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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-03-09 00:28:33 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-03-09 00:28:33 +0000 |
commit | ea8ae67d068fc5a1a2229e1ed17c795498024c71 (patch) | |
tree | a845feb41885843e68a291886c60fc476f0e9e12 /game/vehicles/train.cpp | |
parent | Initial commit of the orders/activities system (diff) | |
download | ilt-ea8ae67d068fc5a1a2229e1ed17c795498024c71.tar.bz2 ilt-ea8ae67d068fc5a1a2229e1ed17c795498024c71.tar.xz ilt-ea8ae67d068fc5a1a2229e1ed17c795498024c71.zip |
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.cpp | 29 |
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); |