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authormgueydan <gueydan.mathieuÃ@gmail.com>2013-09-07 22:19:56 +0200
committermgueydan <gueydan.mathieuÃ@gmail.com>2013-09-07 22:19:56 +0200
commitd2eb58f27780a3c65fedd0d21d152ee8866ebb86 (patch)
tree05160377f78b97b4916956eebfd07f8a830a8916
parentAdding a getType in Monster that return an enum instead of an int or char (diff)
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-rw-r--r--source/Chunk.cpp39
-rw-r--r--source/Chunk.h4
-rw-r--r--source/ChunkMap.cpp32
-rw-r--r--source/ChunkMap.h8
-rw-r--r--source/MobCensus.cpp89
-rw-r--r--source/MobCensus.h58
-rw-r--r--source/MobFamilyCollecter.cpp33
-rw-r--r--source/MobFamilyCollecter.h40
-rw-r--r--source/MobProximityCounter.cpp77
-rw-r--r--source/MobProximityCounter.h65
-rw-r--r--source/MobTypesManager.cpp130
-rw-r--r--source/MobTypesManager.h41
-rw-r--r--source/World.cpp5
-rw-r--r--source/World.h1
14 files changed, 622 insertions, 0 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp
index db533f642..59a65a537 100644
--- a/source/Chunk.cpp
+++ b/source/Chunk.cpp
@@ -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)
{
diff --git a/source/Chunk.h b/source/Chunk.h
index c979b7928..5f2bba3d8 100644
--- a/source/Chunk.h
+++ b/source/Chunk.h
@@ -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; }
diff --git a/source/ChunkMap.cpp b/source/ChunkMap.cpp
index a15f3aed1..610b293b5 100644
--- a/source/ChunkMap.cpp
+++ b/source/ChunkMap.cpp
@@ -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)
{
diff --git a/source/ChunkMap.h b/source/ChunkMap.h
index b0af0d779..c9d9abf75 100644
--- a/source/ChunkMap.h
+++ b/source/ChunkMap.h
@@ -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);
diff --git a/source/MobCensus.cpp b/source/MobCensus.cpp
new file mode 100644
index 000000000..4984c53c4
--- /dev/null
+++ b/source/MobCensus.cpp
@@ -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));
+}
diff --git a/source/MobCensus.h b/source/MobCensus.h
new file mode 100644
index 000000000..32e608324
--- /dev/null
+++ b/source/MobCensus.h
@@ -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();
+};
+
diff --git a/source/MobFamilyCollecter.cpp b/source/MobFamilyCollecter.cpp
new file mode 100644
index 000000000..2aa46599a
--- /dev/null
+++ b/source/MobFamilyCollecter.cpp
@@ -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();
+}
diff --git a/source/MobFamilyCollecter.h b/source/MobFamilyCollecter.h
new file mode 100644
index 000000000..659d2b687
--- /dev/null
+++ b/source/MobFamilyCollecter.h
@@ -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();
+};
+
diff --git a/source/MobProximityCounter.cpp b/source/MobProximityCounter.cpp
new file mode 100644
index 000000000..59979fa10
--- /dev/null
+++ b/source/MobProximityCounter.cpp
@@ -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;
+}
diff --git a/source/MobProximityCounter.h b/source/MobProximityCounter.h
new file mode 100644
index 000000000..d033f1b7f
--- /dev/null
+++ b/source/MobProximityCounter.h
@@ -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);
+
+};
diff --git a/source/MobTypesManager.cpp b/source/MobTypesManager.cpp
new file mode 100644
index 000000000..d8606e619
--- /dev/null
+++ b/source/MobTypesManager.cpp
@@ -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();
+}
diff --git a/source/MobTypesManager.h b/source/MobTypesManager.h
new file mode 100644
index 000000000..0e628899e
--- /dev/null
+++ b/source/MobTypesManager.h
@@ -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
+
diff --git a/source/World.cpp b/source/World.cpp
index d0fa588b0..4bde20ede 100644
--- a/source/World.cpp
+++ b/source/World.cpp
@@ -29,6 +29,7 @@
// Mobs:
#include "Mobs/IncludeAllMonsters.h"
+#include "MobCensus.h"
#include "OSSupport/MakeDir.h"
#include "MersenneTwister.h"
@@ -712,6 +713,10 @@ void cWorld::TickSpawnMobs(float a_Dt)
{
return;
}
+
+ cMobCensus MobCensus;
+ m_ChunkMap->CollectMobCensus(MobCensus);
+ MobCensus.logd();
m_LastSpawnMonster = m_WorldAge;
Vector3d SpawnPos;
diff --git a/source/World.h b/source/World.h
index 1f82f4efc..6fb5c619b 100644
--- a/source/World.h
+++ b/source/World.h
@@ -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;