DarkflameServer/dScripts/NjMonastryBossInstance.cpp

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#include "NjMonastryBossInstance.h"
#include "RebuildComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "GameMessages.h"
#include "BaseCombatAIComponent.h"
#include "BuffComponent.h"
#include "SkillComponent.h"
#include "TeamManager.h"
#include <algorithm>
// // // // // // //
// Event handling //
// // // // // // //
void NjMonastryBossInstance::OnStartup(Entity* self) {
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auto spawnerNames = std::vector<std::string>{ LedgeFrakjawSpawner, LowerFrakjawSpawner, BaseEnemiesSpawner + std::to_string(1),
BaseEnemiesSpawner + std::to_string(2), BaseEnemiesSpawner + std::to_string(3),
BaseEnemiesSpawner + std::to_string(4), CounterweightSpawner };
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// Add a notification request for all the spawned entities, corresponds to notifySpawnedObjectLoaded
for (const auto& spawnerName : spawnerNames) {
for (auto* spawner : dZoneManager::Instance()->GetSpawnersByName(spawnerName)) {
spawner->AddEntitySpawnedCallback([self, this](Entity* entity) {
const auto lot = entity->GetLOT();
switch (lot) {
case LedgedFrakjawLOT:
NjMonastryBossInstance::HandleLedgedFrakjawSpawned(self, entity);
return;
case CounterWeightLOT:
NjMonastryBossInstance::HandleCounterWeightSpawned(self, entity);
return;
case LowerFrakjawLOT:
NjMonastryBossInstance::HandleLowerFrakjawSpawned(self, entity);
return;
default:
NjMonastryBossInstance::HandleWaveEnemySpawned(self, entity);
return;
}
});
}
}
}
void NjMonastryBossInstance::OnPlayerLoaded(Entity* self, Entity* player) {
ActivityTimerStop(self, WaitingForPlayersTimer);
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// Join the player in the activity
UpdatePlayer(self, player->GetObjectID());
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// Buff the player
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetHealth((int32_t)destroyableComponent->GetMaxHealth());
destroyableComponent->SetArmor((int32_t)destroyableComponent->GetMaxArmor());
destroyableComponent->SetImagination((int32_t)destroyableComponent->GetMaxImagination());
}
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// Add player ID to instance
auto totalPlayersLoaded = self->GetVar<std::vector<LWOOBJID>>(TotalPlayersLoadedVariable);
totalPlayersLoaded.push_back(player->GetObjectID());
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// Properly position the player
self->SetVar<std::vector<LWOOBJID>>(TotalPlayersLoadedVariable, totalPlayersLoaded);
// This was always spawning all players at position one before and other values cause players to be invisible.
TeleportPlayer(player, 1);
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// Large teams face a tougher challenge
if (totalPlayersLoaded.size() >= 3)
self->SetVar<bool>(LargeTeamVariable, true);
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// Start the game if all players in the team have loaded
auto* team = TeamManager::Instance()->GetTeam(player->GetObjectID());
if (team == nullptr || totalPlayersLoaded.size() == team->members.size()) {
StartFight(self);
return;
}
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self->AddCallbackTimer(0.0f, [self, player]() {
if (player != nullptr) {
// If we don't have enough players yet, wait for the others to load and notify the client to play a cool cinematic
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayerLoaded", 0, 0,
player->GetObjectID(), "", player->GetSystemAddress());
}
});
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ActivityTimerStart(self, WaitingForPlayersTimer, 45.0f, 45.0f);
}
void NjMonastryBossInstance::OnPlayerExit(Entity* self, Entity* player) {
UpdatePlayer(self, player->GetObjectID(), true);
// Fetch the total players loaded from the vars
auto totalPlayersLoaded = self->GetVar<std::vector<LWOOBJID> >(TotalPlayersLoadedVariable);
// Find the player to remove
auto playerToRemove = std::find(totalPlayersLoaded.begin(), totalPlayersLoaded.end(), player->GetObjectID());
// If we found the player remove them from out list of players
if (playerToRemove != totalPlayersLoaded.end()) {
totalPlayersLoaded.erase(playerToRemove);
} else {
Game::logger->Log("NjMonastryBossInstance", "Failed to remove player at exit.");
}
// Set the players loaded var back
self->SetVar<std::vector<LWOOBJID>>(TotalPlayersLoadedVariable, totalPlayersLoaded);
// Since this is an exit method, check if enough players have left. If enough have left
// resize the instance to account for such.
if (totalPlayersLoaded.size() <= 2) self->SetVar<bool>(LargeTeamVariable, false);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayerLeft", 0, 0, player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
}
void NjMonastryBossInstance::OnActivityTimerDone(Entity* self, const std::string& name) {
auto split = GeneralUtils::SplitString(name, TimerSplitChar);
auto timerName = split[0];
auto objectID = split.size() > 1 ? (LWOOBJID)std::stoull(split[1]) : LWOOBJID_EMPTY;
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if (timerName == WaitingForPlayersTimer) {
StartFight(self);
} else if (timerName == SpawnNextWaveTimer) {
auto* frakjaw = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(LedgeFrakjawVariable));
if (frakjaw != nullptr) {
SummonWave(self, frakjaw);
}
} else if (timerName == SpawnWaveTimer) {
auto wave = self->GetVar<uint32_t>(WaveNumberVariable);
self->SetVar<uint32_t>(WaveNumberVariable, wave + 1);
self->SetVar<uint32_t>(TotalAliveInWaveVariable, 0);
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if (wave < m_Waves.size()) {
auto waves = m_Waves.at(wave);
auto counter = 0;
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for (const auto& waveEnemy : waves) {
const auto numberToSpawn = self->GetVar<bool>(LargeTeamVariable)
? waveEnemy.largeNumber : waveEnemy.smallNumber;
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auto spawnIndex = counter % 4 + 1;
SpawnOnNetwork(self, waveEnemy.lot, numberToSpawn, BaseEnemiesSpawner + std::to_string(spawnIndex));
counter++;
}
}
} else if (timerName + TimerSplitChar == UnstunTimer) {
auto* entity = EntityManager::Instance()->GetEntity(objectID);
if (entity != nullptr) {
auto* combatAI = entity->GetComponent<BaseCombatAIComponent>();
if (combatAI != nullptr) {
combatAI->SetDisabled(false);
}
}
} else if (timerName == SpawnCounterWeightTimer) {
auto spawners = dZoneManager::Instance()->GetSpawnersByName(CounterweightSpawner);
if (!spawners.empty()) {
// Spawn the counter weight at a specific waypoint, there's one for each round
auto* spawner = spawners.front();
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spawner->Spawn({
spawner->m_Info.nodes.at((self->GetVar<uint32_t>(WaveNumberVariable) - 1) % 3)
}, true);
}
} else if (timerName == LowerFrakjawCamTimer) {
// Destroy the frakjaw on the ledge
auto* ledgeFrakjaw = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(LedgeFrakjawVariable));
if (ledgeFrakjaw != nullptr) {
ledgeFrakjaw->Kill();
}
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ActivityTimerStart(self, SpawnLowerFrakjawTimer, 1.0f, 1.0f);
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
LWOOBJID_EMPTY, BottomFrakSpawn, UNASSIGNED_SYSTEM_ADDRESS);
} else if (timerName == SpawnLowerFrakjawTimer) {
auto spawners = dZoneManager::Instance()->GetSpawnersByName(LowerFrakjawSpawner);
if (!spawners.empty()) {
auto* spawner = spawners.front();
spawner->Activate();
}
} else if (timerName == SpawnRailTimer) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
LWOOBJID_EMPTY, FireRailSpawn, UNASSIGNED_SYSTEM_ADDRESS);
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auto spawners = dZoneManager::Instance()->GetSpawnersByName(FireRailSpawner);
if (!spawners.empty()) {
auto* spawner = spawners.front();
spawner->Activate();
}
} else if (timerName + TimerSplitChar == FrakjawSpawnInTimer) {
auto* lowerFrakjaw = EntityManager::Instance()->GetEntity(objectID);
if (lowerFrakjaw != nullptr) {
LowerFrakjawSummon(self, lowerFrakjaw);
}
} else if (timerName == WaveOverTimer) {
WaveOver(self);
} else if (timerName == FightOverTimer) {
FightOver(self);
}
}
// // // // // // // //
// Custom functions //
// // // // // // // //
void NjMonastryBossInstance::StartFight(Entity* self) {
if (self->GetVar<bool>(FightStartedVariable))
return;
self->SetVar<bool>(FightStartedVariable, true);
// Activate the frakjaw spawner
for (auto* spawner : dZoneManager::Instance()->GetSpawnersByName(LedgeFrakjawSpawner)) {
spawner->Activate();
}
}
void NjMonastryBossInstance::HandleLedgedFrakjawSpawned(Entity* self, Entity* ledgedFrakjaw) {
self->SetVar<LWOOBJID>(LedgeFrakjawVariable, ledgedFrakjaw->GetObjectID());
SummonWave(self, ledgedFrakjaw);
}
void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* counterWeight) {
auto* rebuildComponent = counterWeight->GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr) {
rebuildComponent->AddRebuildStateCallback([this, self, counterWeight](eRebuildState state) {
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switch (state) {
case REBUILD_BUILDING:
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification,
0, 0, counterWeight->GetObjectID(),
BaseCounterweightQB + std::to_string(self->GetVar<uint32_t>(WaveNumberVariable)),
UNASSIGNED_SYSTEM_ADDRESS);
return;
case REBUILD_INCOMPLETE:
GameMessages::SendNotifyClientObject(self->GetObjectID(), EndCinematicNotification,
0, 0, LWOOBJID_EMPTY, "",
UNASSIGNED_SYSTEM_ADDRESS);
return;
case REBUILD_RESETTING:
ActivityTimerStart(self, SpawnCounterWeightTimer, 0.0f, 0.0f);
return;
case REBUILD_COMPLETED: {
// TODO: Move the platform?
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// The counterweight is actually a moving platform and we should listen to the last waypoint event here
// 0.5f is a rough estimate of that path, though, and results in less needed logic
self->AddCallbackTimer(0.5f, [this, self, counterWeight]() {
if (counterWeight != nullptr) {
counterWeight->Kill();
}
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auto* frakjaw = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(LedgeFrakjawVariable));
if (frakjaw == nullptr) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"LedgeFrakjawDead", 0,
0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
return;
}
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auto* skillComponent = frakjaw->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(1635, 39097, frakjaw->GetObjectID(), true, false);
}
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GameMessages::SendPlayAnimation(frakjaw, StunnedAnimation);
GameMessages::SendPlayNDAudioEmitter(frakjaw, UNASSIGNED_SYSTEM_ADDRESS, CounterSmashAudio);
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// Before wave 4 we should lower frakjaw from the ledge
if (self->GetVar<uint32_t>(WaveNumberVariable) == 3) {
LowerFrakjaw(self, frakjaw);
return;
}
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ActivityTimerStart(self, SpawnNextWaveTimer, 2.0f, 2.0f);
});
}
default:
return;
}
});
}
}
void NjMonastryBossInstance::HandleLowerFrakjawSpawned(Entity* self, Entity* lowerFrakjaw) {
GameMessages::SendPlayAnimation(lowerFrakjaw, TeleportInAnimation);
self->SetVar<LWOOBJID>(LowerFrakjawVariable, lowerFrakjaw->GetObjectID());
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auto* combatAI = lowerFrakjaw->GetComponent<BaseCombatAIComponent>();
if (combatAI != nullptr) {
combatAI->SetDisabled(true);
}
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auto* destroyableComponent = lowerFrakjaw->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->AddOnHitCallback([this, self, lowerFrakjaw](Entity* attacker) {
NjMonastryBossInstance::HandleLowerFrakjawHit(self, lowerFrakjaw, attacker);
});
}
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lowerFrakjaw->AddDieCallback([this, self, lowerFrakjaw]() {
NjMonastryBossInstance::HandleLowerFrakjawDied(self, lowerFrakjaw);
});
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"LedgeFrakjawDead", 0, 0,
LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
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if (self->GetVar<bool>(LargeTeamVariable)) {
// Double frakjaws health for large teams
if (destroyableComponent != nullptr) {
const auto doubleHealth = destroyableComponent->GetHealth() * 2;
destroyableComponent->SetHealth(doubleHealth);
destroyableComponent->SetMaxHealth((float_t)doubleHealth);
}
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ActivityTimerStart(self, FrakjawSpawnInTimer + std::to_string(lowerFrakjaw->GetObjectID()),
2.0f, 2.0f);
ActivityTimerStart(self, UnstunTimer + std::to_string(lowerFrakjaw->GetObjectID()),
7.0f, 7.0f);
} else {
ActivityTimerStart(self, UnstunTimer + std::to_string(lowerFrakjaw->GetObjectID()),
5.0f, 5.0f);
}
}
void NjMonastryBossInstance::HandleLowerFrakjawHit(Entity* self, Entity* lowerFrakjaw, Entity* attacker) {
auto* destroyableComponent = lowerFrakjaw->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr)
return;
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// Progress the fight to the last wave if frakjaw has less than 50% of his health left
if (destroyableComponent->GetHealth() <= (uint32_t)destroyableComponent->GetMaxHealth() / 2 && !self->GetVar<bool>(OnLastWaveVarbiale)) {
self->SetVar<bool>(OnLastWaveVarbiale, true);
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// Stun frakjaw during the cinematic
auto* combatAI = lowerFrakjaw->GetComponent<BaseCombatAIComponent>();
if (combatAI != nullptr) {
combatAI->SetDisabled(true);
}
ActivityTimerStart(self, UnstunTimer + std::to_string(lowerFrakjaw->GetObjectID()), 5.0f, 5.0f);
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const auto trashMobsAlive = self->GetVar<std::vector<LWOOBJID>>(TrashMobsAliveVariable);
std::vector<LWOOBJID> newTrashMobs = {};
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for (const auto& trashMobID : trashMobsAlive) {
auto* trashMob = EntityManager::Instance()->GetEntity(trashMobID);
if (trashMob != nullptr) {
newTrashMobs.push_back(trashMobID);
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// Stun all the enemies until the cinematic is over
auto* trashMobCombatAI = trashMob->GetComponent<BaseCombatAIComponent>();
if (trashMobCombatAI != nullptr) {
trashMobCombatAI->SetDisabled(true);
}
ActivityTimerStart(self, UnstunTimer + std::to_string(trashMobID), 5.0f, 5.0f);
}
}
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self->SetVar<std::vector<LWOOBJID>>(TrashMobsAliveVariable, newTrashMobs);
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LowerFrakjawSummon(self, lowerFrakjaw);
RemovePoison(self);
}
}
void NjMonastryBossInstance::HandleLowerFrakjawDied(Entity* self, Entity* lowerFrakjaw) {
ActivityTimerStart(self, FightOverTimer, 2.0f, 2.0f);
}
void NjMonastryBossInstance::HandleWaveEnemySpawned(Entity* self, Entity* waveEnemy) {
waveEnemy->AddDieCallback([this, self, waveEnemy]() {
NjMonastryBossInstance::HandleWaveEnemyDied(self, waveEnemy);
});
auto waveEnemies = self->GetVar<std::vector<LWOOBJID>>(TrashMobsAliveVariable);
waveEnemies.push_back(waveEnemy->GetObjectID());
self->SetVar<std::vector<LWOOBJID>>(TrashMobsAliveVariable, waveEnemies);
auto* combatAI = waveEnemy->GetComponent<BaseCombatAIComponent>();
if (combatAI != nullptr) {
combatAI->SetDisabled(true);
ActivityTimerStart(self, UnstunTimer + std::to_string(waveEnemy->GetObjectID()), 3.0f, 3.0f);
}
}
void NjMonastryBossInstance::HandleWaveEnemyDied(Entity* self, Entity* waveEnemy) {
auto waveEnemies = self->GetVar<std::vector<LWOOBJID>>(TrashMobsAliveVariable);
waveEnemies.erase(std::remove(waveEnemies.begin(), waveEnemies.end(), waveEnemy->GetObjectID()), waveEnemies.end());
self->SetVar<std::vector<LWOOBJID>>(TrashMobsAliveVariable, waveEnemies);
if (waveEnemies.empty()) {
ActivityTimerStart(self, WaveOverTimer, 2.0f, 2.0f);
}
}
void NjMonastryBossInstance::TeleportPlayer(Entity* player, uint32_t position) {
for (const auto* spawnPoint : EntityManager::Instance()->GetEntitiesInGroup("SpawnPoint" + std::to_string(position))) {
GameMessages::SendTeleport(player->GetObjectID(), spawnPoint->GetPosition(), spawnPoint->GetRotation(),
player->GetSystemAddress(), true);
}
}
void NjMonastryBossInstance::SummonWave(Entity* self, Entity* frakjaw) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY,
LedgeFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
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// Stop the music for the first, fourth and fifth wave
const auto wave = self->GetVar<uint32_t>(WaveNumberVariable);
if (wave >= 1 || wave < (m_Waves.size() - 1)) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), StopMusicNotification, 0, 0,
LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(wave - 1),
UNASSIGNED_SYSTEM_ADDRESS);
}
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// After frakjaw moves down the music stays the same
if (wave < (m_Waves.size() - 1)) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), StartMusicNotification, 0, 0,
LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(wave),
UNASSIGNED_SYSTEM_ADDRESS);
}
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ActivityTimerStart(self, SpawnWaveTimer, 4.0f, 4.0f);
}
void NjMonastryBossInstance::LowerFrakjawSummon(Entity* self, Entity* frakjaw) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
LWOOBJID_EMPTY, BottomFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
ActivityTimerStart(self, SpawnWaveTimer, 2.0f, 2.0f);
GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
}
void NjMonastryBossInstance::RemovePoison(Entity* self) {
const auto& totalPlayer = self->GetVar<std::vector<LWOOBJID>>(TotalPlayersLoadedVariable);
for (const auto& playerID : totalPlayer) {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player != nullptr) {
auto* buffComponent = player->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->RemoveBuff(PoisonBuff);
}
}
}
}
void NjMonastryBossInstance::LowerFrakjaw(Entity* self, Entity* frakjaw) {
GameMessages::SendPlayAnimation(frakjaw, TeleportOutAnimation);
ActivityTimerStart(self, LowerFrakjawCamTimer, 2.0f, 2.0f);
GameMessages::SendNotifyClientObject(frakjaw->GetObjectID(), StopMusicNotification, 0, 0,
LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(m_Waves.size() - 3), UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendNotifyClientObject(frakjaw->GetObjectID(), StartMusicNotification, 0, 0,
LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(m_Waves.size() - 2), UNASSIGNED_SYSTEM_ADDRESS);
}
void NjMonastryBossInstance::SpawnOnNetwork(Entity* self, const LOT& toSpawn, const uint32_t& numberToSpawn, const std::string& spawnerName) {
auto spawners = dZoneManager::Instance()->GetSpawnersByName(spawnerName);
if (spawners.empty() || numberToSpawn <= 0)
return;
auto* spawner = spawners.front();
// Spawn the lot N times
spawner->SetSpawnLot(toSpawn);
for (auto i = 0; i < numberToSpawn; i++)
spawner->Spawn({ spawner->m_Info.nodes.at(i % spawner->m_Info.nodes.size()) }, true);
}
void NjMonastryBossInstance::WaveOver(Entity* self) {
auto wave = self->GetVar<uint32_t>(WaveNumberVariable);
if (wave >= m_Waves.size() - 1)
return;
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
LWOOBJID_EMPTY, BaseCounterweightSpawn + std::to_string(wave),
UNASSIGNED_SYSTEM_ADDRESS);
ActivityTimerStart(self, SpawnCounterWeightTimer, 1.5f, 1.5f);
RemovePoison(self);
}
void NjMonastryBossInstance::FightOver(Entity* self) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"GroundFrakjawDead", 0, 0,
LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
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// Remove all the enemies from the battlefield
for (auto i = 1; i < 5; i++) {
auto spawners = dZoneManager::Instance()->GetSpawnersByName(BaseEnemiesSpawner + std::to_string(i));
if (!spawners.empty()) {
auto* spawner = spawners.front();
spawner->Deactivate();
spawner->Reset();
}
}
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RemovePoison(self);
ActivityTimerStart(self, SpawnRailTimer, 1.5f, 1.5f);
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// Set the music to play the victory music
GameMessages::SendNotifyClientObject(self->GetObjectID(), StopMusicNotification, 0, 0,
LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(m_Waves.size() - 2),
UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendNotifyClientObject(self->GetObjectID(), FlashMusicNotification, 0, 0,
LWOOBJID_EMPTY, "Monastery_Frakjaw_Battle_Win", UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
LWOOBJID_EMPTY, TreasureChestSpawning, UNASSIGNED_SYSTEM_ADDRESS);
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auto treasureChests = EntityManager::Instance()->GetEntitiesInGroup(ChestSpawnpointGroup);
for (auto* treasureChest : treasureChests) {
auto info = EntityInfo{};
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info.lot = ChestLOT;
info.pos = treasureChest->GetPosition();
info.rot = treasureChest->GetRotation();
info.spawnerID = self->GetObjectID();
info.settings = {
new LDFData<LWOOBJID>(u"parent_tag", self->GetObjectID())
};
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// Finally spawn a treasure chest at the correct spawn point
auto* chestObject = EntityManager::Instance()->CreateEntity(info);
EntityManager::Instance()->ConstructEntity(chestObject);
}
}