#include "BaseWavesServer.h" #include "GameMessages.h" #include "DestroyableComponent.h" #include "EntityManager.h" #include "dZoneManager.h" #include "Player.h" #include "eMissionTaskType.h" #include "eMissionState.h" #include "MissionComponent.h" #include "Character.h" // Done void BaseWavesServer::SetGameVariables(Entity* self) { this->constants = std::move(GetConstants()); this->waves = std::move(GetWaves()); this->missions = std::move(GetWaveMissions()); this->spawners = std::move(GetSpawnerNames()); } // Done void BaseWavesServer::BasePlayerLoaded(Entity* self, Entity* player) { GameMessages::SendPlayerSetCameraCyclingMode(player->GetObjectID(), player->GetSystemAddress()); GameMessages::SendPlayerAllowedRespawn(player->GetObjectID(), true, player->GetSystemAddress()); state.waitingPlayers.push_back(player->GetObjectID()); state.players.push_back(player->GetObjectID()); self->SetNetworkVar(NumberOfPlayersVariable, self->GetNetworkVar(NumberOfPlayersVariable) + 1); self->SetNetworkVar(DefinePlayerToUIVariable, std::to_string(player->GetObjectID()), player->GetSystemAddress()); // Notify the players of all other players if (!self->GetNetworkVar(WavesStartedVariable)) { auto counter = 1; for (const auto& playerID : state.players) { self->SetNetworkVar(UpdateScoreboardPlayersVariable + GeneralUtils::to_u16string(counter), std::to_string(playerID)); counter++; } if (!this->constants.introCelebration.empty()) { self->SetNetworkVar(WatchingIntroVariable, this->constants.introCelebration + "_" + std::to_string(player->GetObjectID())); } else { self->SetNetworkVar(ShowScoreboardVariable, true); } } SetPlayerSpawnPoints(); if (!self->GetNetworkVar(WavesStartedVariable)) { PlayerConfirmed(self); } else { UpdatePlayer(self, player->GetObjectID()); GetLeaderboardData(self, player->GetObjectID(), GetActivityID(self), 50); ResetStats(player->GetObjectID()); } } // Done void BaseWavesServer::BaseStartup(Entity* self) { self->SetVar(PlayersAcceptedVariable, 0); self->SetVar(PlayersReadyVariable, false); } // Done void BaseWavesServer::BasePlayerExit(Entity* self, Entity* player) { auto waitingPlayerToErase = std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), player->GetObjectID()); if (waitingPlayerToErase != state.waitingPlayers.end()) state.waitingPlayers.erase(waitingPlayerToErase); auto playerToErase = std::find(state.players.begin(), state.players.end(), player->GetObjectID()); if (playerToErase != state.players.end()) state.players.erase(playerToErase); if (!self->GetNetworkVar(WavesStartedVariable)) { PlayerConfirmed(self); if (state.players.empty()) return; if (state.waitingPlayers.empty()) { ActivityTimerStopAllTimers(self); ActivityTimerStart(self, AllAcceptedDelayTimer, 1.0f, constants.startDelay); } else if (state.players.size() > state.waitingPlayers.size()) { if (!self->GetVar(AcceptedDelayStartedVariable)) { self->SetVar(AcceptedDelayStartedVariable, true); ActivityTimerStart(self, AcceptedDelayTimer, 1.0f, constants.acceptedDelay); } } } else { UpdatePlayer(self, player->GetObjectID(), true); if (CheckAllPlayersDead()) { GameOver(self); } } SetActivityValue(self, player->GetObjectID(), 1, 0); SetActivityValue(self, player->GetObjectID(), 2, 0); self->SetNetworkVar(NumberOfPlayersVariable, std::min((uint32_t)0, self->GetNetworkVar(NumberOfPlayersVariable) - 1)); } // Done void BaseWavesServer::BaseFireEvent(Entity* self, Entity* sender, const std::string& args, int32_t param1, int32_t param2, int32_t param3) { if (args == "start") { StartWaves(self); } else if (args == "Survival_Update") { const auto senderID = sender != nullptr ? sender->GetObjectID() : LWOOBJID_EMPTY; if (UpdateSpawnedEnemies(self, senderID, param1)) { const auto currentTime = GetActivityValue(self, senderID, 1); const auto currentWave = GetActivityValue(self, senderID, 2); for (const auto& mission : this->missions) { if (currentWave == mission.wave && currentTime <= mission.time) { UpdateMissionForAllPlayers(self, mission.missionID); } } } } } // Done void BaseWavesServer::BasePlayerDied(Entity* self, Entity* player) { const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer); const auto finalTime = GetActivityValue(self, player->GetObjectID(), 1); const auto finalWave = GetActivityValue(self, player->GetObjectID(), 2); auto paramString = CheckAllPlayersDead() ? "true" : "false"; GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Player_Died", finalTime, finalWave, player->GetObjectID(), paramString, player->GetSystemAddress()); if (!self->GetNetworkVar(WavesStartedVariable)) { player->Resurrect(); return; } GameOver(self); } // Done void BaseWavesServer::BasePlayerResurrected(Entity* self, Entity* player) { GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Player_Res", 0, 0, player->GetObjectID(), "", player->GetSystemAddress()); if (self->GetNetworkVar(WavesStartedVariable)) return; self->SetNetworkVar(ShowScoreboardVariable, true); SetPlayerSpawnPoints(player->GetObjectID()); } // Done void BaseWavesServer::BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) { if (identifier == u"RePlay") { PlayerAccepted(self, sender->GetObjectID()); PlayerConfirmed(self); } else if (identifier == u"Exit_Question" && button == 1) { ResetStats(sender->GetObjectID()); self->SetNetworkVar(ExitWavesVariable, std::to_string(sender->GetObjectID())); if (sender->IsPlayer()) { auto* character = sender->GetCharacter(); if (character != nullptr) { auto* player = dynamic_cast(sender); player->SendToZone(character->GetLastNonInstanceZoneID()); } } } } // Done void BaseWavesServer::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t remainingTime, float_t elapsedTime) { if (name == AcceptedDelayTimer) { self->SetNetworkVar(UpdateDefaultStartTimerVariable, remainingTime); } else if (name == ClockTickTimer) { self->SetNetworkVar(UpdateTimerVariable, elapsedTime); } else if (name == NextWaveTickTimer || name == TimedWaveTimer || name == GameOverWinTimer) { self->SetNetworkVar(UpdateCooldownVariable, remainingTime); } } // Done void BaseWavesServer::OnActivityTimerDone(Entity* self, const std::string& name) { if (name == AcceptedDelayTimer) { self->SetNetworkVar(UpdateDefaultStartTimerVariable, 0); ActivityTimerStart(self, AllAcceptedDelayTimer, 1, 1); } else if (name == AllAcceptedDelayTimer) { self->SetNetworkVar(ClearScoreboardVariable, true); ActivityTimerStart(self, StartDelayTimer, 4, 4); StartWaves(self); } else if (name == StartDelayTimer) { ActivityTimerStart(self, ClockTickTimer, 1); SpawnWave(self); ActivityTimerStart(self, PlaySpawnSoundTimer, 3, 3); } else if (name == PlaySpawnSoundTimer) { for (const auto& playerID : state.players) { auto* player = Game::entityManager->GetEntity(playerID); if (player != nullptr) { GameMessages::SendPlayNDAudioEmitter(player, player->GetSystemAddress(), spawnSoundGUID); } } } else if (name == NextWaveTickTimer) { self->SetNetworkVar(StartCooldownVariable, false); SpawnWave(self); } else if (name == WaveCompleteDelayTimer) { self->SetNetworkVar(StartCooldownVariable, constants.waveTime); ActivityTimerStart(self, NextWaveTickTimer, 1, constants.waveTime); } else if (name == TimedWaveTimer) { ActivityTimerStart(self, WaveCompleteDelayTimer, constants.waveCompleteDelay, constants.waveCompleteDelay); const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer); const auto currentWave = state.waveNumber; self->SetNetworkVar(WaveCompleteVariable, { currentWave, (uint32_t)currentTime }); } else if (name == GameOverWinTimer) { GameOver(self, true); } else if (name == CinematicDoneTimer) { for (auto* boss : Game::entityManager->GetEntitiesInGroup("boss")) { boss->OnFireEventServerSide(self, "startAI"); } } } // Done void BaseWavesServer::ResetStats(LWOOBJID playerID) { auto* player = Game::entityManager->GetEntity(playerID); if (player != nullptr) { // Boost all the player stats when loading in auto* destroyableComponent = player->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth()); destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor()); destroyableComponent->SetImagination(destroyableComponent->GetMaxImagination()); } } } // Done void BaseWavesServer::PlayerConfirmed(Entity* self) { std::vector confirmedPlayers{}; for (const auto& playerID : state.players) { auto pass = false; for (const auto& waitingPlayerID : state.waitingPlayers) { if (waitingPlayerID == playerID) pass = true; } if (!pass) confirmedPlayers.push_back(playerID); } auto playerIndex = 1; for (const auto& playerID : confirmedPlayers) { self->SetNetworkVar(PlayerConfirmVariable + GeneralUtils::to_u16string(playerIndex), std::to_string(playerID)); playerIndex++; } } // Done void BaseWavesServer::PlayerAccepted(Entity* self, LWOOBJID playerID) { state.waitingPlayers.erase(std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), playerID)); if (state.waitingPlayers.empty() && state.players.size() >= self->GetNetworkVar(NumberOfPlayersVariable)) { ActivityTimerStopAllTimers(self); ActivityTimerStart(self, AllAcceptedDelayTimer, 1, constants.startDelay); } else if (!self->GetVar(AcceptedDelayStartedVariable)) { self->SetVar(AcceptedDelayStartedVariable, true); ActivityTimerStart(self, AcceptedDelayTimer, 1, constants.acceptedDelay); } } // Done void BaseWavesServer::StartWaves(Entity* self) { GameMessages::SendActivityStart(self->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS); self->SetNetworkVar(WatchingIntroVariable, ""); self->SetVar(PlayersReadyVariable, true); self->SetVar(BaseMobSetIndexVariable, 0); self->SetVar(RandMobSetIndexVariable, 0); self->SetVar(AcceptedDelayStartedVariable, false); state.waitingPlayers.clear(); for (const auto& playerID : state.players) { const auto player = Game::entityManager->GetEntity(playerID); if (player != nullptr) { state.waitingPlayers.push_back(playerID); UpdatePlayer(self, playerID); GetLeaderboardData(self, playerID, GetActivityID(self), 1); ResetStats(playerID); if (!self->GetVar(FirstTimeDoneVariable)) { TakeActivityCost(self, playerID); } } } self->SetVar(FirstTimeDoneVariable, true); self->SetVar(MissionTypeVariable, state.players.size() == 1 ? "survival_time_solo" : "survival_time_team"); self->SetNetworkVar(WavesStartedVariable, true); self->SetNetworkVar(StartWaveMessageVariable, "Start!"); } // Done bool BaseWavesServer::CheckAllPlayersDead() { auto deadPlayers = 0; for (const auto& playerID : state.players) { auto* player = Game::entityManager->GetEntity(playerID); if (player == nullptr || player->GetIsDead()) { deadPlayers++; } } return deadPlayers >= state.players.size(); } // Done void BaseWavesServer::SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID) { auto spawnerIndex = 1; for (const auto& playerID : state.players) { auto* player = Game::entityManager->GetEntity(playerID); if (player != nullptr && (specificPlayerID == LWOOBJID_EMPTY || playerID == specificPlayerID)) { auto possibleSpawners = Game::entityManager->GetEntitiesInGroup("P" + std::to_string(spawnerIndex) + "_Spawn"); if (!possibleSpawners.empty()) { auto* spawner = possibleSpawners.at(0); GameMessages::SendTeleport(playerID, spawner->GetPosition(), spawner->GetRotation(), player->GetSystemAddress(), true); } } spawnerIndex++; } } // Done void BaseWavesServer::GameOver(Entity* self, bool won) { if (!CheckAllPlayersDead() && !won) return; ActivityTimerStopAllTimers(self); // Reset all the spawners state.waveNumber = 0; state.totalSpawned = 0; state.currentSpawned = 0; self->SetNetworkVar(WavesStartedVariable, false); self->SetNetworkVar(StartCooldownVariable, 0); SetPlayerSpawnPoints(); ClearSpawners(); for (const auto& playerID : state.players) { auto* player = Game::entityManager->GetEntity(playerID); if (player == nullptr) continue; const auto score = GetActivityValue(self, playerID, 0); const auto time = GetActivityValue(self, playerID, 1); const auto wave = GetActivityValue(self, playerID, 2); GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Update_ScoreBoard", time, 0, playerID, std::to_string(wave), UNASSIGNED_SYSTEM_ADDRESS); if (won) { SetPlayerSpawnPoints(); self->SetNetworkVar(ShowScoreboardVariable, true); } else { player->Resurrect(); } // Update all mission progression auto* missionComponent = player->GetComponent(); if (missionComponent != nullptr) { missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(), self->GetVar(MissionTypeVariable)); } StopActivity(self, playerID, wave, time, score); } } // Done void BaseWavesServer::GameWon(Entity* self) { ActivityTimerStopAllTimers(self); const auto winDelay = waves.back().winDelay; ActivityTimerStart(self, GameOverWinTimer, 1, winDelay); self->SetNetworkVar(StartTimedWaveVariable, { winDelay, state.waveNumber }); } // Done void BaseWavesServer::SpawnNow(const std::string& spawnerName, uint32_t amount, LOT spawnLot) { const auto spawners = dZoneManager::Instance()->GetSpawnersByName(spawnerName); for (auto* spawner : spawners) { if (spawnLot != LOT_NULL) { spawner->SetSpawnLot(spawnLot); } spawner->m_Info.amountMaintained = amount; spawner->m_Info.maxToSpawn = amount; spawner->Reset(); spawner->Activate(); } } // Done void BaseWavesServer::SpawnWave(Entity* self) { if (!self->GetNetworkVar(WavesStartedVariable)) return; // If there's no wave left if (state.waveNumber >= waves.size()) { GameOver(self); return; } const auto wave = waves.at(state.waveNumber); // Handles meta info to the client about the current round if (wave.winDelay != (uint32_t)-1) { self->SetNetworkVar(WonWaveVariable, true); // Close the game if we don't expect a notification from an other entity to end it if (!wave.notifyWin) { GameWon(self); } for (const auto& playerID : state.players) { auto* player = Game::entityManager->GetEntity(playerID); if (player && player->GetIsDead()) { player->Resurrect(); } } } else { if (wave.timeLimit != (uint32_t)-1) { ActivityTimerStart(self, TimedWaveTimer, 1.0f, wave.timeLimit); self->SetNetworkVar(StartTimedWaveVariable, { wave.timeLimit, state.waveNumber + 1 }); } else { self->SetNetworkVar(NewWaveVariable, state.waveNumber + 1); } } // NOTE: The script does some stuff with events here, although BONS does not have those // Optional cinematics to play if (!wave.cinematic.empty()) { ActivityTimerStart(self, CinematicDoneTimer, wave.cinematicLength, wave.cinematicLength); self->SetNetworkVar(StartCinematicVariable, wave.cinematic); } // Spawn the enemies state.currentSpawned = 0; for (const auto& mobDefinition : wave.waveMobs) { SpawnNow(mobDefinition.spawnerName, mobDefinition.amountToSpawn, mobDefinition.lot); state.currentSpawned += mobDefinition.amountToSpawn; } state.waveNumber++; state.totalSpawned += state.currentSpawned; self->SetNetworkVar(NumRemainingVariable, state.currentSpawned); } // Done bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint32_t score) { if (!self->GetNetworkVar(WavesStartedVariable)) return false; state.currentSpawned--; auto* enemy = Game::entityManager->GetEntity(enemyID); if (enemy != nullptr && enemy->IsPlayer() && IsPlayerInActivity(self, enemyID)) { SetActivityValue(self, enemyID, 0, GetActivityValue(self, enemyID, 0) + score); } if (state.currentSpawned <= 0) { const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer); const auto completedWave = state.waveNumber - 1; // When the last enemy is smashed (e.g. in last wave - 1) if (state.waveNumber >= waves.size() - 1) { // If there's no more follow up waves, (e.g in last wave), end the game. Generally called by some other script if (state.waveNumber >= waves.size()) { GameWon(self); return false; } ActivityTimerStopAllTimers(self); self->SetNetworkVar(UpdateTimerVariable, currentTime); } ActivityTimerStart(self, WaveCompleteDelayTimer, constants.waveCompleteDelay, constants.waveCompleteDelay); const auto waveMission = waves.at(completedWave).missions; const auto soloWaveMissions = waves.at(completedWave).soloMissions; for (const auto& playerID : state.players) { auto* player = Game::entityManager->GetEntity(playerID); if (player != nullptr && !player->GetIsDead()) { SetActivityValue(self, playerID, 1, currentTime); SetActivityValue(self, playerID, 2, state.waveNumber); // Update player missions auto* missionComponent = player->GetComponent(); if (missionComponent != nullptr) { for (const auto& missionID : waveMission) { // Get the mission state auto missionState = missionComponent->GetMissionState(missionID); // For some reason these achievements are not accepted by default, so we accept them here if they arent already. if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) { missionComponent->AcceptMission(missionID); missionState = missionComponent->GetMissionState(missionID); } if (missionState != eMissionState::COMPLETE) { auto mission = missionComponent->GetMission(missionID); if (mission != nullptr) { mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT()); } } } // Progress solo missions if (state.players.size() == 1) { for (const auto& missionID : soloWaveMissions) { // Get the mission state auto missionState = missionComponent->GetMissionState(missionID); // For some reason these achievements are not accepted by default, so we accept them here if they arent already. if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) { missionComponent->AcceptMission(missionID); missionState = missionComponent->GetMissionState(missionID); } if (missionState != eMissionState::COMPLETE) { auto mission = missionComponent->GetMission(missionID); if (mission != nullptr) { mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT()); } } } } } } } // Might seem odd to send the next wave but the client isn't 0-indexed so it thinks it completed the correct wave self->SetNetworkVar(WaveCompleteVariable, { state.waveNumber, (uint32_t)currentTime }); return true; } self->SetNetworkVar(NumRemainingVariable, state.currentSpawned); return false; } // Done void BaseWavesServer::UpdateMissionForAllPlayers(Entity* self, uint32_t missionID) { for (const auto& playerID : state.players) { auto* player = Game::entityManager->GetEntity(playerID); if (player != nullptr) { auto* missionComponent = player->GetComponent(); if (missionComponent == nullptr) return; // Get the mission state auto missionState = missionComponent->GetMissionState(missionID); // For some reason these achievements are not accepted by default, so we accept them here if they arent already. if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) { missionComponent->AcceptMission(missionID); missionState = missionComponent->GetMissionState(missionID); } if (missionState != eMissionState::COMPLETE) { auto mission = missionComponent->GetMission(missionID); if (mission != nullptr) { mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT()); } } } } } void BaseWavesServer::ClearSpawners() { for (const auto& spawnerName : spawners) { const auto spawnerObjects = dZoneManager::Instance()->GetSpawnersByName(spawnerName); for (auto* spawnerObject : spawnerObjects) { spawnerObject->Reset(); spawnerObject->Deactivate(); } } }