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cuberite-2a/src/MobProximityCounter.h
2014-07-19 15:23:40 +02:00

67 lines
2.3 KiB
C++

#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 chunks. Used to determinate the number of elligible chunk 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 chunk with specified distance to an unkown player
// if the distance is shortest than the one collected, this become the new closest
// distance and the chunk 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);
};