93 lines
2.0 KiB
C++
93 lines
2.0 KiB
C++
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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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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::IsCapped(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 chunks 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 chunks. 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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if ((GetCapMultiplier(a_MobFamily) * GetNumChunks()) / ratio >= m_MobFamilyCollecter.GetNumberOfCollectedMobs(a_MobFamily))
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{
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return false;
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}
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return true;
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}
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int cMobCensus::GetCapMultiplier(cMonster::eFamily a_MobFamily)
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{
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switch (a_MobFamily)
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{
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case cMonster::mfHostile: return 79;
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case cMonster::mfPassive: return 11;
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case cMonster::mfAmbient: return 16;
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case cMonster::mfWater: return 5;
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}
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ASSERT(!"Unhandled mob family");
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return -1;
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}
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void cMobCensus::CollectSpawnableChunk(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::GetNumChunks(void)
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{
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return m_EligibleForSpawnChunks.size();
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}
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cMobProximityCounter & cMobCensus::GetProximityCounter(void)
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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("Hostile mobs : %d %s", m_MobFamilyCollecter.GetNumberOfCollectedMobs(cMonster::mfHostile), IsCapped(cMonster::mfHostile) ? "(capped)" : "");
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LOGD("Ambient mobs : %d %s", m_MobFamilyCollecter.GetNumberOfCollectedMobs(cMonster::mfAmbient), IsCapped(cMonster::mfAmbient) ? "(capped)" : "");
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LOGD("Water mobs : %d %s", m_MobFamilyCollecter.GetNumberOfCollectedMobs(cMonster::mfWater), IsCapped(cMonster::mfWater) ? "(capped)" : "");
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LOGD("Passive mobs : %d %s", m_MobFamilyCollecter.GetNumberOfCollectedMobs(cMonster::mfPassive), IsCapped(cMonster::mfPassive) ? "(capped)" : "");
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}
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