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cuberite-2a/source/MobCensus.h

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#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
//
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// as side effect : it also collect the chunks 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;
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// count the chunks that are elligible to spawn (for now, the loaded valide not null chunks)
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
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// MG TODO : code the correct rule (not loaded chunk but short distant from players)
void CollectSpawnableChunk(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();
};