mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-20 06:18:11 +00:00
Make logger automatically put a newline (#675)
at the end of the line remove all the newlines in log calls
This commit is contained in:
@@ -22,7 +22,7 @@
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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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@@ -60,7 +60,7 @@ void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
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missionComponent->CompleteMission(instanceMissionID);
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}
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Game::logger->Log("BossSpiderQueenEnemyServer", "Starting timer...\n");
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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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@@ -88,15 +88,15 @@ void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdra
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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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@@ -122,10 +122,10 @@ void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdra
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}
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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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@@ -133,7 +133,7 @@ void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdra
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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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@@ -142,19 +142,19 @@ void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdra
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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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// Prepare a timer for post leap
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self->AddTimer("AdvanceComplete", animTime);
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}
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@@ -162,7 +162,7 @@ void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdra
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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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// 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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@@ -176,7 +176,7 @@ void BossSpiderQueenEnemyServer::SpawnSpiderWave(Entity* self, int spiderCount)
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hatchCounter = spiderCount;
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hatchList = {};
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Game::logger->Log("SpiderQueen", "Trying to spawn %i spiders\n", hatchCounter);
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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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@@ -189,19 +189,19 @@ void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
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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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//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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// // 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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@@ -220,8 +220,8 @@ void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
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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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// 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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@@ -235,7 +235,7 @@ void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
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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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@@ -246,24 +246,24 @@ void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
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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\n", eggEntity->GetObjectID());
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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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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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@@ -280,20 +280,20 @@ void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
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}
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eggEntity->OnFireEventServerSide(self, "hatchEgg");
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Game::logger->Log("SpiderQueen", "hatching egg %llu\n", eggEntity->GetObjectID());
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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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@@ -322,7 +322,7 @@ void BossSpiderQueenEnemyServer::RunRainOfFire(Entity* self)
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for (const auto& rofGroup : ROFTargetGroupIDTable)
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{
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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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@@ -352,7 +352,7 @@ void BossSpiderQueenEnemyServer::RunRainOfFire(Entity* self)
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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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void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self)
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{
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if (!impactList.empty())
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{
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@@ -362,7 +362,7 @@ void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self)
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if (entity == nullptr)
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{
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Game::logger->Log("BossSpiderQueenEnemyServer", "Failed to find impact!\n");
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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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@@ -371,8 +371,8 @@ void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self)
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if (skillComponent == nullptr)
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{
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Game::logger->Log("BossSpiderQueenEnemyServer", "Failed to find impact skill component!\n");
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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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@@ -384,7 +384,7 @@ void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self)
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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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@@ -402,7 +402,7 @@ void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self)
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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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@@ -412,7 +412,7 @@ void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self)
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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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void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self)
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{
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/*
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const auto targets = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CHARACTER);
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@@ -429,7 +429,7 @@ void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self)
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if (targets.empty())
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{
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Game::logger->Log("BossSpiderQueenEnemyServer", "Failed to find RFS targets\n");
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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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@@ -452,7 +452,7 @@ void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self)
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PlayAnimAndReturnTime(self, spiderSingleShot);
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Game::logger->Log("BossSpiderQueenEnemyServer", "Ran RFS\n");
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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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@@ -487,7 +487,7 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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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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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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@@ -496,30 +496,30 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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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);
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} else if ( timerName == "PollSpiderSkillManager") {
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//Call the skill manager again to attempt to run the current Spider Boss
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//stage's special attack again
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//SpiderSkillManager(self, true);
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PlayAnimAndReturnTime(self, spiderJeerAnim);
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} else if ( timerName == "RFS") {
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RunRapidFireShooter(self);
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} else if ( timerName == "ROF") {
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RunRainOfFire(self);
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} else if ( timerName == "RFSTauntComplete") {
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//Determine an appropriate random time to check our manager again
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} else if ( timerName == "RFSTauntComplete") {
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//Determine an appropriate random time to check our manager again
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// local spiderCooldownDelay = math.random(s1DelayMin, s1DelayMax)
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//Set a timer based on our random cooldown determination
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@@ -529,7 +529,7 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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//Re-enable Spider Boss
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//ToggleForSpecial(self, false);
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} else if ( timerName == "WithdrawComplete") {
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//Play the Spider Boss' mountain idle anim
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PlayAnimAndReturnTime(self, spiderWithdrawIdle);
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@@ -545,19 +545,19 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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if (currentStage > 1) hatchCounter++;
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SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]);
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} else if ( timerName == "AdvanceAttack") {
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} else if ( timerName == "AdvanceAttack") {
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//TODO: Can we even do knockbacks yet? @Wincent01
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// Yes ^
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//Fire the melee smash skill to throw players back
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/*local landingTarget = self:GetVar("LandingTarget") or false
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if((landingTarget) and (landingTarget:Exists())) {
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local advSmashFlag = landingTarget:CastSkill{skillID = bossLandingSkill}
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landingTarget:PlayEmbeddedEffectOnAllClientsNearObject{radius = 100, fromObjectID = landingTarget, effectName = "camshake-bridge"}
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}*/
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auto landingTarget = self->GetI64(u"LandingTarget");
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auto landingEntity = EntityManager::Instance()->GetEntity(landingTarget);
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@@ -567,7 +567,7 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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{
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skillComponent->CalculateBehavior(bossLandingSkill, 37739, LWOOBJID_EMPTY);
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}
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if (landingEntity) {
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auto* landingSkill = landingEntity->GetComponent<SkillComponent>();
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@@ -578,12 +578,12 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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}
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake-bridge", self->GetObjectID(), 100.0f);
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} else if ( timerName == "AdvanceComplete") {
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} else if ( timerName == "AdvanceComplete") {
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//Reset faction and collision
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/*local SBFactionList = self:GetVar("SBFactionList")
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local SBCollisionGroup = self:GetVar("SBCollisionGroup")
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for i, fVal in ipairs(SBFactionList) {
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if(i == 1) {
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//Our first faction - flush and add
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@@ -596,18 +596,18 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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/*
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auto SBCollisionGroup = self->GetI32(u"SBCollisionGroup");
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", SBCollisionGroup, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
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*/
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SetColGroup", 11, 0, 0, "", UNASSIGNED_SYSTEM_ADDRESS);
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//Wind up, telegraphing next round
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float animTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
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self->AddTimer("AdvanceTauntComplete", animTime);
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} else if ( timerName == "AdvanceTauntComplete") {
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//Declare a default special Spider Boss skill cooldown
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int spiderCooldownDelay = 10;
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@@ -620,11 +620,11 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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//Set a timer based on our random cooldown determination
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//to pulse the SpiderSkillManager
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self->AddTimer("PollSpiderSkillManager", spiderCooldownDelay);
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//Remove current status immunity
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/*self:SetStatusImmunity{ StateChangeType = "POP", bImmuneToSpeed = true, bImmuneToBasicAttack = true, bImmuneToDOT = true}
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self:SetStunned{StateChangeType = "POP",
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self:SetStunned{StateChangeType = "POP",
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bCantMove = true,
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bCantJump = true,
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bCantTurn = true,
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@@ -638,14 +638,14 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim
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destroyable->SetFaction(4);
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EntityManager::Instance()->SerializeEntity(self);
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} else if ( timerName == "Clear") {
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EntityManager::Instance()->FireEventServerSide(self, "ClearProperty");
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self->CancelAllTimers();
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} else if ( timerName == "UnlockSpecials") {
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//We no longer need to lock specials
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self->SetBoolean(u"bSpecialLock", false);
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//Did we queue a spcial attack?
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if(self->GetBoolean(u"bSpecialQueued")) {
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self->SetBoolean(u"bSpecialQueued", false);
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@@ -723,17 +723,17 @@ float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std:
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//TODO: Get the actual animation time
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// Get the anim time
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float animTimer = defaultAnimPause; //self:GetAnimationTime{animationID = animID}.time
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float animTimer = defaultAnimPause; //self:GetAnimationTime{animationID = animID}.time
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// 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;
|
||||
}
|
||||
|
Reference in New Issue
Block a user