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https://github.com/DarkflameUniverse/DarkflameServer.git
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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
154 lines
6.5 KiB
C++
154 lines
6.5 KiB
C++
#pragma once
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#include "ActivityManager.h"
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/**
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* State for each active game
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*/
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struct GameState {
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std::vector<LWOOBJID> players {};
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std::vector<LWOOBJID> waitingPlayers {};
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uint32_t totalSpawned = 0;
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uint32_t rewardTick = 0;
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uint32_t waveNumber = 1;
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};
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/**
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* Constants that have to be set for each game
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*/
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struct Constants {
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uint32_t acceptedDelay = 0;
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uint32_t startDelay = 0;
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uint32_t waveTime = 0;
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uint32_t rewardInterval = 0;
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uint32_t coolDownTime = 0;
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uint32_t mobSet2Wave = 0;
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uint32_t mobSet3Wave = 0;
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uint32_t unlockNetwork3 = 0;
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uint32_t lotPhase = 0;
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bool useMobLots = false;
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std::vector<uint32_t> baseMobsStartTier {};
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std::vector<uint32_t> randMobsStartTier {};
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};
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/**
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* The lots of the mobs to spawn along with amounts to spawn for each wave
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*/
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struct MobSets {
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std::map<std::string, std::vector<LOT>> mobLots {};
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std::map<std::string, std::vector<std::vector<std::vector<uint32_t>>>> sets {};
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};
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struct SpawnerNetwork {
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std::vector<std::string> names {};
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std::string number;
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bool isLocked = false;
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bool isActive = false;
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};
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struct SpawnerNetworkCollection {
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std::string mobSetName;
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std::vector<SpawnerNetwork> networks {};
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};
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struct SpawnerNetworks {
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SpawnerNetworkCollection baseNetworks {};
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SpawnerNetworkCollection randomNetworks {};
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SpawnerNetworkCollection rewardNetworks {};
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SpawnerNetworkCollection smashNetworks {};
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};
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class BaseSurvivalServer : public ActivityManager {
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public:
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void OnStartup(Entity* self) override { SetGameVariables(self); BaseStartup(self); };
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void OnPlayerLoaded(Entity* self, Entity* player) override { BasePlayerLoaded(self, player); };
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void OnPlayerExit(Entity* self, Entity* player) override { BasePlayerExit(self, player); };
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void OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) override { BaseFireEvent(self, sender, args, param1, param2, param3); };
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void OnPlayerDied(Entity* self, Entity* player) override { BasePlayerDied(self, player); };
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void OnPlayerResurrected(Entity* self, Entity* player) override { BasePlayerResurrected(self, player); };
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void OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier,
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const std::u16string& userData) override
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{ BaseMessageBoxResponse(self, sender, button, identifier, userData); };
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void BasePlayerLoaded(Entity* self, Entity* player);
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void BaseStartup(Entity* self);
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void BasePlayerExit(Entity* self, Entity* player);
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void BaseFireEvent(Entity *self, Entity *sender, const std::string& args, int32_t param1, int32_t param2,
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int32_t param3);
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void BasePlayerDied(Entity* self, Entity* player);
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void BasePlayerResurrected(Entity* self, Entity* player);
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void BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData);
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void OnActivityTimerDone(Entity *self, const std::string &name) override;
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void OnActivityTimerUpdate(Entity *self, const std::string &name, float_t remainingTime, float_t elapsedTime) override;
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protected:
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virtual Constants GetConstants() { return Constants(); };
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virtual MobSets GetMobSets() { return MobSets(); };
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virtual SpawnerNetworks GetSpawnerNetworks() { return SpawnerNetworks(); };
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virtual std::map<uint32_t, uint32_t> GetMissionsToUpdate() { return {}; };
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GameState state {};
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// Mob set default names
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std::string BaseMobSet = "baseMobSet";
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std::string RandMobSet = "randMobSet";
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// Variable names
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std::u16string WavesStartedVariable = u"wavesStarted";
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std::u16string ShowScoreboardVariable = u"Show_ScoreBoard";
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std::u16string ClearScoreboardVariable = u"Clear_Scoreboard";
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std::u16string DefinePlayerToUIVariable = u"Define_Player_To_UI";
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std::u16string UpdateScoreboardPlayersVariable = u"Update_ScoreBoard_Players.";
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std::u16string PlayerConfirmVariable = u"PlayerConfirm_ScoreBoard.";
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std::u16string PlayersAcceptedVariable = u"playersAccepted";
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std::u16string PlayersReadyVariable = u"playersReady";
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std::u16string BaseMobSetIndexVariable = u"baseMobSetNum";
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std::u16string RandMobSetIndexVariable = u"randMobSetNum";
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std::u16string AcceptedDelayStartedVariable = u"AcceptedDelayStarted";
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std::u16string NumberOfPlayersVariable = u"NumberOfPlayers";
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std::u16string FirstTimeDoneVariable = u"firstTimeDone";
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std::u16string MissionTypeVariable = u"missionType";
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std::u16string StartWaveMessageVariable = u"Start_Wave_Message";
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std::u16string ExitWavesVariable = u"Exit_waves";
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std::u16string UpdateDefaultStartTimerVariable = u"Update_Default_Start_Timer";
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std::u16string UpdateTimerVariable = u"Update_Timer";
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std::u16string IsCooldownVariable = u"isCoolDown";
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std::u16string SpawnMobVariable = u"Spawn_Mob";
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// Timer names
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std::string SpawnTickTimer = "SpawnTick";
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std::string AllAcceptedDelayTimer = "AllAcceptedDelay";
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std::string AcceptedDelayTimer = "AcceptedDelay";
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std::string StartDelayTimer = "StartDelay";
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std::string ClockTickTimer = "ClockTick";
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std::string CoolDownStartTimer = "CoolDownStart";
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std::string CoolDownStopTimer = "CoolDownStop";
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std::string PlaySpawnSoundTimer = "PlaySpawnSound";
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std::string spawnSoundGUID = "{ca36045d-89df-4e96-a317-1e152d226b69}";
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private:
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void SetGameVariables(Entity* self);
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static void ResetStats(LWOOBJID player);
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void GameOver(Entity* self);
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void StartWaves(Entity* self);
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static void ActivateSpawnerNetwork(SpawnerNetworkCollection& spawnerNetworkCollection);
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void SpawnerReset(SpawnerNetworkCollection& spawnerNetworkCollection, bool hardReset = true);
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void SpawnerUpdate(Entity* self, SpawnerNetworkCollection& spawnerNetworkCollection, uint32_t amount = 0);
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void SpawnMobs(Entity* self);
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static SpawnerNetwork GetRandomSpawner(SpawnerNetworkCollection& spawnerNetworkCollection);
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std::vector<uint32_t> GetRandomMobSet(SpawnerNetworkCollection& spawnerNetworkCollection, uint32_t setNumber);
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static void SpawnNow(Spawner* spawner, uint32_t amount);
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bool CheckAllPlayersDead();
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void SetPlayerSpawnPoints();
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void UpdateMobLots(SpawnerNetworkCollection& spawnerNetworkCollection);
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void PlayerConfirmed(Entity* self);
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void PlayerAccepted(Entity* self, LWOOBJID playerID);
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Constants constants {};
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MobSets mobSets {};
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SpawnerNetworks spawnerNetworks {};
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std::map<uint32_t, uint32_t> missionsToUpdate {};
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};
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