DarkflameServer/dScripts/ai/MINIGAME/SG_GF/SERVER/SGCannon.cpp

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#include "SGCannon.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "Character.h"
#include "ShootingGalleryComponent.h"
#include "PossessorComponent.h"
#include "CharacterComponent.h"
#include "SimplePhysicsComponent.h"
#include "MovementAIComponent.h"
#include "ObjectIDManager.h"
#include "MissionComponent.h"
#include "Loot.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "eGameActivity.h"
void SGCannon::OnStartup(Entity* self) {
LOG("OnStartup");
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m_Waves = GetWaves();
constants = GetConstants();
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ResetVars(self);
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self->SetVar<bool>(GameStartedVariable, false);
self->SetVar<Vector3>(InitialVelocityVariable, {});
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
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auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetStaticParams({
Vector3 { -327.8609924316406, 256.8999938964844, 1.6482199430465698 },
Vector3 { -181.4320068359375, 212.39999389648438, 2.5182199478149414 }
});
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shootingGalleryComponent->SetDynamicParams({
Vector3 { 0.0, 4.3, 9.0 },
Vector3 { },
129.0,
800.0,
30.0,
0.0,
-1.0,
58.6
});
}
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self->SetVar<uint32_t>(TimeLimitVariable, 30);
self->SetVar<std::vector<LOT>>(ValidActorsVariable, { 3109, 3110, 3111, 3112, 3125, 3126 });
self->SetVar<std::vector<LOT>>(ValidEffectsVariable, { 3122 });
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, { 1, 2, 5, 10 });
self->SetVar<bool>(SuperChargeActiveVariable, false);
self->SetVar<uint32_t>(MatrixVariable, 1);
self->SetVar<bool>(InitVariable, true);
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auto* simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPhysicsMotionState(5);
}
}
void SGCannon::OnPlayerLoaded(Entity* self, Entity* player) {
LOG("Player loaded");
self->SetVar<LWOOBJID>(PlayerIDVariable, player->GetObjectID());
}
void SGCannon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
Script::OnFireEventServerSide(self, sender, args, param1, param2, param3);
}
void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int32_t value1, int32_t value2,
const std::u16string& stringValue) {
LOG("Got activity state change request: %s", GeneralUtils::UTF16ToWTF8(stringValue).c_str());
if (stringValue == u"clientready") {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG("Player is ready");
/*GameMessages::SendSetStunned(player->GetObjectID(), eStateChangeType::PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true);*/
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LOG("Sending ActivityEnter");
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GameMessages::SendActivityEnter(self->GetObjectID(), player->GetSystemAddress());
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auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
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if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
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LOG("Setting player ID");
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Game::entityManager->SerializeEntity(self);
} else {
LOG("Shooting gallery component is null");
}
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
characterComponent->SetIsRacing(true);
characterComponent->SetCurrentActivity(eGameActivity::SHOOTING_GALLERY);
auto possessor = player->GetComponent<PossessorComponent>();
if (possessor) {
possessor->SetPossessable(self->GetObjectID());
possessor->SetPossessableType(ePossessionType::NO_POSSESSION);
}
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Game::entityManager->SerializeEntity(player);
}
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self->SetNetworkVar<bool>(HideScoreBoardVariable, true);
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
self->SetNetworkVar<bool>(ShowLoadingUI, true);
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/*
GameMessages::SendTeleport(
player->GetObjectID(),
{-292.6415710449219, 230.20237731933594, -3.9090466499328613},
{0.7067984342575073, -6.527870573336259e-05, 0.707414984703064, 0.00021762956748716533},
player->GetSystemAddress(), true
);
*/
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//GameMessages::SendRequestActivityEnter(self->GetObjectID(), player->GetSystemAddress(), false, player->GetObjectID());
} else {
LOG("Player not found");
}
} else if (value1 == 1200) {
StartGame(self);
}
}
void SGCannon::OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (!player) return;
if (identifier == u"Scoreboardinfo") {
GameMessages::SendDisplayMessageBox(player->GetObjectID(), true,
Game::zoneManager->GetZoneControlObject()->GetObjectID(),
u"Shooting_Gallery_Retry", 2, u"Retry?",
u"", player->GetSystemAddress());
} else {
if ((button == 1 && (identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay")) || identifier == u"SG1" || button == 0) {
if (IsPlayerInActivity(self, player->GetObjectID())) return;
self->SetNetworkVar<bool>(ClearVariable, true);
StartGame(self);
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} else if (button == 0 && ((identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay"))) {
RemovePlayer(player->GetObjectID());
UpdatePlayer(self, player->GetObjectID(), true);
} else if (button == 1 && identifier == u"Shooting_Gallery_Exit") {
UpdatePlayer(self, player->GetObjectID(), true);
RemovePlayer(player->GetObjectID());
}
}
}
void SGCannon::SuperChargeTimerFunc(Entity* self) {
if (self->GetVar<bool>(WaveStatusVariable) || self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable) < 1) {
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, 99);
self->SetNetworkVar<uint32_t>(SuperChargeBarVariable, 0);
ToggleSuperCharge(self, false);
}
}
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void SGCannon::SpawnWaveTimerFunc(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) {
self->SetVar<bool>(WaveStatusVariable, true);
const auto wave = static_cast<int32_t>(self->GetVar<uint32_t>(ThisWaveVariable));
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if (wave != 0 && self->GetVar<bool>(SuperChargePausedVariable)) {
StartChargedCannon(self, self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable));
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
}
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TimerToggle(self, true);
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for (const auto& enemyToSpawn : m_Waves.at(self->GetVar<uint32_t>(ThisWaveVariable))) {
SpawnObject(self, enemyToSpawn, true);
}
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LOG("Current wave spawn: %i/%i", wave, m_Waves.size());
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// All waves completed
const auto timeLimit = static_cast<float_t>(self->GetVar<uint32_t>(TimeLimitVariable));
if (wave >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, timeLimit, timeLimit);
} else {
ActivityTimerStart(self, EndWaveTimer, timeLimit, timeLimit);
}
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const auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
GameMessages::SendPlayFXEffect(player->GetObjectID(), -1, u"SG-start", "");
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GameMessages::SendStartActivityTime(self->GetObjectID(), timeLimit, player->GetSystemAddress());
LOG("Sending ActivityPause false");
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GameMessages::SendActivityPause(self->GetObjectID(), false, player->GetSystemAddress());
}
}
}
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void SGCannon::EndWaveTimerFunc(Entity* self) {
self->SetVar<bool>(WaveStatusVariable, false);
TimerToggle(self);
RecordPlayerScore(self);
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if (self->GetVar<uint32_t>(ThisWaveVariable) >= 2) {
GameMessages::SendActivityPause(self->GetObjectID(), true);
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
return;
}
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self->SetVar<uint32_t>(ThisWaveVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
PlaySceneAnimation(self, u"wave" + GeneralUtils::to_u16string(self->GetVar<uint32_t>(ThisWaveVariable)), true, true, 1.7f);
self->SetNetworkVar<uint32_t>(WaveNumVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
self->SetNetworkVar<uint32_t>(WaveStrVariable, self->GetVar<uint32_t>(TimeLimitVariable));
LOG("Current wave: %i/%i", self->GetVar<uint32_t>(ThisWaveVariable), m_Waves.size());
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if (self->GetVar<uint32_t>(ThisWaveVariable) >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
} else {
ActivityTimerStart(self, SpawnWaveTimer, constants.inBetweenWavePause, constants.inBetweenWavePause);
}
LOG("Sending ActivityPause true");
GameMessages::SendActivityPause(self->GetObjectID(), true);
if (self->GetVar<bool>(SuperChargeActiveVariable) && !self->GetVar<bool>(SuperChargePausedVariable)) {
PauseChargeCannon(self);
}
}
void SGCannon::GameOverTimerFunc(Entity* self) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG_DEBUG("Sending ActivityPause true");
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GameMessages::SendActivityPause(self->GetObjectID(), true, player->GetSystemAddress());
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/*const auto leftoverCannonballs = Game::entityManager->GetEntitiesInGroup("cannonball");
if (leftoverCannonballs.empty()) {
RecordPlayerScore(self);
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} else {
ActivityTimerStart(self, EndGameBufferTimer, 1, leftoverCannonballs.size());
}*/
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ActivityTimerStart(self, EndGameBufferTimer, 1, 1);
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TimerToggle(self);
}
}
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void SGCannon::DoSpawnTimerFunc(Entity* self, const std::string& name) {
if (self->GetVar<bool>(GameStartedVariable)) {
LOG_DEBUG("time name %s %s", name.c_str(), name.substr(7).c_str());
const auto spawnNumber = static_cast<uint32_t>(std::stoi(name.substr(7)));
const auto& activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
LOG_DEBUG("size %i, %i", activeSpawns.size(), spawnNumber);
if (activeSpawns.size() <= spawnNumber) {
LOG_DEBUG("Trying to spawn %i when spawns size is only %i", spawnNumber, activeSpawns.size());
return;
}
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const auto& toSpawn = activeSpawns.at(spawnNumber);
LOG_DEBUG("toSpawn %i", toSpawn.spawnPaths.size());
const auto pathIndex = GeneralUtils::GenerateRandomNumber<float_t>(0, toSpawn.spawnPaths.size() - 1);
LOG_DEBUG("index %f", pathIndex);
LOG_DEBUG("%s", toSpawn.spawnPaths.at(pathIndex).c_str());
const auto* path = Game::zoneManager->GetZone()->GetPath(toSpawn.spawnPaths.at(pathIndex));
if (!path) {
LOG_DEBUG("Path %s at index %i is null", toSpawn.spawnPaths.at(pathIndex).c_str(), pathIndex);
return;
}
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LOG_DEBUG("%s", path->pathName.c_str());
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auto info = EntityInfo{};
info.lot = toSpawn.lot;
info.spawnerID = self->GetObjectID();
info.pos = path->pathWaypoints.at(0).position;
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info.settings = {
new LDFData<SGEnemy>(u"SpawnData", toSpawn),
new LDFData<std::string>(u"custom_script_server", "scripts/ai/ACT/SG_TARGET.lua"),
new LDFData<std::string>(u"custom_script_client", "scripts/client/ai/SG_TARGET_CLIENT.lua"),
new LDFData<std::string>(u"attached_path", path->pathName),
new LDFData<uint32_t>(u"attached_path_start", 0),
new LDFData<std::u16string>(u"groupID", u"SGEnemy")
};
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LOG_DEBUG("Spawning enemy %i on path %s", toSpawn.lot, path->pathName.c_str());
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auto* enemy = Game::entityManager->CreateEntity(info, nullptr, self);
Game::entityManager->ConstructEntity(enemy);
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feat: Add isolated and simplified path to add components (#1204) * Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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auto* movementAI = enemy->AddComponent<MovementAIComponent>(MovementAIInfo{});
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movementAI->SetMaxSpeed(toSpawn.initialSpeed);
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
movementAI->SetHaltDistance(0.0f);
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std::vector<PathWaypoint> pathWaypoints = path->pathWaypoints;
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if (GeneralUtils::GenerateRandomNumber<float_t>(0, 1) < 0.5f) {
std::reverse(pathWaypoints.begin(), pathWaypoints.end());
}
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movementAI->SetPath(pathWaypoints);
enemy->AddDieCallback([this, self, enemy, name]() {
RegisterHit(self, enemy, name);
});
// Save the enemy and tell it to start pathing
if (enemy != nullptr) {
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).push_back(enemy->GetObjectID());
GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
}
}
}
void SGCannon::EndGameBufferTimerFunc(Entity* self) {
RecordPlayerScore(self);
StopGame(self, false);
}
void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
if (name == SuperChargeTimer && !self->GetVar<bool>(SuperChargePausedVariable)) {
SuperChargeTimerFunc(self);
} else if (name == SpawnWaveTimer) {
SpawnWaveTimerFunc(self);
} else if (name == EndWaveTimer) {
EndWaveTimerFunc(self);
} else if (name == GameOverTimer) {
GameOverTimerFunc(self);
} else if (name.rfind(DoSpawnTimer, 0) == 0) {
DoSpawnTimerFunc(self, name);
} else if (name == EndGameBufferTimer) {
EndGameBufferTimerFunc(self);
}
}
void
SGCannon::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t timeRemaining, float_t elapsedTime) {
ActivityManager::OnActivityTimerUpdate(self, name, timeRemaining, elapsedTime);
}
void SGCannon::StartGame(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) return;
self->SetNetworkVar<uint32_t>(TimeLimitVariable, self->GetVar<uint32_t>(TimeLimitVariable));
self->SetNetworkVar<bool>(AudioStartIntroVariable, true);
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
auto rewardObjects = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
for (auto* reward : rewardObjects) {
reward->OnFireEventServerSide(self, ModelToBuildEvent);
}
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
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GetLeaderboardData(self, player->GetObjectID(), GetActivityID(self), 1);
LOG("Sending ActivityStart");
GameMessages::SendActivityStart(self->GetObjectID(), player->GetSystemAddress());
GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"start", "");
self->SetNetworkVar<bool>(ClearVariable, true);
DoGameStartup(self);
if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
TakeActivityCost(self, player->GetObjectID());
}
self->SetVar<bool>(FirstTimeDoneVariable, true);
}
SpawnNewModel(self);
}
void SGCannon::DoGameStartup(Entity* self) {
ResetVars(self);
self->SetVar<bool>(GameStartedVariable, true);
self->SetNetworkVar<bool>(ClearVariable, true);
self->SetVar<uint32_t>(ThisWaveVariable, 0);
if (constants.firstWaveStartTime < 1) {
constants.firstWaveStartTime = 1;
}
ActivityTimerStart(self, SpawnWaveTimer, constants.firstWaveStartTime,
constants.firstWaveStartTime);
}
void SGCannon::SpawnNewModel(Entity* self) {
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// Add a new reward to the existing rewards
const auto currentReward = self->GetVar<LOT>(CurrentRewardVariable);
if (currentReward != -1) {
auto rewards = self->GetVar<std::vector<LOT>>(RewardsVariable);
rewards.push_back(currentReward);
self->SetNetworkVar<int32_t>(RewardAddedVariable, currentReward);
}
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
for (auto* rewardModel : Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup)) {
uint32_t lootMatrix;
switch (self->GetVar<uint32_t>(MatrixVariable)) {
case 1:
lootMatrix = constants.scoreLootMatrix1;
break;
case 2:
lootMatrix = constants.scoreLootMatrix2;
break;
case 3:
lootMatrix = constants.scoreLootMatrix3;
break;
case 4:
lootMatrix = constants.scoreLootMatrix4;
break;
case 5:
lootMatrix = constants.scoreLootMatrix5;
break;
default:
lootMatrix = 0;
}
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if (lootMatrix != 0) {
std::unordered_map<LOT, int32_t> toDrop = {};
toDrop = Loot::RollLootMatrix(player, lootMatrix);
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for (auto drop : toDrop) {
rewardModel->OnFireEventServerSide(self, ModelToBuildEvent, drop.first);
self->SetVar<LOT>(CurrentRewardVariable, drop.first);
}
}
}
}
}
void SGCannon::RemovePlayer(LWOOBJID playerID) {
auto* player = Game::entityManager->GetEntity(playerID);
if (!player) return;
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auto* character = player->GetCharacter();
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent && character) {
characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
}
}
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void SGCannon::OnRequestActivityExit(Entity* self, LWOOBJID player, bool canceled) {
if (canceled) {
StopGame(self, canceled);
RemovePlayer(player);
}
}
void SGCannon::StartChargedCannon(Entity* self, uint32_t optionalTime) {
optionalTime = optionalTime == 0 ? constants.chargedTime : optionalTime;
self->SetVar<bool>(SuperChargePausedVariable, false);
ToggleSuperCharge(self, true);
ActivityTimerStart(self, SuperChargeTimer, 1, optionalTime);
if (!self->GetVar<bool>(WaveStatusVariable)) {
PauseChargeCannon(self);
}
}
void SGCannon::TimerToggle(Entity* self, bool start) {
if (start) {
self->SetNetworkVar<uint32_t>(CountVariable, self->GetVar<uint32_t>(TimeLimitVariable));
self->SetVar<bool>(GameStartedVariable, true);
} else {
self->SetNetworkVar<bool>(StopVariable, true);
}
}
void SGCannon::SpawnObject(Entity* self, const SGEnemy& toSpawn, bool spawnNow) {
auto activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
activeSpawns.push_back(toSpawn);
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, activeSpawns);
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self->SetVar(SpawnNumberVariable, activeSpawns.size() - 1);
const auto timerName = DoSpawnTimer + std::to_string(activeSpawns.size() - 1);
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if (spawnNow) {
if (toSpawn.minSpawnTime > 0 && toSpawn.maxSpawnTime > 0) {
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minSpawnTime, toSpawn.maxSpawnTime);
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ActivityTimerStart(self, timerName, spawnTime, spawnTime);
} else {
ActivityTimerStart(self, timerName, 1, 1);
}
} else if (toSpawn.respawns) {
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minRespawnTime, toSpawn.maxRespawnTime);
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ActivityTimerStart(self, timerName, spawnTime, spawnTime);
}
}
void SGCannon::RecordPlayerScore(Entity* self) {
const auto totalScore = self->GetVar<int32_t>(TotalScoreVariable);
const auto currentWave = self->GetVar<uint32_t>(ThisWaveVariable);
if (currentWave > 0) {
auto totalWaveScore = 0;
auto playerScores = self->GetVar<std::vector<int32_t>>(PlayerScoresVariable);
for (const auto& waveScore : playerScores) {
totalWaveScore += waveScore;
}
if (currentWave >= playerScores.size()) {
playerScores.push_back(totalWaveScore);
} else {
playerScores[currentWave] = totalWaveScore;
}
}
}
void SGCannon::PlaySceneAnimation(Entity* self, const std::u16string& animationName, bool onCannon, bool onPlayer, float_t priority) {
for (auto* cannon : Game::entityManager->GetEntitiesInGroup("cannongroup")) {
RenderComponent::PlayAnimation(cannon, animationName, priority);
}
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if (onCannon) {
RenderComponent::PlayAnimation(self, animationName, priority);
}
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if (onPlayer) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
RenderComponent::PlayAnimation(player, animationName, priority);
}
}
}
void SGCannon::PauseChargeCannon(Entity* self) {
const auto time = std::max(static_cast<uint32_t>(std::ceil(ActivityTimerGetCurrentTime(self, SuperChargeTimer))), static_cast<uint32_t>(1));
self->SetVar<bool>(SuperChargePausedVariable, true);
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, time);
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, time);
ActivityTimerStop(self, SuperChargeTimer);
}
void SGCannon::StopGame(Entity* self, bool cancel) {
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
self->SetNetworkVar<bool>(HideSuperChargeVariable, true);
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr)
return;
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ToggleSuperCharge(self, false);
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// The player won, store all the score and send rewards
if (!cancel) {
int32_t percentage = 0.0f;
auto misses = self->GetVar<uint32_t>(MissesVariable);
auto fired = self->GetVar<uint32_t>(ShotsFiredVariable);
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if (fired > 0) {
percentage = misses / fired;
}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<int32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(MaxStreakVariable), self->GetObjectID(), "performact_streak");
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_CannonLot, 0, "", self->GetVar<int32_t>(TotalScoreVariable));
}
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Loot::GiveActivityLoot(player, self, GetGameID(self), self->GetVar<int32_t>(TotalScoreVariable));
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SaveScore(self, player->GetObjectID(),
static_cast<float>(self->GetVar<int32_t>(TotalScoreVariable)), static_cast<float>(self->GetVar<uint32_t>(MaxStreakVariable)), percentage);
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StopActivity(self, player->GetObjectID(), self->GetVar<int32_t>(TotalScoreVariable), self->GetVar<uint32_t>(MaxStreakVariable), percentage);
self->SetNetworkVar<bool>(AudioFinalWaveDoneVariable, true);
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// Give the player the model rewards they earned
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
inventory->AddItem(rewardLot, 1, eLootSourceType::ACTIVITY, eInventoryType::MODELS);
}
}
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self->SetNetworkVar<std::u16string>(u"UI_Rewards",
GeneralUtils::to_u16string(self->GetVar<int32_t>(TotalScoreVariable)) + u"_0_0_0_0_0_0"
);
}
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GameMessages::SendActivityStop(self->GetObjectID(), false, cancel, player->GetSystemAddress());
self->SetVar<bool>(GameStartedVariable, false);
ActivityTimerStopAllTimers(self);
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// Destroy all spawners
for (auto* entity : Game::entityManager->GetEntitiesInGroup("SGEnemy")) {
entity->Kill();
}
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ResetVars(self);
}
void SGCannon::RegisterHit(Entity* self, Entity* target, const std::string& timerName) {
const auto& spawnInfo = target->GetVar<SGEnemy>(u"SpawnData");
if (spawnInfo.respawns) {
const auto respawnTime = GeneralUtils::GenerateRandomNumber<float_t>(spawnInfo.minRespawnTime, spawnInfo.maxRespawnTime);
ActivityTimerStart(self, timerName, respawnTime, respawnTime);
}
int32_t score = spawnInfo.score;
if (score > 0) {
score += score * GetCurrentBonus(self);
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
self->SetVar<uint32_t>(u"m_curStreak", self->GetVar<uint32_t>(u"m_curStreak") + 1);
}
} else {
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
self->SetVar<uint32_t>(u"m_curStreak", 0);
}
self->SetNetworkVar<bool>(u"hitFriend", true);
}
auto lastSuperTotal = self->GetVar<uint32_t>(u"LastSuperTotal");
auto scScore = self->GetVar<int32_t>(TotalScoreVariable) - lastSuperTotal;
LOG("LastSuperTotal: %i, scScore: %i, constants.chargedPoints: %i",
lastSuperTotal, scScore, constants.chargedPoints
);
if (!self->GetVar<bool>(SuperChargeActiveVariable) && scScore >= constants.chargedPoints && score >= 0) {
StartChargedCannon(self);
self->SetNetworkVar<float>(u"SuperChargeBar", 100.0f);
self->SetVar<uint32_t>(u"LastSuperTotal", self->GetVar<int32_t>(TotalScoreVariable));
}
UpdateStreak(self);
GameMessages::SendNotifyClientShootingGalleryScore(self->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS,
0.0f,
score,
target->GetObjectID(),
target->GetPosition()
);
auto newScore = self->GetVar<int32_t>(TotalScoreVariable) + score;
if (newScore < 0) {
newScore = 0;
}
self->SetVar<int32_t>(TotalScoreVariable, newScore);
self->SetNetworkVar<uint32_t>(u"updateScore", newScore);
self->SetNetworkVar<std::u16string>(u"beatHighScore", GeneralUtils::to_u16string(newScore));
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr) return;
auto missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::SMASH, spawnInfo.lot, self->GetObjectID());
}
void SGCannon::UpdateStreak(Entity* self) {
const auto streakBonus = GetCurrentBonus(self);
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const auto curStreak = self->GetVar<uint32_t>(u"m_curStreak");
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const auto marks = curStreak % 3;
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self->SetNetworkVar<uint32_t>(u"cStreak", curStreak);
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if (curStreak >= 0 && curStreak < 13) {
if (marks == 1) {
self->SetNetworkVar<bool>(u"Mark1", true);
} else if (marks == 2) {
self->SetNetworkVar<bool>(u"Mark2", true);
} else if (marks == 0 && curStreak > 0) {
self->SetVar<float_t>(u"StreakBonus", streakBonus);
self->SetNetworkVar<bool>(u"ShowStreak", streakBonus + 1);
self->SetNetworkVar<bool>(u"Mark3", true);
} else {
self->SetVar<float_t>(u"StreakBonus", streakBonus);
self->SetNetworkVar<bool>(u"UnMarkAll", true);
}
}
auto maxStreak = self->GetVar<uint32_t>(MaxStreakVariable);
if (maxStreak < curStreak) self->SetVar<uint32_t>(MaxStreakVariable, curStreak);
}
float_t SGCannon::GetCurrentBonus(Entity* self) {
auto streak = self->GetVar<uint32_t>(u"m_curStreak");
if (streak > 12) {
streak = 12;
}
return streak / 3;
}
void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
if (enable && self->GetVar<bool>(SuperChargeActiveVariable))
return;
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr) {
LOG("Player not found in toggle super charge");
return;
}
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
auto equippedItems = inventoryComponent->GetEquippedItems();
LOG("Player has %d equipped items", equippedItems.size());
auto skillID = constants.cannonSkill;
auto cooldown = constants.cannonRefireRate;
auto* selfInventoryComponent = self->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
LOG("Inventory component not found");
return;
}
if (enable) {
LOG("Player is activating super charge");
selfInventoryComponent->UpdateSlot("greeble_r", { ObjectIDManager::GenerateRandomObjectID(), 6505, 1, 0 });
selfInventoryComponent->UpdateSlot("greeble_l", { ObjectIDManager::GenerateRandomObjectID(), 6506, 1, 0 });
// TODO: Equip items
skillID = constants.cannonSuperChargeSkill;
cooldown = 400;
} else {
selfInventoryComponent->UpdateSlot("greeble_r", { ObjectIDManager::GenerateRandomObjectID(), 0, 0, 0 });
selfInventoryComponent->UpdateSlot("greeble_l", { ObjectIDManager::GenerateRandomObjectID(), 0, 0, 0 });
self->SetNetworkVar<float>(u"SuperChargeBar", 0);
LOG("Player disables super charge");
// TODO: Unequip items
for (const auto& equipped : equippedItems) {
if (equipped.first == "special_r" || equipped.first == "special_l") {
LOG("Trying to unequip a weapon, %i", equipped.second.lot);
auto* item = inventoryComponent->FindItemById(equipped.second.id);
if (item != nullptr) {
inventoryComponent->UnEquipItem(item);
} else {
LOG("Item not found, %i", equipped.second.lot);
}
}
}
cooldown = 800;
self->SetVar<uint32_t>(NumberOfChargesVariable, 0);
}
const auto& constants = GetConstants();
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent == nullptr) {
return;
}
DynamicShootingGalleryParams properties = shootingGalleryComponent->GetDynamicParams();
properties.cannonFOV = 58.6f;
properties.cannonVelocity = 129.0;
properties.cannonRefireRate = cooldown;
properties.cannonMinDistance = 30;
properties.cannonTimeout = -1;
shootingGalleryComponent->SetDynamicParams(properties);
Game::entityManager->SerializeEntity(self);
Game::entityManager->SerializeEntity(player);
self->SetNetworkVar<uint64_t>(CannonBallSkillIDVariable, skillID);
self->SetVar<bool>(SuperChargeActiveVariable, enable);
}
std::vector<std::vector<SGEnemy>> SGCannon::GetWaves() {
return {
// Wave 1
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Sub 1
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
10.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 2
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Friendly
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
},
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// Wave 2
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 3
{
std::vector<std::string> { "Wave_2_Ship_1" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 4
{
std::vector<std::string> { "Wave_2_Ship_2" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Sub 1
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 2
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Duck
{
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
5946, 5.0, 10.0, true, 5.0, 10.0,
4.0, 5000, false, 0.0, 1.0,
1.0, false, true
},
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// Friendly
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
},
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// Wave 3
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 3
{
std::vector<std::string> { "Wave_2_Ship_1", "Wave_2_Ship_2" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
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// Ship 4
{
std::vector<std::string> { "Wave_3_Ship_1", "Wave_3_Ship_2" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
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// Sub 1
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 2
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Sub 3
{
std::vector<std::string> { "Wave_3_Sub_1", "Wave_3_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
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// Duck
{
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
5946, 5.0, 10.0, true, 5.0, 10.0,
4.0, 5000, false, 0.0, 1.0,
1.0, false, true
},
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// Ness
{
std::vector<std::string> { "Wave_1_Ness_1", "Wave_1_Ness_2", "Wave_2_Ness_1" },
2565, 10.0, 15.0, true, 10.0, 15.0,
2.0, 10000, false, 0.0, 1.0,
1.0, true, true
},
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// Friendly 1
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
},
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// Friendly 2
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
}
};
}
void SGCannon::ResetVars(Entity* self) {
self->SetVar<uint32_t>(SpawnNumberVariable, 0);
self->SetVar<uint32_t>(CurrentSpawnNumberVariable, 0);
self->SetVar<uint32_t>(ThisWaveVariable, 0);
self->SetVar<uint32_t>(GameScoreVariable, 0);
self->SetVar<uint32_t>(GameTimeVariable, 0);
self->SetVar<bool>(GameStartedVariable, false);
self->SetVar<uint32_t>(ShotsFiredVariable, 0);
self->SetVar<uint32_t>(MaxStreakVariable, 0);
self->SetVar<uint32_t>(MissesVariable, 0);
self->SetVar<uint32_t>(CurrentStreakVariable, 0);
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, {});
self->SetVar<uint32_t>(LastSuperTotalVariable, 0);
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
self->SetVar<std::vector<LOT>>(RewardsVariable, {});
self->SetVar<int32_t>(TotalScoreVariable, 0);
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self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetNetworkVar<float>(u"SuperChargeBar", 0);
self->SetVar<uint32_t>(u"LastSuperTotal", 0);
self->SetNetworkVar<float>(u"SuperChargeBar", 0.0f);
self->SetNetworkVar<bool>(u"ShowStreak", 0);
self->SetNetworkVar<bool>(u"UnMarkAll", true);
const_cast<std::vector<SGEnemy>&>(self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable)).clear();
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, {});
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const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).clear();
self->SetVar<std::vector<LWOOBJID>>(SpawnedObjects, {});
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if (self->GetVar<bool>(InitVariable)) {
ToggleSuperCharge(self, false);
}
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self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
self->SetVar<std::vector<int32_t>>(PlayerScoresVariable, {});
ActivityTimerStopAllTimers(self);
}
SGConstants SGCannon::GetConstants() {
return {
Vector3 { -908.542480, 229.773178, -908.542480 },
Quaternion { 0.91913521289825, 0, 0.39394217729568, 0 },
1864,
34,
1822,
Vector3 { 6.652, -2, 1.5 },
157,
129.0,
30.0,
800.0,
Vector3 { 0, 4.3, 9 },
6297,
1822,
249,
228,
-1,
58.6,
true,
2,
10,
25000,
"QBRewardGroup",
1864,
50000,
157,
100000,
187,
200000,
188,
400000,
189,
800000,
190,
4.0,
7.0
};
}