DarkflameServer/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp

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#include "BossSpiderQueenEnemyServer.h"
#include "GeneralUtils.h"
#include "MissionComponent.h"
#include "EntityManager.h"
#include "Entity.h"
#include "dZoneManager.h"
#include "DestroyableComponent.h"
#include "ControllablePhysicsComponent.h"
#include "BaseCombatAIComponent.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include <vector>
//----------------------------------------------------------------
//--On Startup, process necessary AI events
//----------------------------------------------------------------
void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
// Make immune to stuns
//self:SetStunImmunity{ StateChangeType = "PUSH", bImmuneToStunAttack = true, bImmuneToStunMove = true, bImmuneToStunTurn = true, bImmuneToStunUseItem = true, bImmuneToStunEquip = true, bImmuneToStunInteract = true, bImmuneToStunJump = true }
// Make immune to knockbacks and pulls
//self:SetStatusImmunity{ StateChangeType = "PUSH", bImmuneToPullToPoint = true, bImmuneToKnockback = true, bImmuneToInterrupt = true }
//Get our components:
destroyable = static_cast<DestroyableComponent*>(self->GetComponent(eReplicaComponentType::DESTROYABLE));
controllable = static_cast<ControllablePhysicsComponent*>(self->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
combat = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
if (!destroyable || !controllable) return;
// Determine Spider Boss health transition thresholds
int spiderBossHealth = destroyable->GetMaxHealth();
int transitionTickHealth = spiderBossHealth / 3;
int Stage2HealthThreshold = spiderBossHealth - transitionTickHealth;
int Stage3HealthThreshold = spiderBossHealth - (2 * transitionTickHealth);
ThresholdTable = { Stage2HealthThreshold, Stage3HealthThreshold };
originRotation = controllable->GetRotation();
combat->SetStunImmune(true);
m_CurrentBossStage = 1;
// Obtain faction and collision group to save for subsequent resets
}
void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
auto* missionComponent = killer->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
missionComponent->CompleteMission(instanceMissionID);
}
// There is suppose to be a 0.1 second delay here but that may be admitted?
auto* controller = Game::entityManager->GetZoneControlEntity();
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "", UNASSIGNED_SYSTEM_ADDRESS);
self->SetPosition({ 10000, 0, 10000 });
Game::entityManager->SerializeEntity(self);
controller->OnFireEventServerSide(self, "ClearProperty");
}
void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdraw) {
const auto withdrawn = self->GetBoolean(u"isWithdrawn");
if (withdrawn == withdraw) {
return;
}
if (withdraw) {
//Move spider away from battle zone
// Disabled because we cant option the reset collition group right now
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "", UNASSIGNED_SYSTEM_ADDRESS);
//First rotate for anim
NiQuaternion rot = NiQuaternion::IDENTITY;
controllable->SetStatic(false);
controllable->SetRotation(rot);
controllable->SetStatic(true);
controllable->SetDirtyPosition(true);
rot = controllable->GetRotation();
Game::entityManager->SerializeEntity(self);
auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
baseCombatAi->SetDisabled(true);
float animTime = PlayAnimAndReturnTime(self, spiderWithdrawAnim);
float withdrawTime = animTime - 0.25f;
combat->SetStunImmune(false);
combat->Stun(withdrawTime + 6.0f);
combat->SetStunImmune(true);
//TODO: Set faction to -1 and set immunity
destroyable->SetFaction(-1);
destroyable->SetIsImmune(true);
Game::entityManager->SerializeEntity(self);
self->AddTimer("WithdrawComplete", withdrawTime + 1.0f);
waitForIdle = true;
} else {
controllable->SetStatic(false);
//Cancel all remaining timers for say idle anims:
self->CancelAllTimers();
auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
baseCombatAi->SetDisabled(false);
// Move the Spider to its ground location
// preparing its stage attacks, and removing invulnerability
//destroyable->SetIsImmune(false);
// Run the advance animation and prepare a timer for resuming AI
float animTime = PlayAnimAndReturnTime(self, spiderAdvanceAnim);
animTime += 1.f;
float attackPause = animTime - 0.4f;
destroyable->SetFaction(4);
destroyable->SetIsImmune(false);
//Advance stage
m_CurrentBossStage++;
//Reset the current wave death counter
m_DeathCounter = 0;
Game::entityManager->SerializeEntity(self);
// Prepare a timer for post leap attack
self->AddTimer("AdvanceAttack", attackPause);
// Prepare a timer for post leap
self->AddTimer("AdvanceComplete", animTime);
}
self->SetBoolean(u"isWithdrawn", withdraw);
}
void BossSpiderQueenEnemyServer::SpawnSpiderWave(Entity* self, int spiderCount) {
// The Spider Queen Boss is withdrawing and requesting the spawn
// of a hatchling wave
// Clamp invalid Spiderling number requests to the maximum amount of eggs available
if ((spiderCount > maxSpiderEggCnt) || (spiderCount < 0))
spiderCount = maxSpiderEggCnt;
// Reset our wave manager reference variables
hatchCounter = spiderCount;
hatchList = {};
// Run the wave manager
SpiderWaveManager(self);
}
void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
auto SpiderEggNetworkID = self->GetI64(u"SpiderEggNetworkID");
std::vector<LWOOBJID> spiderEggs{};
auto spooders = Game::entityManager->GetEntitiesInGroup("EGG");
for (auto spodder : spooders) {
spiderEggs.push_back(spodder->GetObjectID());
}
// Select a number of random spider eggs from the list equal to the
// current number needed to complete the current wave
if (!spiderEggs.empty()) {
for (int i = 0; i < hatchCounter; i++) {
// Select a random spider egg
auto randomEggLoc = GeneralUtils::GenerateRandomNumber<int>(0, spiderEggs.size() - 1);
auto randomEgg = spiderEggs[randomEggLoc];
//Just a quick check to try and prevent dupes:
for (auto en : hatchList) {
if (en == randomEgg) {
randomEggLoc++;
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randomEgg = spiderEggs.at(randomEggLoc % spiderEggs.size());
}
}
if (randomEgg) {
auto* eggEntity = Game::entityManager->GetEntity(randomEgg);
if (eggEntity == nullptr) {
continue;
}
// Prep the selected spider egg
eggEntity->OnFireEventServerSide(self, "prepEgg");
// Add the prepped egg to our hatchList
hatchList.push_back(eggEntity->GetObjectID());
// Decrement the hatchCounter
hatchCounter = hatchCounter - 1;
}
// Remove it from our spider egg list
spiderEggs[randomEggLoc] = LWOOBJID_EMPTY;
if (spiderEggs.size() <= 0 || (hatchCounter <= 0)) {
break;
}
}
}
if (hatchCounter > 0) {
// We still have more eggs to hatch, poll the SpiderWaveManager again
self->AddTimer("PollSpiderWaveManager", 1.0f);
} else {
// We have successfully readied a full wave
// initiate hatching!
for (auto egg : hatchList) {
auto* eggEntity = Game::entityManager->GetEntity(egg);
if (eggEntity == nullptr) {
continue;
}
eggEntity->OnFireEventServerSide(self, "hatchEgg");
auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
combat->SetStunImmune(false);
combat->Stun(time += 6.0f);
combat->SetStunImmune(true);
self->AddTimer("checkForSpiders", 6.0f);
}
hatchList.clear();
}
}
void BossSpiderQueenEnemyServer::ToggleForSpecial(Entity* self, const bool state) {
self->SetBoolean(u"stoppedFlag", state);
combat->SetDisabled(state);
}
void BossSpiderQueenEnemyServer::RunRainOfFire(Entity* self) {
if (self->GetBoolean(u"stoppedFlag")) {
self->AddTimer("ROF", GeneralUtils::GenerateRandomNumber<float>(10, 20));
return;
}
ToggleForSpecial(self, true);
impactList.clear();
auto index = 0u;
for (const auto& rofGroup : ROFTargetGroupIDTable) {
const auto spawners = Game::zoneManager->GetSpawnersInGroup(rofGroup);
std::vector<LWOOBJID> spawned;
for (auto* spawner : spawners) {
for (const auto* node : spawner->m_Info.nodes) {
spawned.insert(spawned.end(), node->entities.begin(), node->entities.end());
}
}
if (index == 0) {
impactList.insert(impactList.end(), spawned.begin(), spawned.end());
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} else if (!spawned.empty()) {
const auto randomIndex = GeneralUtils::GenerateRandomNumber<int32_t>(0, spawned.size() - 1);
impactList.push_back(spawned[randomIndex]);
}
index++;
}
const auto animTime = PlayAnimAndReturnTime(self, spiderROFAnim);
self->AddTimer("StartROF", animTime);
}
void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self) {
if (!impactList.empty()) {
auto* entity = Game::entityManager->GetEntity(impactList[0]);
impactList.erase(impactList.begin());
if (entity == nullptr) {
LOG("Failed to find impact!");
return;
}
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
LOG("Failed to find impact skill component!");
return;
}
skillComponent->CalculateBehavior(1376, 32168, LWOOBJID_EMPTY, true);
self->AddTimer("PollROFManager", 0.5f);
return;
}
ToggleForSpecial(self, false);
self->AddTimer("ROF", GeneralUtils::GenerateRandomNumber<float>(20, 40));
}
void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self) {
if (attackTargetTable.empty()) {
const auto animationTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
self->AddTimer("RFSTauntComplete", animationTime);
ToggleForSpecial(self, false);
return;
}
const auto target = attackTargetTable[0];
auto* skillComponent = self->GetComponent<SkillComponent>();
skillComponent->CalculateBehavior(1394, 32612, target, true);
attackTargetTable.erase(attackTargetTable.begin());
self->AddTimer("PollRFSManager", 0.3f);
}
void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self) {
const auto targets = self->GetTargetsInPhantom();
if (self->GetBoolean(u"stoppedFlag")) {
self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(5, 10));
return;
}
if (targets.empty()) {
LOG("Failed to find RFS targets");
self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(5, 10));
return;
}
ToggleForSpecial(self, true);
const auto randomTarget = GeneralUtils::GenerateRandomNumber<int32_t>(0, targets.size() - 1);
auto attackFocus = targets[randomTarget];
attackTargetTable.push_back(attackFocus);
auto* skillComponent = self->GetComponent<SkillComponent>();
skillComponent->CalculateBehavior(1480, 36652, attackFocus, true);
RapidFireShooterManager(self);
PlayAnimAndReturnTime(self, spiderSingleShot);
self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(10, 15));
}
void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string timerName) {
if (timerName == "PollSpiderWaveManager") {
//Call the manager again to attempt to finish prepping a Spiderling wave
//Run the wave manager
SpiderWaveManager(self);
} else if (timerName == "disableWaitForIdle") { waitForIdle = false; } else if (timerName == "checkForSpiders") {
//Don't do anything if we ain't withdrawn:
const auto withdrawn = self->GetBoolean(u"isWithdrawn");
if (!withdrawn) return;
NiQuaternion rot = NiQuaternion::IDENTITY;
//First rotate for anim
controllable->SetStatic(false);
controllable->SetRotation(rot);
controllable->SetStatic(true);
Game::entityManager->SerializeEntity(self);
//Play the Spider Boss' mountain idle anim
auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
combat->SetStunImmune(false);
combat->Stun(time);
combat->SetStunImmune(true);
rot = controllable->GetRotation();
//If there are still baby spiders, don't do anyhting either
const auto spiders = Game::entityManager->GetEntitiesInGroup("BabySpider");
if (spiders.size() > 0)
self->AddTimer("checkForSpiders", time);
else
WithdrawSpider(self, false);
} else if (timerName == "PollROFManager") {
//Call the manager again to attempt to initiate an impact on another random location
//Run the ROF Manager
RainOfFireManager(self);
} else if (timerName == "PollRFSManager") {
//Call the manager again to attempt to initiate a rapid fire shot at the next sequential target
//Run the ROF Manager
RapidFireShooterManager(self);
} else if (timerName == "StartROF") {
//Re-enable Spider Boss
//ToggleForSpecial(self, false);
RainOfFireManager(self);
} else if (timerName == "PollSpiderSkillManager") {
//Call the skill manager again to attempt to run the current Spider Boss
//stage's special attack again
//SpiderSkillManager(self, true);
PlayAnimAndReturnTime(self, spiderJeerAnim);
} else if (timerName == "RFS") {
RunRapidFireShooter(self);
} else if (timerName == "ROF") {
RunRainOfFire(self);
} else if (timerName == "RFSTauntComplete") {
//Determine an appropriate random time to check our manager again
// local spiderCooldownDelay = math.random(s1DelayMin, s1DelayMax)
//Set a timer based on our random cooldown determination
//to pulse the SpiderSkillManager again
//GAMEOBJ:GetTimer():AddTimerWithCancel(spiderCooldownDelay, "PollSpiderSkillManager", self)
//Re-enable Spider Boss
//ToggleForSpecial(self, false);
} else if (timerName == "WithdrawComplete") {
//Play the Spider Boss' mountain idle anim
PlayAnimAndReturnTime(self, spiderWithdrawIdle);
//The Spider Boss has retreated, hatch a wave!
int currentStage = m_CurrentBossStage;
//Prepare a Spiderling wave and initiate egg hatch events
//self->SetVar(u"SpiderWaveCount", )
//TODO: Actually spawn the spiders here
hatchCounter = 2;
if (currentStage > 1) hatchCounter++;
SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]);
} else if (timerName == "AdvanceAttack") {
//TODO: Can we even do knockbacks yet? @Wincent01
// Yes ^
//Fire the melee smash skill to throw players back
/*local landingTarget = self:GetVar("LandingTarget") or false
if((landingTarget) and (landingTarget:Exists())) {
local advSmashFlag = landingTarget:CastSkill{skillID = bossLandingSkill}
landingTarget:PlayEmbeddedEffectOnAllClientsNearObject{radius = 100, fromObjectID = landingTarget, effectName = "camshake-bridge"}
}*/
auto landingTarget = self->GetI64(u"LandingTarget");
auto landingEntity = Game::entityManager->GetEntity(landingTarget);
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(bossLandingSkill, 37739, LWOOBJID_EMPTY);
}
if (landingEntity) {
auto* landingSkill = landingEntity->GetComponent<SkillComponent>();
if (landingSkill != nullptr) {
landingSkill->CalculateBehavior(bossLandingSkill, 37739, LWOOBJID_EMPTY, true);
}
}
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake-bridge", self->GetObjectID(), 100.0f);
} else if (timerName == "AdvanceComplete") {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", 11, 0, 0, "", UNASSIGNED_SYSTEM_ADDRESS);
//Wind up, telegraphing next round
float animTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
self->AddTimer("AdvanceTauntComplete", animTime);
} else if (timerName == "AdvanceTauntComplete") {
//Declare a default special Spider Boss skill cooldown
int spiderCooldownDelay = 10;
if (m_CurrentBossStage == 2) {
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s1DelayMin, s1DelayMax);
} else if (m_CurrentBossStage == 3) {
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s2DelayMin, s2DelayMax);
}
//Set a timer based on our random cooldown determination
//to pulse the SpiderSkillManager
self->AddTimer("PollSpiderSkillManager", spiderCooldownDelay);
//Remove current status immunity
/*self:SetStatusImmunity{ StateChangeType = "POP", bImmuneToSpeed = true, bImmuneToBasicAttack = true, bImmuneToDOT = true}
self:SetStunned{StateChangeType = "POP",
bCantMove = true,
bCantJump = true,
bCantTurn = true,
bCantAttack = true,
bCantUseItem = true,
bCantEquip = true,
bCantInteract = true,
bIgnoreImmunity = true}*/
destroyable->SetIsImmune(false);
destroyable->SetFaction(4);
Game::entityManager->SerializeEntity(self);
} else if (timerName == "Clear") {
Game::entityManager->FireEventServerSide(self, "ClearProperty");
self->CancelAllTimers();
} else if (timerName == "UnlockSpecials") {
//We no longer need to lock specials
self->SetBoolean(u"bSpecialLock", false);
//Did we queue a spcial attack?
if (self->GetBoolean(u"bSpecialQueued")) {
self->SetBoolean(u"bSpecialQueued", false);
}
}
}
void BossSpiderQueenEnemyServer::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
if (m_CurrentBossStage > 0 && !self->HasTimer("RFS")) {
self->AddTimer("RFS", 5.0f);
}
if (m_CurrentBossStage > 0 && !self->HasTimer("ROF")) {
self->AddTimer("ROF", 10.0f);
}
if (m_CurrentBossStage > ThresholdTable.size()) {
return;
}
int currentThreshold = ThresholdTable[m_CurrentBossStage - 1];
if (destroyable->GetHealth() <= currentThreshold) {
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
if (!isWithdrawn) {
self->CancelAllTimers();
self->SetBoolean(u"isSpecialAttacking", false);
self->SetBoolean(u"bSpecialLock", false);
WithdrawSpider(self, true);
}
}
}
void BossSpiderQueenEnemyServer::OnUpdate(Entity* self) {
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
if (!isWithdrawn) return;
if (controllable->GetRotation() == NiQuaternion::IDENTITY) {
return;
}
controllable->SetStatic(false);
controllable->SetRotation(NiQuaternion::IDENTITY);
controllable->SetStatic(true);
Game::entityManager->SerializeEntity(self);
}
//----------------------------------------------
//--Utility function capable of playing a priority
//-- animation on a targetand returning either the
//-- anim time, or a desired default
//----------------------------------------------
float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std::u16string& animID) {
//TODO: Get the actual animation time
// Get the anim time
float animTimer = RenderComponent::GetAnimationTime(self, animID);
// If we have an animation play it
if (animTimer > 0) {
animTimer = RenderComponent::PlayAnimation(self, animID);
}
// If the anim time is less than the the default time use default
if (animTimer < defaultAnimPause) {
animTimer = defaultAnimPause;
}
return animTimer;
}