#include "Spawner.h" #include "EntityManager.h" #include "Logger.h" #include "Game.h" #include #include #include "GeneralUtils.h" #include "dZoneManager.h" Spawner::Spawner(const SpawnerInfo info) { m_Info = info; m_Active = m_Info.activeOnLoad && info.spawnActivator; m_EntityInfo = EntityInfo(); m_EntityInfo.spawner = this; if (!m_Info.emulated) { m_EntityInfo.spawnerID = m_Info.spawnerID; } else { m_EntityInfo.spawnerID = m_Info.emulator; m_Info.isNetwork = false; } m_EntityInfo.lot = m_Info.templateID; m_EntityInfo.scale = m_Info.templateScale; m_Start = m_Info.noTimedSpawn; int timerCount = m_Info.amountMaintained; if (m_Info.amountMaintained > m_Info.nodes.size()) { timerCount = m_Info.nodes.size(); } for (int i = 0; i < timerCount; ++i) { m_WaitTimes.push_back(m_Info.respawnTime); } if (m_Info.spawnOnSmashGroupName != "") { std::vector spawnSmashEntities = Game::entityManager->GetEntitiesInGroup(m_Info.spawnOnSmashGroupName); std::vector spawnSmashSpawners = Game::zoneManager->GetSpawnersInGroup(m_Info.spawnOnSmashGroupName); std::vector spawnSmashSpawnersN = Game::zoneManager->GetSpawnersByName(m_Info.spawnOnSmashGroupName); for (Entity* ssEntity : spawnSmashEntities) { m_SpawnSmashFoundGroup = true; ssEntity->AddDieCallback([=, this]() { Spawn(); }); } for (Spawner* ssSpawner : spawnSmashSpawners) { m_SpawnSmashFoundGroup = true; ssSpawner->AddSpawnedEntityDieCallback([=, this]() { Spawn(); }); } for (Spawner* ssSpawner : spawnSmashSpawnersN) { m_SpawnSmashFoundGroup = true; m_SpawnOnSmash = ssSpawner; ssSpawner->AddSpawnedEntityDieCallback([=, this]() { Spawn(); }); } } } Spawner::~Spawner() { } Entity* Spawner::Spawn() { std::vector freeNodes; for (SpawnerNode* node : m_Info.nodes) { if (node->entities.size() < node->nodeMax) { freeNodes.push_back(node); } } return Spawn(freeNodes); } Entity* Spawner::Spawn(std::vector freeNodes, const bool force) { if (force || ((m_Entities.size() < m_Info.amountMaintained) && (freeNodes.size() > 0) && (m_AmountSpawned < m_Info.maxToSpawn || m_Info.maxToSpawn == -1))) { SpawnerNode* spawnNode = freeNodes[GeneralUtils::GenerateRandomNumber(0, freeNodes.size() - 1)]; ++m_AmountSpawned; m_EntityInfo.pos = spawnNode->position; m_EntityInfo.rot = spawnNode->rotation; m_EntityInfo.settings = spawnNode->config; m_EntityInfo.id = 0; m_EntityInfo.spawner = this; if (!m_Info.emulated) { m_EntityInfo.spawnerNodeID = spawnNode->nodeID; m_EntityInfo.hasSpawnerNodeID = true; m_EntityInfo.spawnerID = m_Info.spawnerID; } Entity* rezdE = Game::entityManager->CreateEntity(m_EntityInfo, nullptr); rezdE->GetGroups() = m_Info.groups; Game::entityManager->ConstructEntity(rezdE); m_Entities.insert({ rezdE->GetObjectID(), spawnNode }); spawnNode->entities.push_back(rezdE->GetObjectID()); if (m_Entities.size() == m_Info.amountMaintained) { m_NeedsUpdate = false; } for (const auto& cb : m_EntitySpawnedCallbacks) { cb(rezdE); } return rezdE; } return nullptr; } void Spawner::AddSpawnedEntityDieCallback(std::function callback) { m_SpawnedEntityDieCallbacks.push_back(callback); } void Spawner::AddEntitySpawnedCallback(std::function callback) { m_EntitySpawnedCallbacks.push_back(callback); } void Spawner::Reset() { m_Start = true; DestroyAllEntities(); m_Entities.clear(); m_AmountSpawned = 0; m_NeedsUpdate = true; } void Spawner::DestroyAllEntities(){ for (auto* node : m_Info.nodes) { for (const auto& element : node->entities) { auto* entity = Game::entityManager->GetEntity(element); if (entity == nullptr) continue; entity->Kill(); } node->entities.clear(); } } void Spawner::SoftReset() { m_Start = true; m_AmountSpawned = 0; m_NeedsUpdate = true; } void Spawner::SetRespawnTime(float time) { m_Info.respawnTime = time; for (size_t i = 0; i < m_WaitTimes.size(); ++i) { m_WaitTimes[i] = 0; }; m_Start = true; m_NeedsUpdate = true; } void Spawner::SetNumToMaintain(int32_t value) { m_Info.amountMaintained = value; } void Spawner::Update(const float deltaTime) { if (m_Start && m_Active) { m_Start = false; const auto toSpawn = m_Info.amountMaintained - m_AmountSpawned; for (auto i = 0; i < toSpawn; ++i) { Spawn(); } m_WaitTimes.clear(); return; } if (!m_NeedsUpdate) return; if (!m_Active) return; //if (m_Info.noTimedSpawn) return; if (m_Info.spawnsOnSmash) { if (!m_SpawnSmashFoundGroup) { } return; } for (size_t i = 0; i < m_WaitTimes.size(); ++i) { m_WaitTimes[i] += deltaTime; if (m_WaitTimes[i] >= m_Info.respawnTime) { m_WaitTimes.erase(m_WaitTimes.begin() + i); Spawn(); } } } std::vector Spawner::GetSpawnedObjectIDs() const { std::vector ids; ids.reserve(m_Entities.size()); for (const auto& [objId, spawnerNode] : m_Entities) { ids.push_back(objId); } return ids; } void Spawner::NotifyOfEntityDeath(const LWOOBJID& objectID) { for (std::function cb : m_SpawnedEntityDieCallbacks) { cb(); } m_NeedsUpdate = true; //m_RespawnTime = 10.0f; m_WaitTimes.push_back(0.0f); SpawnerNode* node; auto it = m_Entities.find(objectID); if (it != m_Entities.end()) node = it->second; else return; if (!node) { return; } for (size_t i = 0; i < node->entities.size(); ++i) { if (node->entities[i] && node->entities[i] == objectID) node->entities.erase(node->entities.begin() + i); } m_Entities.erase(objectID); if (m_SpawnOnSmash != nullptr) { m_SpawnOnSmash->Reset(); } } void Spawner::Activate() { m_Active = true; m_NeedsUpdate = true; for (auto& time : m_WaitTimes) { time = 0; } } void Spawner::SetSpawnLot(LOT lot) { m_EntityInfo.lot = lot; }