#include #include "RebuildComponent.h" #include "NjMonastryBossInstance.h" #include "DestroyableComponent.h" #include "EntityManager.h" #include "GameMessages.h" #include "dZoneManager.h" #include "GameMessages.h" #include "BaseCombatAIComponent.h" #include "BuffComponent.h" #include "SkillComponent.h" #include "TeamManager.h" // // // // // // // // Event handling // // // // // // // // void NjMonastryBossInstance::OnStartup(Entity *self) { auto spawnerNames = std::vector { LedgeFrakjawSpawner, LowerFrakjawSpawner, BaseEnemiesSpawner + std::to_string(1), BaseEnemiesSpawner + std::to_string(2), BaseEnemiesSpawner + std::to_string(3), BaseEnemiesSpawner + std::to_string(4), CounterweightSpawner }; // Add a notification request for all the spawned entities, corresponds to notifySpawnedObjectLoaded for (const auto& spawnerName : spawnerNames) { for (auto* spawner : dZoneManager::Instance()->GetSpawnersByName(spawnerName)) { spawner->AddEntitySpawnedCallback([self, this](Entity* entity) { const auto lot = entity->GetLOT(); switch (lot) { case LedgedFrakjawLOT: NjMonastryBossInstance::HandleLedgedFrakjawSpawned(self, entity); return; case CounterWeightLOT: NjMonastryBossInstance::HandleCounterWeightSpawned(self, entity); return; case LowerFrakjawLOT: NjMonastryBossInstance::HandleLowerFrakjawSpawned(self, entity); return; default: NjMonastryBossInstance::HandleWaveEnemySpawned(self, entity); return; } }); } } } void NjMonastryBossInstance::OnPlayerLoaded(Entity *self, Entity *player) { ActivityTimerStop(self, WaitingForPlayersTimer); // Join the player in the activity UpdatePlayer(self, player->GetObjectID()); // Buff the player auto* destroyableComponent = player->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->SetHealth((int32_t) destroyableComponent->GetMaxHealth()); destroyableComponent->SetArmor((int32_t) destroyableComponent->GetMaxArmor()); destroyableComponent->SetImagination((int32_t) destroyableComponent->GetMaxImagination()); } // Add player ID to instance auto totalPlayersLoaded = self->GetVar>(TotalPlayersLoadedVariable); totalPlayersLoaded.push_back(player->GetObjectID()); // Properly position the player self->SetVar>(TotalPlayersLoadedVariable, totalPlayersLoaded); // This was always spawning all players at position one before and other values cause players to be invisible. TeleportPlayer(player, 1); // Large teams face a tougher challenge if (totalPlayersLoaded.size() >= 3) self->SetVar(LargeTeamVariable, true); // Start the game if all players in the team have loaded auto* team = TeamManager::Instance()->GetTeam(player->GetObjectID()); if (team == nullptr || totalPlayersLoaded.size() == team->members.size()) { StartFight(self); return; } self->AddCallbackTimer(0.0f, [self, player]() { if (player != nullptr) { // If we don't have enough players yet, wait for the others to load and notify the client to play a cool cinematic GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayerLoaded", 0, 0, player->GetObjectID(), "", player->GetSystemAddress()); } }); ActivityTimerStart(self, WaitingForPlayersTimer, 45.0f, 45.0f); } void NjMonastryBossInstance::OnPlayerExit(Entity *self, Entity *player) { UpdatePlayer(self, player->GetObjectID(), true); // Fetch the total players loaded from the vars auto totalPlayersLoaded = self->GetVar >(TotalPlayersLoadedVariable); // Find the player to remove auto playerToRemove = std::find(totalPlayersLoaded.begin(), totalPlayersLoaded.end(), player->GetObjectID()); // If we found the player remove them from out list of players if (playerToRemove != totalPlayersLoaded.end()) { totalPlayersLoaded.erase(playerToRemove); } else { Game::logger->Log("NjMonastryBossInstance", "Failed to remove player at exit.\n"); } // Set the players loaded var back self->SetVar>(TotalPlayersLoadedVariable, totalPlayersLoaded); // Since this is an exit method, check if enough players have left. If enough have left // resize the instance to account for such. if (totalPlayersLoaded.size() <= 2) self->SetVar(LargeTeamVariable, false); GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayerLeft", 0, 0, player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS); } void NjMonastryBossInstance::OnActivityTimerDone(Entity *self, const std::string &name) { auto split = GeneralUtils::SplitString(name, TimerSplitChar); auto timerName = split[0]; auto objectID = split.size() > 1 ? (LWOOBJID) std::stoull(split[1]) : LWOOBJID_EMPTY; if (timerName == WaitingForPlayersTimer) { StartFight(self); } else if (timerName == SpawnNextWaveTimer) { auto* frakjaw = EntityManager::Instance()->GetEntity(self->GetVar(LedgeFrakjawVariable)); if (frakjaw != nullptr) { SummonWave(self, frakjaw); } } else if (timerName == SpawnWaveTimer) { auto wave = self->GetVar(WaveNumberVariable); self->SetVar(WaveNumberVariable, wave + 1); self->SetVar(TotalAliveInWaveVariable, 0); if (wave < m_Waves.size()) { auto waves = m_Waves.at(wave); auto counter = 0; for (const auto& waveEnemy : waves) { const auto numberToSpawn = self->GetVar(LargeTeamVariable) ? waveEnemy.largeNumber : waveEnemy.smallNumber; auto spawnIndex = counter % 4 + 1; SpawnOnNetwork(self, waveEnemy.lot, numberToSpawn, BaseEnemiesSpawner + std::to_string(spawnIndex)); counter++; } } } else if (timerName + TimerSplitChar == UnstunTimer) { auto* entity = EntityManager::Instance()->GetEntity(objectID); if (entity != nullptr) { auto* combatAI = entity->GetComponent(); if (combatAI != nullptr) { combatAI->SetDisabled(false); } } } else if (timerName == SpawnCounterWeightTimer) { auto spawners = dZoneManager::Instance()->GetSpawnersByName(CounterweightSpawner); if (!spawners.empty()) { // Spawn the counter weight at a specific waypoint, there's one for each round auto* spawner = spawners.front(); spawner->Spawn({ spawner->m_Info.nodes.at((self->GetVar(WaveNumberVariable) - 1) % 3) }, true); } } else if (timerName == LowerFrakjawCamTimer) { // Destroy the frakjaw on the ledge auto* ledgeFrakjaw = EntityManager::Instance()->GetEntity(self->GetVar(LedgeFrakjawVariable)); if (ledgeFrakjaw != nullptr) { ledgeFrakjaw->Kill(); } ActivityTimerStart(self, SpawnLowerFrakjawTimer, 1.0f, 1.0f); GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY, BottomFrakSpawn, UNASSIGNED_SYSTEM_ADDRESS); } else if (timerName == SpawnLowerFrakjawTimer) { auto spawners = dZoneManager::Instance()->GetSpawnersByName(LowerFrakjawSpawner); if (!spawners.empty()) { auto* spawner = spawners.front(); spawner->Activate(); } } else if (timerName == SpawnRailTimer) { GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY, FireRailSpawn, UNASSIGNED_SYSTEM_ADDRESS); auto spawners = dZoneManager::Instance()->GetSpawnersByName(FireRailSpawner); if (!spawners.empty()) { auto* spawner = spawners.front(); spawner->Activate(); } } else if (timerName + TimerSplitChar == FrakjawSpawnInTimer) { auto* lowerFrakjaw = EntityManager::Instance()->GetEntity(objectID); if (lowerFrakjaw != nullptr) { LowerFrakjawSummon(self, lowerFrakjaw); } } else if (timerName == WaveOverTimer) { WaveOver(self); } else if (timerName == FightOverTimer) { FightOver(self); } } // // // // // // // // // Custom functions // // // // // // // // // void NjMonastryBossInstance::StartFight(Entity *self) { if (self->GetVar(FightStartedVariable)) return; self->SetVar(FightStartedVariable, true); // Activate the frakjaw spawner for (auto* spawner : dZoneManager::Instance()->GetSpawnersByName(LedgeFrakjawSpawner)) { spawner->Activate(); } } void NjMonastryBossInstance::HandleLedgedFrakjawSpawned(Entity *self, Entity *ledgedFrakjaw) { self->SetVar(LedgeFrakjawVariable, ledgedFrakjaw->GetObjectID()); SummonWave(self, ledgedFrakjaw); } void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity *self, Entity *counterWeight) { auto* rebuildComponent = counterWeight->GetComponent(); if (rebuildComponent != nullptr) { rebuildComponent->AddRebuildStateCallback([this, self, counterWeight](eRebuildState state) { switch (state) { case REBUILD_BUILDING: GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, counterWeight->GetObjectID(), BaseCounterweightQB + std::to_string(self->GetVar(WaveNumberVariable)), UNASSIGNED_SYSTEM_ADDRESS); return; case REBUILD_INCOMPLETE: GameMessages::SendNotifyClientObject(self->GetObjectID(), EndCinematicNotification, 0, 0, LWOOBJID_EMPTY,"", UNASSIGNED_SYSTEM_ADDRESS); return; case REBUILD_RESETTING: ActivityTimerStart(self, SpawnCounterWeightTimer, 0.0f, 0.0f); return; case REBUILD_COMPLETED: { // TODO: Move the platform? // The counterweight is actually a moving platform and we should listen to the last waypoint event here // 0.5f is a rough estimate of that path, though, and results in less needed logic self->AddCallbackTimer(0.5f, [this, self, counterWeight]() { if (counterWeight != nullptr) { counterWeight->Kill(); } auto* frakjaw = EntityManager::Instance()->GetEntity(self->GetVar(LedgeFrakjawVariable)); if (frakjaw == nullptr) { GameMessages::SendNotifyClientObject(self->GetObjectID(), u"LedgeFrakjawDead", 0, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS); return; } auto* skillComponent = frakjaw->GetComponent(); if (skillComponent != nullptr) { skillComponent->CalculateBehavior(1635, 39097, frakjaw->GetObjectID(), true, false); } GameMessages::SendPlayAnimation(frakjaw, StunnedAnimation); GameMessages::SendPlayNDAudioEmitter(frakjaw, UNASSIGNED_SYSTEM_ADDRESS, CounterSmashAudio); // Before wave 4 we should lower frakjaw from the ledge if (self->GetVar(WaveNumberVariable) == 3) { LowerFrakjaw(self, frakjaw); return; } ActivityTimerStart(self, SpawnNextWaveTimer, 2.0f, 2.0f); }); } default: return; } }); } } void NjMonastryBossInstance::HandleLowerFrakjawSpawned(Entity *self, Entity *lowerFrakjaw) { GameMessages::SendPlayAnimation(lowerFrakjaw, TeleportInAnimation); self->SetVar(LowerFrakjawVariable, lowerFrakjaw->GetObjectID()); auto* combatAI = lowerFrakjaw->GetComponent(); if (combatAI != nullptr) { combatAI->SetDisabled(true); } auto* destroyableComponent = lowerFrakjaw->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->AddOnHitCallback([this, self, lowerFrakjaw](Entity* attacker) { NjMonastryBossInstance::HandleLowerFrakjawHit(self, lowerFrakjaw, attacker); }); } lowerFrakjaw->AddDieCallback([this, self, lowerFrakjaw]() { NjMonastryBossInstance::HandleLowerFrakjawDied(self, lowerFrakjaw); }); GameMessages::SendNotifyClientObject(self->GetObjectID(), u"LedgeFrakjawDead", 0, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS); if (self->GetVar(LargeTeamVariable)) { // Double frakjaws health for large teams if (destroyableComponent != nullptr) { const auto doubleHealth = destroyableComponent->GetHealth() * 2; destroyableComponent->SetHealth(doubleHealth); destroyableComponent->SetMaxHealth((float_t) doubleHealth); } ActivityTimerStart(self, FrakjawSpawnInTimer + std::to_string(lowerFrakjaw->GetObjectID()), 2.0f, 2.0f); ActivityTimerStart(self, UnstunTimer + std::to_string(lowerFrakjaw->GetObjectID()), 7.0f, 7.0f); } else { ActivityTimerStart(self, UnstunTimer + std::to_string(lowerFrakjaw->GetObjectID()), 5.0f, 5.0f); } } void NjMonastryBossInstance::HandleLowerFrakjawHit(Entity *self, Entity *lowerFrakjaw, Entity *attacker) { auto* destroyableComponent = lowerFrakjaw->GetComponent(); if (destroyableComponent == nullptr) return; // Progress the fight to the last wave if frakjaw has less than 50% of his health left if (destroyableComponent->GetHealth() <= (uint32_t) destroyableComponent->GetMaxHealth() / 2 && !self->GetVar(OnLastWaveVarbiale)) { self->SetVar(OnLastWaveVarbiale, true); // Stun frakjaw during the cinematic auto* combatAI = lowerFrakjaw->GetComponent(); if (combatAI != nullptr) { combatAI->SetDisabled(true); } ActivityTimerStart(self, UnstunTimer + std::to_string(lowerFrakjaw->GetObjectID()), 5.0f, 5.0f); const auto trashMobsAlive = self->GetVar>(TrashMobsAliveVariable); std::vector newTrashMobs = {}; for (const auto& trashMobID : trashMobsAlive) { auto* trashMob = EntityManager::Instance()->GetEntity(trashMobID); if (trashMob != nullptr) { newTrashMobs.push_back(trashMobID); // Stun all the enemies until the cinematic is over auto* trashMobCombatAI = trashMob->GetComponent(); if (trashMobCombatAI != nullptr) { trashMobCombatAI->SetDisabled(true); } ActivityTimerStart(self, UnstunTimer + std::to_string(trashMobID), 5.0f, 5.0f); } } self->SetVar>(TrashMobsAliveVariable, newTrashMobs); LowerFrakjawSummon(self, lowerFrakjaw); RemovePoison(self); } } void NjMonastryBossInstance::HandleLowerFrakjawDied(Entity *self, Entity *lowerFrakjaw) { ActivityTimerStart(self, FightOverTimer, 2.0f, 2.0f); } void NjMonastryBossInstance::HandleWaveEnemySpawned(Entity *self, Entity *waveEnemy) { waveEnemy->AddDieCallback([this, self, waveEnemy]() { NjMonastryBossInstance::HandleWaveEnemyDied(self, waveEnemy); }); auto waveEnemies = self->GetVar>(TrashMobsAliveVariable); waveEnemies.push_back(waveEnemy->GetObjectID()); self->SetVar>(TrashMobsAliveVariable, waveEnemies); auto* combatAI = waveEnemy->GetComponent(); if (combatAI != nullptr) { combatAI->SetDisabled(true); ActivityTimerStart(self, UnstunTimer + std::to_string(waveEnemy->GetObjectID()), 3.0f, 3.0f); } } void NjMonastryBossInstance::HandleWaveEnemyDied(Entity *self, Entity* waveEnemy) { auto waveEnemies = self->GetVar>(TrashMobsAliveVariable); waveEnemies.erase(std::remove(waveEnemies.begin(), waveEnemies.end(), waveEnemy->GetObjectID()), waveEnemies.end()); self->SetVar>(TrashMobsAliveVariable, waveEnemies); if (waveEnemies.empty()) { ActivityTimerStart(self, WaveOverTimer, 2.0f, 2.0f); } } void NjMonastryBossInstance::TeleportPlayer(Entity *player, uint32_t position) { for (const auto* spawnPoint : EntityManager::Instance()->GetEntitiesInGroup("SpawnPoint" + std::to_string(position))) { GameMessages::SendTeleport(player->GetObjectID(), spawnPoint->GetPosition(), spawnPoint->GetRotation(), player->GetSystemAddress(), true); } } void NjMonastryBossInstance::SummonWave(Entity* self, Entity* frakjaw) { GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY, LedgeFrakSummon, UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendPlayAnimation(frakjaw, SummonAnimation); // Stop the music for the first, fourth and fifth wave const auto wave = self->GetVar(WaveNumberVariable); if (wave >= 1 || wave < (m_Waves.size() - 1)) { GameMessages::SendNotifyClientObject(self->GetObjectID(), StopMusicNotification, 0, 0, LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(wave - 1), UNASSIGNED_SYSTEM_ADDRESS); } // After frakjaw moves down the music stays the same if (wave < (m_Waves.size() - 1)) { GameMessages::SendNotifyClientObject(self->GetObjectID(), StartMusicNotification, 0, 0, LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(wave), UNASSIGNED_SYSTEM_ADDRESS); } ActivityTimerStart(self, SpawnWaveTimer, 4.0f, 4.0f); } void NjMonastryBossInstance::LowerFrakjawSummon(Entity *self, Entity *frakjaw) { GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY, BottomFrakSummon, UNASSIGNED_SYSTEM_ADDRESS); ActivityTimerStart(self, SpawnWaveTimer, 2.0f, 2.0f); GameMessages::SendPlayAnimation(frakjaw, SummonAnimation); } void NjMonastryBossInstance::RemovePoison(Entity *self) { const auto& totalPlayer = self->GetVar>(TotalPlayersLoadedVariable); for (const auto& playerID : totalPlayer) { auto* player = EntityManager::Instance()->GetEntity(playerID); if (player != nullptr) { auto* buffComponent = player->GetComponent(); if (buffComponent != nullptr) { buffComponent->RemoveBuff(PoisonBuff); } } } } void NjMonastryBossInstance::LowerFrakjaw(Entity *self, Entity* frakjaw) { GameMessages::SendPlayAnimation(frakjaw, TeleportOutAnimation); ActivityTimerStart(self, LowerFrakjawCamTimer, 2.0f, 2.0f); GameMessages::SendNotifyClientObject(frakjaw->GetObjectID(), StopMusicNotification, 0, 0, LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(m_Waves.size() - 3), UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendNotifyClientObject(frakjaw->GetObjectID(), StartMusicNotification, 0, 0, LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(m_Waves.size() - 2), UNASSIGNED_SYSTEM_ADDRESS); } void NjMonastryBossInstance::SpawnOnNetwork(Entity* self, const LOT& toSpawn, const uint32_t& numberToSpawn, const std::string& spawnerName) { auto spawners = dZoneManager::Instance()->GetSpawnersByName(spawnerName); if (spawners.empty() || numberToSpawn <= 0) return; auto* spawner = spawners.front(); // Spawn the lot N times spawner->SetSpawnLot(toSpawn); for (auto i = 0; i < numberToSpawn; i++) spawner->Spawn({ spawner->m_Info.nodes.at(i % spawner->m_Info.nodes.size()) }, true); } void NjMonastryBossInstance::WaveOver(Entity *self) { auto wave = self->GetVar(WaveNumberVariable); if (wave >= m_Waves.size() - 1) return; GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY, BaseCounterweightSpawn + std::to_string(wave), UNASSIGNED_SYSTEM_ADDRESS); ActivityTimerStart(self, SpawnCounterWeightTimer, 1.5f, 1.5f); RemovePoison(self); } void NjMonastryBossInstance::FightOver(Entity *self) { GameMessages::SendNotifyClientObject(self->GetObjectID(), u"GroundFrakjawDead", 0, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS); // Remove all the enemies from the battlefield for (auto i = 1; i < 5; i++) { auto spawners = dZoneManager::Instance()->GetSpawnersByName(BaseEnemiesSpawner + std::to_string(i)); if (!spawners.empty()) { auto* spawner = spawners.front(); spawner->Deactivate(); spawner->Reset(); } } RemovePoison(self); ActivityTimerStart(self, SpawnRailTimer, 1.5f, 1.5f); // Set the music to play the victory music GameMessages::SendNotifyClientObject(self->GetObjectID(), StopMusicNotification, 0, 0, LWOOBJID_EMPTY, AudioWaveAudio + std::to_string(m_Waves.size() - 2), UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendNotifyClientObject(self->GetObjectID(), FlashMusicNotification, 0, 0, LWOOBJID_EMPTY, "Monastery_Frakjaw_Battle_Win", UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY, TreasureChestSpawning, UNASSIGNED_SYSTEM_ADDRESS); auto treasureChests = EntityManager::Instance()->GetEntitiesInGroup(ChestSpawnpointGroup); for (auto* treasureChest : treasureChests) { auto info = EntityInfo {}; info.lot = ChestLOT; info.pos = treasureChest->GetPosition(); info.rot = treasureChest->GetRotation(); info.spawnerID = self->GetObjectID(); info.settings = { new LDFData(u"parent_tag", self->GetObjectID()) }; // Finally spawn a treasure chest at the correct spawn point auto* chestObject = EntityManager::Instance()->CreateEntity(info); EntityManager::Instance()->ConstructEntity(chestObject); } }