DarkflameServer/dScripts/BaseSurvivalServer.h
EmosewaMC a91309c5f8 Scripts A-B
Gonna be doing this in alphabetical order now.
2022-06-22 21:11:31 -07:00

154 lines
6.5 KiB
C++

#pragma once
#include "ActivityManager.h"
/**
* State for each active game
*/
struct GameState {
std::vector<LWOOBJID> players {};
std::vector<LWOOBJID> waitingPlayers {};
uint32_t totalSpawned = 0;
uint32_t rewardTick = 0;
uint32_t waveNumber = 1;
};
/**
* Constants that have to be set for each game
*/
struct Constants {
uint32_t acceptedDelay = 0;
uint32_t startDelay = 0;
uint32_t waveTime = 0;
uint32_t rewardInterval = 0;
uint32_t coolDownTime = 0;
uint32_t mobSet2Wave = 0;
uint32_t mobSet3Wave = 0;
uint32_t unlockNetwork3 = 0;
uint32_t lotPhase = 0;
bool useMobLots = false;
std::vector<uint32_t> baseMobsStartTier {};
std::vector<uint32_t> randMobsStartTier {};
};
/**
* The lots of the mobs to spawn along with amounts to spawn for each wave
*/
struct MobSets {
std::map<std::string, std::vector<LOT>> mobLots {};
std::map<std::string, std::vector<std::vector<std::vector<uint32_t>>>> sets {};
};
struct SpawnerNetwork {
std::vector<std::string> names {};
std::string number;
bool isLocked = false;
bool isActive = false;
};
struct SpawnerNetworkCollection {
std::string mobSetName;
std::vector<SpawnerNetwork> networks {};
};
struct SpawnerNetworks {
SpawnerNetworkCollection baseNetworks {};
SpawnerNetworkCollection randomNetworks {};
SpawnerNetworkCollection rewardNetworks {};
SpawnerNetworkCollection smashNetworks {};
};
class BaseSurvivalServer : public ActivityManager {
public:
void OnStartup(Entity* self) override { SetGameVariables(self); BaseStartup(self); };
void OnPlayerLoaded(Entity* self, Entity* player) override { BasePlayerLoaded(self, player); };
void OnPlayerExit(Entity* self, Entity* player) override { BasePlayerExit(self, player); };
void OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) override { BaseFireEvent(self, sender, args, param1, param2, param3); };
void OnPlayerDied(Entity* self, Entity* player) override { BasePlayerDied(self, player); };
void OnPlayerResurrected(Entity* self, Entity* player) override { BasePlayerResurrected(self, player); };
void OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier,
const std::u16string& userData) override
{ BaseMessageBoxResponse(self, sender, button, identifier, userData); };
void BasePlayerLoaded(Entity* self, Entity* player);
void BaseStartup(Entity* self);
void BasePlayerExit(Entity* self, Entity* player);
void BaseFireEvent(Entity *self, Entity *sender, const std::string& args, int32_t param1, int32_t param2,
int32_t param3);
void BasePlayerDied(Entity* self, Entity* player);
void BasePlayerResurrected(Entity* self, Entity* player);
void BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData);
void OnActivityTimerDone(Entity *self, const std::string &name) override;
void OnActivityTimerUpdate(Entity *self, const std::string &name, float_t remainingTime, float_t elapsedTime) override;
protected:
virtual Constants GetConstants() { return Constants(); };
virtual MobSets GetMobSets() { return MobSets(); };
virtual SpawnerNetworks GetSpawnerNetworks() { return SpawnerNetworks(); };
virtual std::map<uint32_t, uint32_t> GetMissionsToUpdate() { return {}; };
GameState state {};
// Mob set default names
std::string BaseMobSet = "baseMobSet";
std::string RandMobSet = "randMobSet";
// Variable names
std::u16string WavesStartedVariable = u"wavesStarted";
std::u16string ShowScoreboardVariable = u"Show_ScoreBoard";
std::u16string ClearScoreboardVariable = u"Clear_Scoreboard";
std::u16string DefinePlayerToUIVariable = u"Define_Player_To_UI";
std::u16string UpdateScoreboardPlayersVariable = u"Update_ScoreBoard_Players.";
std::u16string PlayerConfirmVariable = u"PlayerConfirm_ScoreBoard.";
std::u16string PlayersAcceptedVariable = u"playersAccepted";
std::u16string PlayersReadyVariable = u"playersReady";
std::u16string BaseMobSetIndexVariable = u"baseMobSetNum";
std::u16string RandMobSetIndexVariable = u"randMobSetNum";
std::u16string AcceptedDelayStartedVariable = u"AcceptedDelayStarted";
std::u16string NumberOfPlayersVariable = u"NumberOfPlayers";
std::u16string FirstTimeDoneVariable = u"firstTimeDone";
std::u16string MissionTypeVariable = u"missionType";
std::u16string StartWaveMessageVariable = u"Start_Wave_Message";
std::u16string ExitWavesVariable = u"Exit_waves";
std::u16string UpdateDefaultStartTimerVariable = u"Update_Default_Start_Timer";
std::u16string UpdateTimerVariable = u"Update_Timer";
std::u16string IsCooldownVariable = u"isCoolDown";
std::u16string SpawnMobVariable = u"Spawn_Mob";
// Timer names
std::string SpawnTickTimer = "SpawnTick";
std::string AllAcceptedDelayTimer = "AllAcceptedDelay";
std::string AcceptedDelayTimer = "AcceptedDelay";
std::string StartDelayTimer = "StartDelay";
std::string ClockTickTimer = "ClockTick";
std::string CoolDownStartTimer = "CoolDownStart";
std::string CoolDownStopTimer = "CoolDownStop";
std::string PlaySpawnSoundTimer = "PlaySpawnSound";
std::string spawnSoundGUID = "{ca36045d-89df-4e96-a317-1e152d226b69}";
private:
void SetGameVariables(Entity* self);
static void ResetStats(LWOOBJID player);
void GameOver(Entity* self);
void StartWaves(Entity* self);
static void ActivateSpawnerNetwork(SpawnerNetworkCollection& spawnerNetworkCollection);
void SpawnerReset(SpawnerNetworkCollection& spawnerNetworkCollection, bool hardReset = true);
void SpawnerUpdate(Entity* self, SpawnerNetworkCollection& spawnerNetworkCollection, uint32_t amount = 0);
void SpawnMobs(Entity* self);
static SpawnerNetwork GetRandomSpawner(SpawnerNetworkCollection& spawnerNetworkCollection);
std::vector<uint32_t> GetRandomMobSet(SpawnerNetworkCollection& spawnerNetworkCollection, uint32_t setNumber);
static void SpawnNow(Spawner* spawner, uint32_t amount);
bool CheckAllPlayersDead();
void SetPlayerSpawnPoints();
void UpdateMobLots(SpawnerNetworkCollection& spawnerNetworkCollection);
void PlayerConfirmed(Entity* self);
void PlayerAccepted(Entity* self, LWOOBJID playerID);
Constants constants {};
MobSets mobSets {};
SpawnerNetworks spawnerNetworks {};
std::map<uint32_t, uint32_t> missionsToUpdate {};
};