mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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129 lines
5.5 KiB
C
129 lines
5.5 KiB
C
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#pragma once
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#include "CppScripts.h"
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#include "DestroyableComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "BaseCombatAIComponent.h"
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/*
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--------------------------------------------------------------
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--L_BOSS_SPIDER_QUEEN_ENEMY_SERVER.lua
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-- Server side Spider Queen Boss fight behavior script
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-- created abeechler ... 5 / 12 / 11
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-- ported by Wincent01 & Max, July 2020
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--------------------------------------------------------------
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*/
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class BossSpiderQueenEnemyServer final : public CppScripts::Script {
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public:
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void OnStartup(Entity* self) override;
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void OnDie(Entity* self, Entity* killer) override;
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void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) override;
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void OnUpdate(Entity* self) override;
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void WithdrawSpider(Entity* self, bool withdraw);
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void SpawnSpiderWave(Entity* self, int spiderCount);
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void SpiderWaveManager(Entity* self);
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void ToggleForSpecial(Entity* self, bool state);
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void RunRainOfFire(Entity* self);
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void RainOfFireManager(Entity* self);
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void RapidFireShooterManager(Entity* self);
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void RunRapidFireShooter(Entity* self);
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float PlayAnimAndReturnTime(Entity* self, const std::u16string& animId);
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void OnTimerDone(Entity* self, std::string timerName) override;
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private:
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//Regular variables:
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DestroyableComponent* destroyable = nullptr;
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ControllablePhysicsComponent* controllable = nullptr;
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BaseCombatAIComponent* combat = nullptr;
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NiQuaternion originRotation;
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int m_CurrentBossStage = 0;
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int m_DeathCounter = 0;
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std::vector<int> ThresholdTable;
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bool waitForIdle = false;
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//Const variables:
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const std::vector<int> spiderWaveCntTable = { 2, 3 }; //The number of Dark Spiderling enemies to spawn per indexed wave number
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const int ROFImpactCnt = 2; //The number of ROF impacts in each quadrant of the arena selected at random
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const LOT SpiderlingID = 16197; //Reference obj ID for hatched Spiderlings
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const int maxSpiderEggCnt = 3;
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int hatchCounter = 0; //Global counter mainting visibility over how many eggs we have prepped to hatch per wave
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std::vector<LWOOBJID> hatchList = {}; //Global list maintaining a record of all the eggs we have prepped to hatch for a wave
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const std::string defaultFacingZone = "Zone3Vol"; //Maintains a default facing to ensure appropriate Spider Boss positioning for teleported players
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std::vector<int> inZoneTable = {}; //Keeps track through player ID index what quadrant of the zone the player is in now
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std::vector<int> fromZoneTable = {}; //Keeps track through player ID index what quadrant of the zone the player was last in
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const float defaultAnimPause = 2.5f; //Default period of time to pause between missing animation actions
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const std::u16string spiderJeerAnim = u"taunt"; //Animation Spider Boss plays to antagonize the player
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const std::u16string spiderROFAnim = u"attack-fire"; //Animation Spider Boss plays to telegraph the ROF attack
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const std::u16string spiderWithdrawAnim = u"withdraw"; //Animation Spider Boss plays to withdraw to the top of the mountain
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const std::u16string spiderAdvanceAnim = u"advance"; //Animation Spider Boss plays to come back down from the mountain
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const std::u16string spiderWithdrawIdle = u"idle-withdrawn"; //Animation Spider Boss plays to idle on the mountain
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const std::u16string spiderShootLeft = u"attack-shoot-left"; //Animation Spider Boss plays to RFS shoot CCW
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const std::u16string spiderShootRght = u"attack-shoot-right"; //Animation Spider Boss plays to RFS shoot CW
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const std::u16string spiderSingleShot = u"attack-fire-single"; //Animation Spider Boss plays for a single shot
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const uint32_t bossBulletSkill = 303; //Generic Spider Boss long range attack
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const uint32_t bossSmashSkill = 322; //Generic Spider Boss short range attack
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const uint32_t bossQueueSkill = 1568; //Empty skill to queue for special attack timing
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const uint32_t bossLandingSkill = 1539; //Generic Spider Boss landing attack
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const uint32_t bossSwipeSkill = 1573; //Generic Spider Boss landing attack
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const float smashSkillLength = 3.1f; //Time (in seconds) the boss smash skill lasts
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const float s1DelayMin = 10.0f; //Minimum time until calling for another Rapid Fire Shot
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const float s1DelayMax = 15.0f; //Maximum time until calling for another Rapid Fire Shot
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const float s2DelayMin = 10.0f; //Minimum time until calling for another Rain Of Fire
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const float s2DelayMax = 15.0f; //Maximum time until calling for another Rain Of Fire
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const unsigned int instanceZoneID = 1102; //Zone ID for the Spider Queen fight instance
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const unsigned int instanceMissionID = 1941; //Achievement to update for beating the instanced Boss
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//Establishes a link for the Spider to identify rapid fire targets based on zone reference
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const std::map<std::string, std::vector<std::string>> rapidFireTargetTable = {
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{"Zone1Vol", {"Zone8Targets", "Zone1Targets", "Zone2Targets"}},
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{"Zone2Vol", {"Zone1Targets", "Zone2Targets", "Zone3Targets"}},
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{"Zone3Vol", {"Zone2Targets", "Zone3Targets", "Zone4Targets"}},
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{"Zone4Vol", {"Zone3Targets", "Zone4Targets", "Zone5Targets"}},
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{"Zone5Vol", {"Zone4Targets", "Zone5Targets", "Zone6Targets"}},
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{"Zone6Vol", {"Zone5Targets", "Zone6Targets", "Zone7Targets"}},
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{"Zone7Vol", {"Zone6Targets", "Zone7Targets", "Zone8Targets"}},
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{"Zone8Vol", {"Zone7Targets", "Zone8Targets", "Zone1Targets"}}
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};
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const std::vector<std::string> ROFTargetGroupIDTable = {
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"ROF_Targets_00",
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"ROF_Targets_01",
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"ROF_Targets_02",
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"ROF_Targets_03",
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"ROF_Targets_04"
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};
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std::vector<LWOOBJID> attackTargetTable;
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std::vector<LWOOBJID> impactList;
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};
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