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Diffstat (limited to 'source/MobCensus.h')
-rw-r--r-- | source/MobCensus.h | 59 |
1 files changed, 0 insertions, 59 deletions
diff --git a/source/MobCensus.h b/source/MobCensus.h deleted file mode 100644 index e3892bec6..000000000 --- a/source/MobCensus.h +++ /dev/null @@ -1,59 +0,0 @@ - -#pragma once - -#include "MobProximityCounter.h" -#include "MobFamilyCollecter.h" - - - - -// fwd: -class cChunk; -class cMonster; - - - - - -/** This class is used to collect information, 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: - /// Returns the nested proximity counter - cMobProximityCounter & GetProximityCounter(void); - - // 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); - - /// Returns true if the family is capped (i.e. there are more mobs of this family than max) - bool IsCapped(cMonster::eFamily a_MobFamily); - - /// log the results of census to server console - void Logd(void); - -protected : - cMobProximityCounter m_ProximityCounter; - cMobFamilyCollecter m_MobFamilyCollecter; - - std::set<cChunk *> m_EligibleForSpawnChunks; - - /// Returns the number of chunks that are elligible for spawning (for now, the loaded, valid chunks) - int GetNumChunks(); - - /// Returns the cap multiplier value of the given monster family - static int GetCapMultiplier(cMonster::eFamily a_MobFamily); -} ; - - - - |