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:
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e844612503
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@ -30,6 +30,8 @@
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#include "PluginManager.h"
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#include "Blocks/BlockHandler.h"
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#include "Simulator/FluidSimulator.h"
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#include "MobCensus.h"
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#include <json/json.h>
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@ -429,6 +431,43 @@ void cChunk::Stay(bool a_Stay)
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void cChunk::CollectMobCensus(cMobCensus& toFill)
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{
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toFill.CollectSpawnableChunck(*this);
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std::list<const Vector3d*> playerPositions;
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cPlayer* currentPlayer;
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for (cClientHandleList::iterator itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr)
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{
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currentPlayer = (*itr)->GetPlayer();
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playerPositions.push_back(&(currentPlayer->GetPosition()));
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}
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Vector3d currentPosition;
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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{
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//LOGD("Counting entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass());
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if ((*itr)->IsMob())
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{
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try
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{
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cMonster& Monster = (cMonster&)(**itr);
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currentPosition = Monster.GetPosition();
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for (std::list<const Vector3d*>::const_iterator itr2 = playerPositions.begin(); itr2 != playerPositions.end(); itr2 ++)
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{
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toFill.CollectMob(Monster,*this,(currentPosition-**itr2).SqrLength());
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}
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}
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catch (std::bad_cast& e)
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{
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LOGD("Something wrong happend I'm collecting an entity that respond 'true' to IsMob() but are not castable in cMonster - No Action");
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}
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}
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} // for itr - m_Entitites[]
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}
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void cChunk::Tick(float a_Dt)
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{
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@ -49,6 +49,7 @@ class cPickup;
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class cChunkDataSerializer;
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class cBlockArea;
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class cFluidSimulatorData;
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class cMobCensus;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef cItemCallback<cEntity> cEntityCallback;
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@ -124,6 +125,9 @@ public:
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/// Sets or resets the internal flag that prevents chunk from being unloaded
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void Stay(bool a_Stay = true);
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/// Recence all mobs proximities to players in order to know what to do with them
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void CollectMobCensus(cMobCensus& toFill);
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void Tick(float a_Dt);
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int GetPosX(void) const { return m_PosX; }
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@ -12,6 +12,7 @@
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#include "BlockArea.h"
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#include "PluginManager.h"
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#include "Entities/TNTEntity.h"
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#include "MobCensus.h"
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#ifndef _WIN32
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#include <cstdlib> // abs
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@ -2152,6 +2153,19 @@ void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
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void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill)
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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(*itr)->CollectMobCensus(a_ToFill);
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} // for itr - m_Layers
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}
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void cChunkMap::Tick(float a_Dt)
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{
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@ -2310,6 +2324,24 @@ cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ)
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void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill)
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{
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for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
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{
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// We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client
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// doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn
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// If they have (f.i. when player disconnect) we assume we don't have to make them live or despawn
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if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
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{
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m_Chunks[i]->CollectMobCensus(a_ToFill);
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}
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} // for i - m_Chunks[]
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}
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void cChunkMap::cChunkLayer::Tick(float a_Dt)
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{
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@ -26,6 +26,7 @@ class cPawn;
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class cPickup;
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class cChunkDataSerializer;
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class cBlockArea;
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class cMobCensus;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef cChunk * cChunkPtr;
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@ -266,6 +267,9 @@ public:
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/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
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void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Make a Mob census, of all mobs, their family, their chunk and theyr distance to closest player
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void CollectMobCensus(cMobCensus& a_ToFill);
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void Tick(float a_Dt);
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void UnloadUnusedChunks(void);
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@ -309,6 +313,10 @@ private:
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void Save(void);
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void UnloadUnusedChunks(void);
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/// Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player
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void CollectMobCensus(cMobCensus& a_ToFill);
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void Tick(float a_Dt);
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void RemoveClient(cClientHandle * a_Client);
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89
source/MobCensus.cpp
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89
source/MobCensus.cpp
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@ -0,0 +1,89 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "MobCensus.h"
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cMobCensus::tCapMultipliersMap cMobCensus::CapMultiplierInitializerBeforeCx11()
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{
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std::map<cMonster::eFamily,int> toReturn;
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toReturn[cMonster::mfHostile] = 79;
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toReturn[cMonster::mfPassive] = 11;
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toReturn[cMonster::mfAmbient] = 16;
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toReturn[cMonster::mfWater] = 5;
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return toReturn;
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}
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cMobCensus::tMobSpawnRate cMobCensus::MobSpawnRateInitializerBeforeCx11()
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{
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std::map<cMonster::eFamily,int> toReturn;
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toReturn[cMonster::mfHostile] = 1;
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toReturn[cMonster::mfPassive] = 400;
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toReturn[cMonster::mfAmbient] = 400;
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toReturn[cMonster::mfWater] = 400;
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return toReturn;
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}
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cMobCensus::tCapMultipliersMap& cMobCensus::m_CapMultipliers()
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{
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static tCapMultipliersMap* value = new tCapMultipliersMap(CapMultiplierInitializerBeforeCx11());
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return *value;
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}
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cMobCensus::tMobSpawnRate& cMobCensus::m_SpawnRate()
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{
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static tMobSpawnRate* value = new tMobSpawnRate(MobSpawnRateInitializerBeforeCx11());
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return *value;
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}
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cMobCensus::cMobCensus()
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{
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}
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void cMobCensus::CollectMob(cMonster& a_Monster, cChunk& a_Chunk, double a_Distance)
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{
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m_ProximityCounter.CollectMob(a_Monster,a_Chunk,a_Distance);
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m_MobFamilyCollecter.CollectMob(a_Monster);
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}
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bool cMobCensus::isCaped(cMonster::eFamily a_MobFamily)
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{
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bool toReturn = true;
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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
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// 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
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// MG TODO : code the correct count
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tCapMultipliersMap::const_iterator capMultiplier = m_CapMultipliers().find(a_MobFamily);
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if (
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(capMultiplier != m_CapMultipliers().end()) &&
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(capMultiplier->second * getChunkNb()) / ratio >= m_MobFamilyCollecter.getNumberOfCollectedMobs(a_MobFamily)
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)
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{
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toReturn = false;
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}
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return toReturn;
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}
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void cMobCensus::CollectSpawnableChunck(cChunk& a_Chunk)
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{
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m_EligibleForSpawnChunks.insert(&a_Chunk);
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}
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int cMobCensus::getChunkNb()
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{
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return m_EligibleForSpawnChunks.size();
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}
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cMobProximityCounter& cMobCensus::getProximityCounter()
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{
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return m_ProximityCounter;
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}
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void cMobCensus::logd()
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{
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LOGD((std::string("Hostile mobs : %d") + (isCaped(cMonster::mfHostile)?"(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfHostile));
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LOGD((std::string("Ambiant mobs : %d") + (isCaped(cMonster::mfAmbient)?"(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfAmbient));
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LOGD((std::string("Water mobs : %d") + (isCaped(cMonster::mfWater)? "(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfWater));
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LOGD((std::string("Passive mobs : %d") + (isCaped(cMonster::mfPassive)?"(capped)":"")).c_str(),m_MobFamilyCollecter.getNumberOfCollectedMobs(cMonster::mfPassive));
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}
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58
source/MobCensus.h
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58
source/MobCensus.h
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@ -0,0 +1,58 @@
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#pragma once
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#include "MobProximityCounter.h"
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#include "MobFamilyCollecter.h"
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class cChunk;
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class cMonster;
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// This class is used to collect, for each Mob, what is the distance of the closest player
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// it was first being designed in order to make mobs spawn / despawn / act
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// as the behaviour and even life of mobs depends on the distance to closest player
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//
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// as side effect : it also collect the chuncks that are elligible for spawning
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// as side effect 2 : it also know the caps for mobs number and can compare census to this numbers
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class cMobCensus
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{
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public :
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cMobCensus();
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protected :
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cMobProximityCounter m_ProximityCounter;
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cMobFamilyCollecter m_MobFamilyCollecter;
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typedef const std::map<cMonster::eFamily,int> tCapMultipliersMap;
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static tCapMultipliersMap& m_CapMultipliers();
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std::set<cChunk*> m_EligibleForSpawnChunks;
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// count the chunks that are elligible to spawn (for now, the loaded valide not null chuncks)
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int getChunkNb();
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public:
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typedef const std::map<cMonster::eFamily,int> tMobSpawnRate;
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static tMobSpawnRate& m_SpawnRate();
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// return the nested proximity counter
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cMobProximityCounter& getProximityCounter();
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public :
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// collect an elligible Chunk for Mob Spawning
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// MG TODO : code the correct rule (not loaded chunck but short distant from players)
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void CollectSpawnableChunck(cChunk& a_Chunk);
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// collect a mob - it's distance to player, it's family ...
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void CollectMob(cMonster& a_Monster, cChunk& a_Chunk, double a_Distance);
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// return true if the family is caped (i.e. there is more mobs of this family than max)
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bool isCaped(cMonster::eFamily a_MobFamily);
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// log the results of census
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void logd();
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protected :
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static tCapMultipliersMap CapMultiplierInitializerBeforeCx11();
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static tCapMultipliersMap MobSpawnRateInitializerBeforeCx11();
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};
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33
source/MobFamilyCollecter.cpp
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33
source/MobFamilyCollecter.cpp
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@ -0,0 +1,33 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "MobFamilyCollecter.h"
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#include "Mobs/Monster.h"
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cMobFamilyCollecter::tMobFamilyList cMobFamilyCollecter::initMobFamilyBeforeCx11()
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{
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std::set<cMonster::eFamily> toReturn;
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toReturn.insert(cMonster::mfHostile);
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toReturn.insert(cMonster::mfPassive);
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toReturn.insert(cMonster::mfAmbient);
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toReturn.insert(cMonster::mfWater);
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return toReturn;
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}
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cMobFamilyCollecter::tMobFamilyList& cMobFamilyCollecter::m_AllFamilies()
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{
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static tMobFamilyList* AllFamilies = new tMobFamilyList(initMobFamilyBeforeCx11());
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return *AllFamilies;
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}
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void cMobFamilyCollecter::CollectMob(cMonster& a_Monster)
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{
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cMonster::eFamily MobFamily = a_Monster.GetMobFamily();
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m_Mobs[MobFamily].insert(&a_Monster);
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}
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int cMobFamilyCollecter::getNumberOfCollectedMobs(cMonster::eFamily a_Family)
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{
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return m_Mobs[a_Family].size();
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}
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40
source/MobFamilyCollecter.h
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40
source/MobFamilyCollecter.h
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#pragma once
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#include <map>
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#include <set>
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#include "BlockID.h"
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#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
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class cChunk;
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// This class is used to collect, for each Mob, what is it's family. It was first
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// being designed to check the caps of the mobs (no more than ... hostile mob in the world)
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//
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// as side effects : it also know what is the spawnrate of each family : MG TODO relocate
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class cMobFamilyCollecter
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{
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protected :
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std::map<cMonster::eFamily,std::set<cMonster*> > m_Mobs;
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public :
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// collect a mob
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void CollectMob(cMonster& a_Monster);
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// return the number of mobs for this family
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int getNumberOfCollectedMobs(cMonster::eFamily a_Family);
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public :
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typedef const std::set<cMonster::eFamily> tMobFamilyList;
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static tMobFamilyList& m_AllFamilies();
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public :
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typedef const std::map<cMonster::eFamily,int> tMobSpawRate;
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static tMobSpawRate& m_SpawnRate();
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protected :
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static tMobFamilyList initMobFamilyBeforeCx11();
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static tMobSpawRate initMobSpawnRateBeforeCx11();
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};
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77
source/MobProximityCounter.cpp
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77
source/MobProximityCounter.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "MobProximityCounter.h"
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#include "Entities/Entity.h"
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#include "Chunk.h"
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void cMobProximityCounter::CollectMob(cEntity& a_Monster, cChunk& a_Chunk, double a_Distance)
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{
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// LOGD("Collecting monster %s, with distance %f",a_Monster->GetClass(),a_Distance);
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tMonsterToDistance::iterator it = m_MonsterToDistance.find(&a_Monster);
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if (it == m_MonsterToDistance.end())
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{
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sDistanceAndChunk newDistanceAndChunck(a_Distance,a_Chunk);
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std::pair<tMonsterToDistance::iterator,bool> result = m_MonsterToDistance.insert(tMonsterToDistance::value_type(&a_Monster,newDistanceAndChunck));
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assert(result.second);
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}
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else
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{
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it->second.m_Distance = a_Distance;
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it->second.m_Chunk = a_Chunk;
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}
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m_EligibleForSpawnChunks.insert(&a_Chunk);
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}
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void cMobProximityCounter::convertMaps()
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{
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for(tMonsterToDistance::const_iterator itr = m_MonsterToDistance.begin(); itr != m_MonsterToDistance.end(); itr++)
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{
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m_DistanceToMonster.insert(tDistanceToMonster::value_type(itr->second.m_Distance,sMonsterAndChunk(*itr->first,itr->second.m_Chunk)));
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}
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}
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cMobProximityCounter::sIterablePair cMobProximityCounter::getMobWithinThosesDistances(double a_DistanceMin, double a_DistanceMax)
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{
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sIterablePair toReturn;
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toReturn.m_Count = 0;
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toReturn.m_Begin = m_DistanceToMonster.end();
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toReturn.m_End = m_DistanceToMonster.end();
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a_DistanceMin *= a_DistanceMin;// this is because is use square distance
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a_DistanceMax *= a_DistanceMax;
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if (m_DistanceToMonster.size() <= 0)
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{
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convertMaps();
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}
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for(tDistanceToMonster::const_iterator itr = m_DistanceToMonster.begin(); itr != m_DistanceToMonster.end(); itr++)
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{
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if (toReturn.m_Begin == m_DistanceToMonster.end())
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{
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if (a_DistanceMin == -1 || itr->first > a_DistanceMin)
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{
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toReturn.m_Begin = itr; // this is the first one with distance > a_DistanceMin;
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}
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}
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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;
|
||||
}
|
65
source/MobProximityCounter.h
Normal file
65
source/MobProximityCounter.h
Normal file
@ -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
source/MobTypesManager.cpp
Normal file
130
source/MobTypesManager.cpp
Normal file
@ -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();
|
||||
}
|
41
source/MobTypesManager.h
Normal file
41
source/MobTypesManager.h
Normal file
@ -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
|
||||
|
@ -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;
|
||||
{
|
||||
|
@ -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;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user