DarkflameServer/dZoneManager/Spawner.cpp

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#include "Spawner.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "Game.h"
#include <sstream>
#include <functional>
#include "GeneralUtils.h"
#include "dZoneManager.h"
#include "SpawnPatterns.h"
std::map<LOT, std::vector<std::pair<NiPoint3, float>>> Spawner::m_Ratings;
Spawner::Spawner(const SpawnerInfo info) {
m_Info = info;
m_Active = m_Info.activeOnLoad && info.spawnActivator;
m_EntityInfo = EntityInfo();
m_EntityInfo.spawner = this;
if (!m_Info.emulated) {
m_EntityInfo.spawnerID = m_Info.spawnerID;
} else {
m_EntityInfo.spawnerID = m_Info.emulator;
m_Info.isNetwork = false;
}
m_EntityInfo.lot = m_Info.templateID;
m_EntityInfo.scale = m_Info.templateScale;
m_Start = m_Info.noTimedSpawn;
//ssssh...
if (m_EntityInfo.lot == 14718) { //AG - MAELSTROM SAMPLE
m_Info.groups.emplace_back("MaelstromSamples");
}
if (m_EntityInfo.lot == 14375) //AG - SPIDER BOSS EGG
{
m_Info.groups.emplace_back("EGG");
}
int timerCount = m_Info.amountMaintained;
if (m_Info.amountMaintained > m_Info.nodes.size()) {
timerCount = m_Info.nodes.size();
}
for (int i = 0; i < timerCount; ++i) {
m_WaitTimes.push_back(m_Info.respawnTime);
}
if (m_Info.spawnOnSmashGroupName != "") {
std::vector<Entity*> spawnSmashEntities = Game::entityManager->GetEntitiesInGroup(m_Info.spawnOnSmashGroupName);
std::vector<Spawner*> spawnSmashSpawners = Game::zoneManager->GetSpawnersInGroup(m_Info.spawnOnSmashGroupName);
std::vector<Spawner*> spawnSmashSpawnersN = Game::zoneManager->GetSpawnersByName(m_Info.spawnOnSmashGroupName);
for (Entity* ssEntity : spawnSmashEntities) {
m_SpawnSmashFoundGroup = true;
ssEntity->AddDieCallback([=]() {
Spawn();
});
}
for (Spawner* ssSpawner : spawnSmashSpawners) {
m_SpawnSmashFoundGroup = true;
ssSpawner->AddSpawnedEntityDieCallback([=]() {
Spawn();
});
}
for (Spawner* ssSpawner : spawnSmashSpawnersN) {
m_SpawnSmashFoundGroup = true;
m_SpawnOnSmash = ssSpawner;
ssSpawner->AddSpawnedEntityDieCallback([=]() {
Spawn();
});
}
}
m_SpawnPattern = SpawnPatterns::FindSpawnPatterns(m_Info.templateID);
m_LotsToCheck.push_back(m_Info.templateID);
}
Spawner::~Spawner() {
}
Entity* Spawner::Spawn() {
std::vector<SpawnerNode*> freeNodes;
for (SpawnerNode* node : m_Info.nodes) {
if (node->entities.size() < node->nodeMax) {
freeNodes.push_back(node);
}
}
return Spawn(freeNodes);
}
Entity* Spawner::Spawn(std::vector<SpawnerNode*> freeNodes, const bool force) {
if (force || ((m_Entities.size() < m_Info.amountMaintained) && (freeNodes.size() > 0) && (m_AmountSpawned < m_Info.maxToSpawn || m_Info.maxToSpawn == -1))) {
SpawnerNode* spawnNode = freeNodes[GeneralUtils::GenerateRandomNumber<int>(0, freeNodes.size() - 1)];
++m_AmountSpawned;
m_EntityInfo.pos = spawnNode->position;
m_EntityInfo.rot = spawnNode->rotation;
m_EntityInfo.settings = spawnNode->config;
m_EntityInfo.id = 0;
m_EntityInfo.spawner = this;
if (!m_Info.emulated) {
m_EntityInfo.spawnerNodeID = spawnNode->nodeID;
m_EntityInfo.hasSpawnerNodeID = true;
m_EntityInfo.spawnerID = m_Info.spawnerID;
}
bool usedSpawnPattern = false;
if (m_SpawnPattern != nullptr) {
auto pattern = m_SpawnPattern->GetSpawnPatterns();
// Check the area rating
// std::map<LOT, std::vector<std::pair<NiPoint3, float>>> m_Ratings
for (const auto& lot : m_LotsToCheck)
{
const auto& it = m_Ratings.find(lot);
int32_t rating = 0;
if (it != m_Ratings.end()) {
// Check if we are within 50units of a rating
for (const auto& ratingIt : it->second)
{
if (NiPoint3::DistanceSquared(ratingIt.first, m_EntityInfo.pos) <= 100.0f * 100.0f)
{
rating = ratingIt.second;
break;
}
}
}
for (const auto& it : pattern)
{
if (it.first > rating) continue;
// Random number between 0 and 1
float random = GeneralUtils::GenerateRandomNumber<float>(0, 1);
const auto& change = it.second.first;
if (random >= change) continue;
usedSpawnPattern = true;
Entity* first = nullptr;
for (const auto& spawn : it.second.second)
{
float angle = GeneralUtils::GenerateRandomNumber<float>(0, 360) * M_PI / 180.0f;
float radius = GeneralUtils::GenerateRandomNumber<float>(0, 6);
float x = radius * cos(angle);
float z = radius * sin(angle);
auto copy = m_EntityInfo;
copy.pos.x += x;
copy.pos.z += z;
copy.lot = spawn;
if (std::find(m_LotsToCheck.begin(), m_LotsToCheck.end(), spawn) == m_LotsToCheck.end()) {
m_LotsToCheck.push_back(spawn);
}
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Entity* rezdE = Game::entityManager->CreateEntity(copy, nullptr);
rezdE->GetGroups() = m_Info.groups;
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Game::entityManager->ConstructEntity(rezdE);
m_Entities.insert({ rezdE->GetObjectID(), spawnNode });
spawnNode->entities.push_back(rezdE->GetObjectID());
for (const auto& cb : m_EntitySpawnedCallbacks) {
cb(rezdE);
}
if (first == nullptr) {
first = rezdE;
}
break;
}
usedSpawnPattern = true;
if (m_Entities.size() == m_Info.amountMaintained) {
m_NeedsUpdate = false;
}
return first;
}
}
}
Entity* rezdE = Game::entityManager->CreateEntity(m_EntityInfo, nullptr);
rezdE->GetGroups() = m_Info.groups;
Game::entityManager->ConstructEntity(rezdE);
m_Entities.insert({ rezdE->GetObjectID(), spawnNode });
spawnNode->entities.push_back(rezdE->GetObjectID());
if (m_Entities.size() == m_Info.amountMaintained) {
m_NeedsUpdate = false;
}
for (const auto& cb : m_EntitySpawnedCallbacks) {
cb(rezdE);
}
return rezdE;
}
return nullptr;
}
void Spawner::AddSpawnedEntityDieCallback(std::function<void()> callback) {
m_SpawnedEntityDieCallbacks.push_back(callback);
}
void Spawner::AddEntitySpawnedCallback(std::function<void(Entity*)> callback) {
m_EntitySpawnedCallbacks.push_back(callback);
}
void Spawner::Reset() {
m_Start = true;
DestroyAllEntities();
m_Entities.clear();
m_AmountSpawned = 0;
m_NeedsUpdate = true;
}
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void Spawner::DestroyAllEntities(){
for (auto* node : m_Info.nodes) {
for (const auto& element : node->entities) {
auto* entity = Game::entityManager->GetEntity(element);
if (entity == nullptr) continue;
entity->Kill();
}
node->entities.clear();
}
}
void Spawner::SoftReset() {
m_Start = true;
m_AmountSpawned = 0;
m_NeedsUpdate = true;
}
void Spawner::SetRespawnTime(float time) {
m_Info.respawnTime = time;
for (size_t i = 0; i < m_WaitTimes.size(); ++i) {
m_WaitTimes[i] = 0;
};
m_Start = true;
m_NeedsUpdate = true;
}
void Spawner::SetNumToMaintain(int32_t value) {
m_Info.amountMaintained = value;
}
void Spawner::Update(const float deltaTime) {
if (m_Start && m_Active) {
m_Start = false;
const auto toSpawn = m_Info.amountMaintained - m_AmountSpawned;
for (auto i = 0; i < toSpawn; ++i) {
Spawn();
}
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m_WaitTimes.clear();
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return;
}
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if (!m_NeedsUpdate) return;
if (!m_Active) return;
//if (m_Info.noTimedSpawn) return;
if (m_Info.spawnsOnSmash) {
if (!m_SpawnSmashFoundGroup) {
}
return;
}
for (size_t i = 0; i < m_WaitTimes.size(); ++i) {
m_WaitTimes[i] += deltaTime;
if (m_WaitTimes[i] >= m_Info.respawnTime) {
m_WaitTimes.erase(m_WaitTimes.begin() + i);
Spawn();
}
}
}
void Spawner::NotifyOfEntityDeath(const LWOOBJID& objectID) {
for (std::function<void()> cb : m_SpawnedEntityDieCallbacks) {
cb();
}
m_NeedsUpdate = true;
//m_RespawnTime = 10.0f;
m_WaitTimes.push_back(0.0f);
SpawnerNode* node;
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auto it = m_Entities.find(objectID);
if (it != m_Entities.end()) node = it->second;
else return;
if (!node) {
return;
}
for (size_t i = 0; i < node->entities.size(); ++i) {
if (node->entities[i] && node->entities[i] == objectID)
node->entities.erase(node->entities.begin() + i);
}
m_Entities.erase(objectID);
if (m_SpawnOnSmash != nullptr) {
m_SpawnOnSmash->Reset();
}
const auto& lot = m_Info.templateID;
// Add to area rating
// std::map<LOT, std::vector<std::pair<NiPoint3, float>>> m_Ratings
// First check if the lot is in the map, if not, add it
// Than check if there exist any ratings for that lot within 50units of the spawner
// If there is, add 1 to the rating
// If there isn't, add a new rating
const auto& pos = node->position;
const auto& it2 = m_Ratings.find(lot);
if (it2 == m_Ratings.end()) {
m_Ratings.insert({ lot, { { pos, 1.0f } } });
} else {
auto& ratings = it2->second;
bool found = false;
for (auto& rating : ratings) {
if (NiPoint3::DistanceSquared(rating.first, pos) < 100.0f * 100.0f) {
rating.second += 1.0f;
Game::logger->Log("Spawner", "Rating %f", rating.second);
found = true;
break;
}
}
if (!found) {
ratings.push_back({ pos, 1.0f });
}
}
}
void Spawner::UpdateRatings(float deltaTime) {
// Loop through all ratings and decrease them by deltaTime
for (auto& rating : m_Ratings) {
for (auto& rating2 : rating.second) {
rating2.second -= deltaTime * 0.1f;
}
}
// Loop through all ratings and remove any that are 0 or less
for (auto it = m_Ratings.begin(); it != m_Ratings.end();) {
for (auto it2 = it->second.begin(); it2 != it->second.end();) {
if (it2->second <= 0.0f) {
it2 = it->second.erase(it2);
} else {
++it2;
}
}
if (it->second.empty()) {
it = m_Ratings.erase(it);
} else {
++it;
}
}
}
void Spawner::Activate() {
m_Active = true;
m_NeedsUpdate = true;
for (auto& time : m_WaitTimes) {
time = 0;
}
}
void Spawner::SetSpawnLot(LOT lot) {
m_EntityInfo.lot = lot;
}