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-rw-r--r--source/MobCensus.h58
1 files changed, 58 insertions, 0 deletions
diff --git a/source/MobCensus.h b/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
+//
+// 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;
+
+ // 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
+ // 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();
+};
+