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authorDan Goodliffe <dan@randomdan.homeip.net>2021-03-09 00:28:33 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-03-09 00:28:33 +0000
commitea8ae67d068fc5a1a2229e1ed17c795498024c71 (patch)
treea845feb41885843e68a291886c60fc476f0e9e12 /game/vehicles/train.cpp
parentInitial commit of the orders/activities system (diff)
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Push link based movement into Vehicle
I think it's fair to make all vehicles uses links and nodes to navigate... even if those links, nodes are private to that vehicle
Diffstat (limited to 'game/vehicles/train.cpp')
-rw-r--r--game/vehicles/train.cpp29
1 files changed, 0 insertions, 29 deletions
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index f7b5515..f887be4 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -5,39 +5,10 @@
#include "gfx/renderable.h"
#include "location.hpp"
#include <algorithm>
-#include <array>
#include <functional>
-#include <glm/glm.hpp>
-#include <iterator>
-#include <maths.h>
-#include <random>
#include <utility>
void
-Train::move(TickDuration dur)
-{
- static std::mt19937 gen(std::random_device {}());
- linkDist += dur.count() * speed;
- auto curLink {linkHist.getCurrent()};
- while (linkDist > curLink.first->length) {
- const auto location = curLink.first->positionAt(curLink.first->length, curLink.second);
- auto nexts {curLink.first->nexts[1 - curLink.second]};
- auto last = std::remove_if(nexts.begin(), nexts.end(), [ang = location.rot.y](const Link::Next & n) {
- return std::abs(normalize(n.first.lock()->ends[n.second].second - ang)) > 0.1F;
- });
- if (last != nexts.begin()) {
- auto off = std::uniform_int_distribution<>(0, std::distance(nexts.begin(), last) - 1)(gen);
- linkDist -= curLink.first->length;
- curLink = linkHist.add(nexts[off].first, nexts[off].second);
- }
- else {
- linkDist = curLink.first->length;
- speed = 0;
- }
- }
-}
-
-void
Train::render(const Shader & shader) const
{
apply(&Renderable::render, shader);