtSheep: toReturn = new cSheep(); break;
case cMonster::mtSilverfish: toReturn = new cSilverfish(); break;
case cMonster::mtSkeleton: toReturn = new cSkeleton(); break;
case cMonster::mtSpider: toReturn = new cSpider(); break;
case cMonster::mtSquid: toReturn = new cSquid(); break;
case cMonster::mtVillager: toReturn = new cVillager(); break;
case cMonster::mtWitch: toReturn = new cWitch(); break;
case cMonster::mtWolf: toReturn = new cWolf(); break;
case cMonster::mtZombie: toReturn = new cZombie(); break;
case cMonster::mtZombiePigman: toReturn = new cZombiepigman(); break;
default:
{
assert(false);
}
}
return toReturn;
}
const std::string& cMobTypesManager::fromMobTypeToString(cMonster::eType a_MobType)
{
static std::string toReturnDefault = "";
std::string& toReturn = toReturnDefault;
std::map<cMonster::eType,std::string>::const_iterator itr = m_MobsTypes2Names().find(a_MobType);
if (itr != m_MobsTypes2Names().end())
{
toReturn = itr->second;
}
return toReturn;
}
cMonster::eType cMobTypesManager::fromStringToMobType(const std::string& a_Name)
{
for(std::map<cMonster::eType,std::string>::const_iterator itr = m_MobsTypes2Names().begin(); itr != m_MobsTypes2Names().end(); itr++)
{
if (itr->second == a_Name)
{
return itr->first;
}
}
throw new NotAMonsterException();
}

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@ -0,0 +1,41 @@
#pragma once
#include <vector>
#include "Mobs/Monster.h" // this is a side effect of declaring cMonster::eType inside cMonster MG TODO : make a namespace
class cFastRandom;
// this aggregate static functionnalities about mob types (some could call it helper)
// functionnalities are (in the first version) :
// - create a mob from its type (as enum) (in that way it is a compiler-proxy for mobs)
// - can transform MobTypes from enums to string and reciprocal
class cMobTypesManager
{
public:
static const std::string& fromMobTypeToString(cMonster::eType a_MobType);
static cMonster::eType fromStringToMobType(const std::string&);
public:
class NotAMonsterException : public std::exception {}; //MG TODO : check if this is this project way to do it
protected :
typedef const std::map<cMonster::eType,std::string> tMobTypes2Names;
static tMobTypes2Names& m_MobsTypes2Names();
static tMobTypes2Names MobTypes2NamesInitializerBeforeCx11();
static cFastRandom& m_Random();
public :
/** create a new object of the specified mob.
Warning, new without delete here;
a_MobType is the type of the mob to be created
a_Size is the size (for mobs with size)
if a_Size is let to -1 for entities that need size, size will be random
assert or return null if mob type is not specified
assert if size < 1 or > 3 for entities that need size
*/
static cMonster* NewMonsterFromType(cMonster::eType a_MobType, int a_Size=-1);
}; // tolua_export

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@ -29,6 +29,7 @@
// Mobs:
#include "Mobs/IncludeAllMonsters.h"
#include "MobCensus.h"
#include "OSSupport/MakeDir.h"
#include "MersenneTwister.h"
@ -713,6 +714,10 @@ void cWorld::TickSpawnMobs(float a_Dt)
return;
}
cMobCensus MobCensus;
m_ChunkMap->CollectMobCensus(MobCensus);
MobCensus.logd();
m_LastSpawnMonster = m_WorldAge;
Vector3d SpawnPos;
{

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@ -42,6 +42,7 @@ class cChunkGenerator; // The thread responsible for generating chunks
class cChestEntity;
class cDispenserEntity;
class cFurnaceEntity;
class cMobCensus;
typedef std::list< cPlayer * > cPlayerList;