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https://github.com/DarkflameUniverse/DarkflameServer.git
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Organize dScripts (#814)
* Organize dScripts whitespace Remove parent scope Remove parent scope from initial setter Remove debug Remove helper programs * Fix NtImagimeterVisibility script Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
This commit is contained in:
710
dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp
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710
dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp
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#include "BossSpiderQueenEnemyServer.h"
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#include "GeneralUtils.h"
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#include "MissionComponent.h"
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#include "EntityManager.h"
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#include "Entity.h"
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#include "dZoneManager.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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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include <vector>
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//----------------------------------------------------------------
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//--On Startup, process necessary AI events
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//----------------------------------------------------------------
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void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
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// Make immune to stuns
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//self:SetStunImmunity{ StateChangeType = "PUSH", bImmuneToStunAttack = true, bImmuneToStunMove = true, bImmuneToStunTurn = true, bImmuneToStunUseItem = true, bImmuneToStunEquip = true, bImmuneToStunInteract = true, bImmuneToStunJump = true }
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// Make immune to knockbacks and pulls
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//self:SetStatusImmunity{ StateChangeType = "PUSH", bImmuneToPullToPoint = true, bImmuneToKnockback = true, bImmuneToInterrupt = true }
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//Get our components:
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destroyable = static_cast<DestroyableComponent*>(self->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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controllable = static_cast<ControllablePhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
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combat = static_cast<BaseCombatAIComponent*>(self->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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if (!destroyable || !controllable) return;
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// Determine Spider Boss health transition thresholds
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int spiderBossHealth = destroyable->GetMaxHealth();
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int transitionTickHealth = spiderBossHealth / 3;
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int Stage2HealthThreshold = spiderBossHealth - transitionTickHealth;
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int Stage3HealthThreshold = spiderBossHealth - (2 * transitionTickHealth);
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ThresholdTable = { Stage2HealthThreshold, Stage3HealthThreshold };
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originRotation = controllable->GetRotation();
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combat->SetStunImmune(true);
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m_CurrentBossStage = 1;
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// Obtain faction and collision group to save for subsequent resets
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//self : SetVar("SBFactionList", self:GetFaction().factionList)
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//self : SetVar("SBCollisionGroup", self:GetCollisionGroup().colGroup)
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}
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void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
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if (dZoneManager::Instance()->GetZoneID().GetMapID() == instanceZoneID) {
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auto* missionComponent = killer->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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missionComponent->CompleteMission(instanceMissionID);
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}
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Game::logger->Log("BossSpiderQueenEnemyServer", "Starting timer...");
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// There is suppose to be a 0.1 second delay here but that may be admitted?
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auto* controller = EntityManager::Instance()->GetZoneControlEntity();
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "", UNASSIGNED_SYSTEM_ADDRESS);
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self->SetPosition({ 10000, 0, 10000 });
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EntityManager::Instance()->SerializeEntity(self);
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controller->OnFireEventServerSide(self, "ClearProperty");
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}
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void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdraw) {
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const auto withdrawn = self->GetBoolean(u"isWithdrawn");
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if (withdrawn == withdraw) {
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return;
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}
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if (withdraw) {
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//Move spider away from battle zone
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// Disabled because we cant option the reset collition group right now
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "", UNASSIGNED_SYSTEM_ADDRESS);
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//First rotate for anim
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NiQuaternion rot = NiQuaternion::IDENTITY;
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controllable->SetStatic(false);
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controllable->SetRotation(rot);
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controllable->SetStatic(true);
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controllable->SetDirtyPosition(true);
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rot = controllable->GetRotation();
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EntityManager::Instance()->SerializeEntity(self);
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auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
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baseCombatAi->SetDisabled(true);
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float animTime = PlayAnimAndReturnTime(self, spiderWithdrawAnim);
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float withdrawTime = animTime - 0.25f;
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combat->SetStunImmune(false);
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combat->Stun(withdrawTime + 6.0f);
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combat->SetStunImmune(true);
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//TODO: Set faction to -1 and set immunity
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destroyable->SetFaction(-1);
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destroyable->SetIsImmune(true);
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EntityManager::Instance()->SerializeEntity(self);
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self->AddTimer("WithdrawComplete", withdrawTime + 1.0f);
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waitForIdle = true;
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} else {
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controllable->SetStatic(false);
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//Cancel all remaining timers for say idle anims:
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self->CancelAllTimers();
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auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
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baseCombatAi->SetDisabled(false);
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// Move the Spider to its ground location
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// preparing its stage attacks, and removing invulnerability
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//destroyable->SetIsImmune(false);
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// Run the advance animation and prepare a timer for resuming AI
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float animTime = PlayAnimAndReturnTime(self, spiderAdvanceAnim);
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animTime += 1.f;
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float attackPause = animTime - 0.4f;
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destroyable->SetFaction(4);
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destroyable->SetIsImmune(false);
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//Advance stage
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m_CurrentBossStage++;
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//Reset the current wave death counter
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m_DeathCounter = 0;
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EntityManager::Instance()->SerializeEntity(self);
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// Prepare a timer for post leap attack
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self->AddTimer("AdvanceAttack", attackPause);
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// Prepare a timer for post leap
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self->AddTimer("AdvanceComplete", animTime);
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}
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self->SetBoolean(u"isWithdrawn", withdraw);
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}
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void BossSpiderQueenEnemyServer::SpawnSpiderWave(Entity* self, int spiderCount) {
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// The Spider Queen Boss is withdrawing and requesting the spawn
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// of a hatchling wave
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/*auto SpiderEggNetworkID = self->GetI64(u"SpiderEggNetworkID");
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if (SpiderEggNetworkID == 0) return;*/
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// Clamp invalid Spiderling number requests to the maximum amount of eggs available
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if ((spiderCount > maxSpiderEggCnt) || (spiderCount < 0))
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spiderCount = maxSpiderEggCnt;
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// Reset our wave manager reference variables
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hatchCounter = spiderCount;
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hatchList = {};
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Game::logger->Log("SpiderQueen", "Trying to spawn %i spiders", hatchCounter);
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// Run the wave manager
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SpiderWaveManager(self);
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}
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void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
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auto SpiderEggNetworkID = self->GetI64(u"SpiderEggNetworkID");
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// Reset the spider egg spawner network to ensure a maximum number of eggs
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//SpiderEggNetworkID:SpawnerReset()
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// Obtain a list of all the eggs on the egg spawner network
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//auto spiderEggList = SpiderEggNetworkID:SpawnerGetAllObjectIDsSpawned().objects;
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//if (table.maxn(spiderEggList) <= 0) {
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// self->AddTimer("PollSpiderWaveManager", 1.0f);
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// return;
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//}
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//
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//// A check for (wave mangement across multiple spawn iterations
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//if(hatchCounter < spiderWaveCnt) {
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// // We have already prepped some objects for (hatching,
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// // remove them from our list for (random egg pulls
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// for (i, sVal in ipairs(spiderEggList) {
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// if(hatchList[sVal:GetID()]) {
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// // We have found a prepped egg, remove it from the spiderEggList
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// spiderEggList[i] = nil
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// }
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// }
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//}
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std::vector<LWOOBJID> spiderEggs{};
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auto spooders = EntityManager::Instance()->GetEntitiesInGroup("EGG");
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for (auto spodder : spooders) {
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spiderEggs.push_back(spodder->GetObjectID());
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}
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// Select a number of random spider eggs from the list equal to the
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// current number needed to complete the current wave
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for (int i = 0; i < hatchCounter; i++) {
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// Select a random spider egg
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auto randomEggLoc = GeneralUtils::GenerateRandomNumber<int>(0, spiderEggs.size() - 1);
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auto randomEgg = spiderEggs[randomEggLoc];
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//Just a quick check to try and prevent dupes:
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for (auto en : hatchList) {
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if (en == randomEgg) {
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randomEggLoc++;
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randomEgg = spiderEggs[randomEggLoc];
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}
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}
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if (randomEgg) {
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auto* eggEntity = EntityManager::Instance()->GetEntity(randomEgg);
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if (eggEntity == nullptr) {
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continue;
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}
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// Prep the selected spider egg
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//randomEgg:FireEvent{s}erID=self, args="prepEgg"}
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eggEntity->OnFireEventServerSide(self, "prepEgg");
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Game::logger->Log("SpiderQueen", "Prepping egg %llu", eggEntity->GetObjectID());
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// Add the prepped egg to our hatchList
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hatchList.push_back(eggEntity->GetObjectID());
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// Decrement the hatchCounter
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hatchCounter = hatchCounter - 1;
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}
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// Remove it from our spider egg list
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//table.remove(spiderEggList, randomEggLoc);
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spiderEggs[randomEggLoc] = LWOOBJID_EMPTY;
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if (spiderEggs.size() <= 0 || (hatchCounter <= 0)) {
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break;
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}
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}
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if (hatchCounter > 0) {
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// We still have more eggs to hatch, poll the SpiderWaveManager again
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self->AddTimer("PollSpiderWaveManager", 1.0f);
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} else {
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// We have successfully readied a full wave
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// initiate hatching!
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for (auto egg : hatchList) {
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auto* eggEntity = EntityManager::Instance()->GetEntity(egg);
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if (eggEntity == nullptr) {
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continue;
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}
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eggEntity->OnFireEventServerSide(self, "hatchEgg");
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Game::logger->Log("SpiderQueen", "hatching egg %llu", eggEntity->GetObjectID());
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auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
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combat->SetStunImmune(false);
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combat->Stun(time += 6.0f);
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combat->SetStunImmune(true);
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//self->AddTimer("disableWaitForIdle", defaultAnimPause);
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self->AddTimer("checkForSpiders", 6.0f);
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}
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hatchList.clear();
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}
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}
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void BossSpiderQueenEnemyServer::ToggleForSpecial(Entity* self, const bool state) {
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self->SetBoolean(u"stoppedFlag", state);
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combat->SetDisabled(state);
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}
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void BossSpiderQueenEnemyServer::RunRainOfFire(Entity* self) {
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if (self->GetBoolean(u"stoppedFlag")) {
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self->AddTimer("ROF", GeneralUtils::GenerateRandomNumber<float>(10, 20));
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return;
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}
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ToggleForSpecial(self, true);
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impactList.clear();
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auto index = 0u;
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for (const auto& rofGroup : ROFTargetGroupIDTable) {
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const auto spawners = dZoneManager::Instance()->GetSpawnersInGroup(rofGroup);
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std::vector<LWOOBJID> spawned;
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for (auto* spawner : spawners) {
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for (const auto* node : spawner->m_Info.nodes) {
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spawned.insert(spawned.end(), node->entities.begin(), node->entities.end());
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}
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}
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if (index == 0) {
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impactList.insert(impactList.end(), spawned.begin(), spawned.end());
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} else {
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const auto randomIndex = GeneralUtils::GenerateRandomNumber<int32_t>(0, spawned.size() - 1);
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impactList.push_back(spawned[randomIndex]);
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}
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index++;
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}
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const auto animTime = PlayAnimAndReturnTime(self, spiderROFAnim);
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self->AddTimer("StartROF", animTime);
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}
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void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self) {
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if (!impactList.empty()) {
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auto* entity = EntityManager::Instance()->GetEntity(impactList[0]);
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impactList.erase(impactList.begin());
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if (entity == nullptr) {
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Game::logger->Log("BossSpiderQueenEnemyServer", "Failed to find impact!");
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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Game::logger->Log("BossSpiderQueenEnemyServer", "Failed to find impact skill component!");
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return;
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}
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skillComponent->CalculateBehavior(1376, 32168, LWOOBJID_EMPTY, true);
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self->AddTimer("PollROFManager", 0.5f);
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return;
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}
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ToggleForSpecial(self, false);
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self->AddTimer("ROF", GeneralUtils::GenerateRandomNumber<float>(20, 40));
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}
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void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self) {
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if (attackTargetTable.empty()) {
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const auto animationTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
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self->AddTimer("RFSTauntComplete", animationTime);
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ToggleForSpecial(self, false);
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return;
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}
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const auto target = attackTargetTable[0];
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auto* skillComponent = self->GetComponent<SkillComponent>();
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skillComponent->CalculateBehavior(1394, 32612, target, true);
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attackTargetTable.erase(attackTargetTable.begin());
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self->AddTimer("PollRFSManager", 0.3f);
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}
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void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self) {
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/*
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const auto targets = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CHARACTER);
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*/
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const auto targets = self->GetTargetsInPhantom();
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if (self->GetBoolean(u"stoppedFlag")) {
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self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(5, 10));
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return;
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}
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if (targets.empty()) {
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Game::logger->Log("BossSpiderQueenEnemyServer", "Failed to find RFS targets");
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self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(5, 10));
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return;
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}
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ToggleForSpecial(self, true);
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const auto randomTarget = GeneralUtils::GenerateRandomNumber<int32_t>(0, targets.size() - 1);
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auto attackFocus = targets[randomTarget];
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attackTargetTable.push_back(attackFocus);
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auto* skillComponent = self->GetComponent<SkillComponent>();
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skillComponent->CalculateBehavior(1480, 36652, attackFocus, true);
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RapidFireShooterManager(self);
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PlayAnimAndReturnTime(self, spiderSingleShot);
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Game::logger->Log("BossSpiderQueenEnemyServer", "Ran RFS");
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self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(10, 15));
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}
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void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string timerName) {
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if (timerName == "PollSpiderWaveManager") {
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//Call the manager again to attempt to finish prepping a Spiderling wave
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//Run the wave manager
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SpiderWaveManager(self);
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} else if (timerName == "disableWaitForIdle") { waitForIdle = false; } else if (timerName == "checkForSpiders") {
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//Don't do anything if we ain't withdrawn:
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const auto withdrawn = self->GetBoolean(u"isWithdrawn");
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if (!withdrawn) return;
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NiQuaternion rot = NiQuaternion::IDENTITY;
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//First rotate for anim
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controllable->SetStatic(false);
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controllable->SetRotation(rot);
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controllable->SetStatic(true);
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EntityManager::Instance()->SerializeEntity(self);
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//Play the Spider Boss' mountain idle anim
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auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
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combat->SetStunImmune(false);
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combat->Stun(time);
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combat->SetStunImmune(true);
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rot = controllable->GetRotation();
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//If there are still baby spiders, don't do anyhting either
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const auto spiders = EntityManager::Instance()->GetEntitiesInGroup("BabySpider");
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if (spiders.size() > 0)
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self->AddTimer("checkForSpiders", time);
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else
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WithdrawSpider(self, false);
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} else if (timerName == "PollROFManager") {
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//Call the manager again to attempt to initiate an impact on another random location
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//Run the ROF Manager
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RainOfFireManager(self);
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} else if (timerName == "PollRFSManager") {
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//Call the manager again to attempt to initiate a rapid fire shot at the next sequential target
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//Run the ROF Manager
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RapidFireShooterManager(self);
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} else if (timerName == "StartROF") {
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//Re-enable Spider Boss
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//ToggleForSpecial(self, false);
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||||
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 = EntityManager::Instance()->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") {
|
||||
//Reset faction and collision
|
||||
/*local SBFactionList = self:GetVar("SBFactionList")
|
||||
local SBCollisionGroup = self:GetVar("SBCollisionGroup")
|
||||
|
||||
for i, fVal in ipairs(SBFactionList) {
|
||||
if(i == 1) {
|
||||
//Our first faction - flush and add
|
||||
self:SetFaction{faction = fVal}
|
||||
else
|
||||
//Add
|
||||
self:ModifyFaction{factionID = fVal, bAddFaction = true}
|
||||
}
|
||||
}*/
|
||||
|
||||
/*
|
||||
auto SBCollisionGroup = self->GetI32(u"SBCollisionGroup");
|
||||
|
||||
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", SBCollisionGroup, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
|
||||
*/
|
||||
|
||||
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);
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(self);
|
||||
|
||||
} else if (timerName == "Clear") {
|
||||
EntityManager::Instance()->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);
|
||||
//SpiderSkillManager(self, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(self);
|
||||
|
||||
//if (waitForIdle) return;
|
||||
|
||||
////Play the Spider Boss' mountain idle anim
|
||||
//PlayAnimAndReturnTime(self, spiderWithdrawIdle);
|
||||
|
||||
////If there are still baby spiders, don't do anyhting either
|
||||
//auto spooders = EntityManager::Instance()->GetEntitiesInGroup("BabySpider");
|
||||
//if (spooders.size() > 0) return;
|
||||
//else
|
||||
// WithdrawSpider(self, false);
|
||||
}
|
||||
|
||||
//----------------------------------------------
|
||||
//--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 = defaultAnimPause; //self:GetAnimationTime{animationID = animID}.time
|
||||
|
||||
// If we have an animation play it
|
||||
if (animTimer > 0) {
|
||||
GameMessages::SendPlayAnimation(self, animID);
|
||||
}
|
||||
|
||||
// If the anim time is less than the the default time use default
|
||||
if (animTimer < defaultAnimPause) {
|
||||
animTimer = defaultAnimPause;
|
||||
}
|
||||
|
||||
return animTimer;
|
||||
}
|
126
dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.h
Normal file
126
dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.h
Normal file
@@ -0,0 +1,126 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
/*
|
||||
--------------------------------------------------------------
|
||||
|
||||
--L_BOSS_SPIDER_QUEEN_ENEMY_SERVER.lua
|
||||
|
||||
-- Server side Spider Queen Boss fight behavior script
|
||||
-- created abeechler ... 5 / 12 / 11
|
||||
|
||||
-- ported by Wincent01 & Max, July 2020
|
||||
|
||||
--------------------------------------------------------------
|
||||
*/
|
||||
class DestroyableComponent;
|
||||
class ControllablePhysicsComponent;
|
||||
class BaseCombatAIComponent;
|
||||
class BossSpiderQueenEnemyServer final : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
|
||||
void OnDie(Entity* self, Entity* killer) override;
|
||||
|
||||
void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) override;
|
||||
|
||||
void OnUpdate(Entity* self) override;
|
||||
|
||||
void WithdrawSpider(Entity* self, bool withdraw);
|
||||
|
||||
void SpawnSpiderWave(Entity* self, int spiderCount);
|
||||
|
||||
void SpiderWaveManager(Entity* self);
|
||||
|
||||
void ToggleForSpecial(Entity* self, bool state);
|
||||
|
||||
void RunRainOfFire(Entity* self);
|
||||
|
||||
void RainOfFireManager(Entity* self);
|
||||
|
||||
void RapidFireShooterManager(Entity* self);
|
||||
|
||||
void RunRapidFireShooter(Entity* self);
|
||||
|
||||
float PlayAnimAndReturnTime(Entity* self, const std::u16string& animId);
|
||||
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
|
||||
private:
|
||||
//Regular variables:
|
||||
DestroyableComponent* destroyable = nullptr;
|
||||
ControllablePhysicsComponent* controllable = nullptr;
|
||||
BaseCombatAIComponent* combat = nullptr;
|
||||
|
||||
NiQuaternion originRotation;
|
||||
|
||||
int m_CurrentBossStage = 0;
|
||||
int m_DeathCounter = 0;
|
||||
std::vector<int> ThresholdTable;
|
||||
bool waitForIdle = false;
|
||||
|
||||
//Const variables:
|
||||
|
||||
const std::vector<int> spiderWaveCntTable = { 2, 3 }; //The number of Dark Spiderling enemies to spawn per indexed wave number
|
||||
|
||||
const int ROFImpactCnt = 2; //The number of ROF impacts in each quadrant of the arena selected at random
|
||||
|
||||
const LOT SpiderlingID = 16197; //Reference obj ID for hatched Spiderlings
|
||||
|
||||
const int maxSpiderEggCnt = 3;
|
||||
int hatchCounter = 0; //Global counter mainting visibility over how many eggs we have prepped to hatch per wave
|
||||
std::vector<LWOOBJID> hatchList = {}; //Global list maintaining a record of all the eggs we have prepped to hatch for a wave
|
||||
|
||||
const std::string defaultFacingZone = "Zone3Vol"; //Maintains a default facing to ensure appropriate Spider Boss positioning for teleported players
|
||||
std::vector<int> inZoneTable = {}; //Keeps track through player ID index what quadrant of the zone the player is in now
|
||||
std::vector<int> fromZoneTable = {}; //Keeps track through player ID index what quadrant of the zone the player was last in
|
||||
|
||||
const float defaultAnimPause = 2.5f; //Default period of time to pause between missing animation actions
|
||||
const std::u16string spiderJeerAnim = u"taunt"; //Animation Spider Boss plays to antagonize the player
|
||||
const std::u16string spiderROFAnim = u"attack-fire"; //Animation Spider Boss plays to telegraph the ROF attack
|
||||
const std::u16string spiderWithdrawAnim = u"withdraw"; //Animation Spider Boss plays to withdraw to the top of the mountain
|
||||
const std::u16string spiderAdvanceAnim = u"advance"; //Animation Spider Boss plays to come back down from the mountain
|
||||
const std::u16string spiderWithdrawIdle = u"idle-withdrawn"; //Animation Spider Boss plays to idle on the mountain
|
||||
const std::u16string spiderShootLeft = u"attack-shoot-left"; //Animation Spider Boss plays to RFS shoot CCW
|
||||
const std::u16string spiderShootRght = u"attack-shoot-right"; //Animation Spider Boss plays to RFS shoot CW
|
||||
const std::u16string spiderSingleShot = u"attack-fire-single"; //Animation Spider Boss plays for a single shot
|
||||
|
||||
const uint32_t bossBulletSkill = 303; //Generic Spider Boss long range attack
|
||||
const uint32_t bossSmashSkill = 322; //Generic Spider Boss short range attack
|
||||
const uint32_t bossQueueSkill = 1568; //Empty skill to queue for special attack timing
|
||||
const uint32_t bossLandingSkill = 1539; //Generic Spider Boss landing attack
|
||||
const uint32_t bossSwipeSkill = 1573; //Generic Spider Boss landing attack
|
||||
|
||||
const float smashSkillLength = 3.1f; //Time (in seconds) the boss smash skill lasts
|
||||
|
||||
const float s1DelayMin = 10.0f; //Minimum time until calling for another Rapid Fire Shot
|
||||
const float s1DelayMax = 15.0f; //Maximum time until calling for another Rapid Fire Shot
|
||||
const float s2DelayMin = 10.0f; //Minimum time until calling for another Rain Of Fire
|
||||
const float s2DelayMax = 15.0f; //Maximum time until calling for another Rain Of Fire
|
||||
|
||||
const unsigned int instanceZoneID = 1102; //Zone ID for the Spider Queen fight instance
|
||||
const unsigned int instanceMissionID = 1941; //Achievement to update for beating the instanced Boss
|
||||
|
||||
//Establishes a link for the Spider to identify rapid fire targets based on zone reference
|
||||
const std::map<std::string, std::vector<std::string>> rapidFireTargetTable = {
|
||||
{"Zone1Vol", {"Zone8Targets", "Zone1Targets", "Zone2Targets"}},
|
||||
{"Zone2Vol", {"Zone1Targets", "Zone2Targets", "Zone3Targets"}},
|
||||
{"Zone3Vol", {"Zone2Targets", "Zone3Targets", "Zone4Targets"}},
|
||||
{"Zone4Vol", {"Zone3Targets", "Zone4Targets", "Zone5Targets"}},
|
||||
{"Zone5Vol", {"Zone4Targets", "Zone5Targets", "Zone6Targets"}},
|
||||
{"Zone6Vol", {"Zone5Targets", "Zone6Targets", "Zone7Targets"}},
|
||||
{"Zone7Vol", {"Zone6Targets", "Zone7Targets", "Zone8Targets"}},
|
||||
{"Zone8Vol", {"Zone7Targets", "Zone8Targets", "Zone1Targets"}}
|
||||
};
|
||||
|
||||
const std::vector<std::string> ROFTargetGroupIDTable = {
|
||||
"ROF_Targets_00",
|
||||
"ROF_Targets_01",
|
||||
"ROF_Targets_02",
|
||||
"ROF_Targets_03",
|
||||
"ROF_Targets_04"
|
||||
};
|
||||
|
||||
std::vector<LWOOBJID> attackTargetTable;
|
||||
std::vector<LWOOBJID> impactList;
|
||||
};
|
3
dScripts/02_server/Enemy/AG/CMakeLists.txt
Normal file
3
dScripts/02_server/Enemy/AG/CMakeLists.txt
Normal file
@@ -0,0 +1,3 @@
|
||||
set(DSCRIPTS_SOURCES_02_SERVER_ENEMY_AG
|
||||
"BossSpiderQueenEnemyServer.cpp"
|
||||
PARENT_SCOPE)
|
Reference in New Issue
Block a user