#pragma once #include class Spawner; class BaseRandomServer { public: struct ZoneEntry { LOT lot; int32_t num; std::string name; }; struct Zone { std::vector entries; int32_t iChance; }; void BaseStartup(Entity* self); void CheckEvents(Entity* self); void SpawnMapZones(Entity* self); void SpawnSection(Entity* self, const std::string& sectionName, float iMultiplier); void SetSpawnerNetwork(Entity* self, const std::string& spawnerName, int32_t spawnNum, LOT spawnLOT); BaseRandomServer::Zone* GetRandomLoad(Entity* self, const std::string& sectionName); void SpawnersUp(Entity* self); void SpawnersDown(Entity* self); void BaseOnTimerDone(Entity* self, const std::string& timerName); void NotifySpawnerOfDeath(Entity* self, Spawner* spawner); void NamedEnemyDeath(Entity* self, Spawner* spawner); void SpawnNamedEnemy(Entity* self); void NamedTimerDone(Entity* self, const std::string& timerName); protected: std::vector namedMobs = { 11988, // Ronin 11984, // Spiderling 12654, // Horsemen 11986, // Admiral 11983, // Mech 11982, // Stromling 11985 // Pirate }; std::map sectionMultipliers = {}; int32_t mobDeathResetNumber = 30; std::string zonePrefix = "em"; int32_t zoneNameConst = 2; int32_t sectionIDConst = 3; std::string zoneName = "fin"; std::vector zones = {}; int32_t changeNum = 15; int32_t respawnTime = 80; std::vector spawnersWatched; };