mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 14:37:25 +00:00
494 lines
12 KiB
C++
494 lines
12 KiB
C++
#include "Spawner.h"
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#include "EntityManager.h"
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#include "dLogger.h"
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#include "Game.h"
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#include <sstream>
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#include <functional>
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#include "GeneralUtils.h"
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#include "dZoneManager.h"
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#include "SpawnPatterns.h"
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std::map<LOT, std::vector<std::pair<NiPoint3, float>>> Spawner::m_Ratings;
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Spawner::Spawner(const SpawnerInfo info) {
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m_Info = info;
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m_Active = m_Info.activeOnLoad && info.spawnActivator;
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m_EntityInfo = EntityInfo();
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m_EntityInfo.spawner = this;
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if (!m_Info.emulated) {
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m_EntityInfo.spawnerID = m_Info.spawnerID;
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} else {
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m_EntityInfo.spawnerID = m_Info.emulator;
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m_Info.isNetwork = false;
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}
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m_EntityInfo.lot = m_Info.templateID;
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m_EntityInfo.scale = m_Info.templateScale;
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m_Start = m_Info.noTimedSpawn;
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//ssssh...
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if (m_EntityInfo.lot == 14718) { //AG - MAELSTROM SAMPLE
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m_Info.groups.emplace_back("MaelstromSamples");
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}
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if (m_EntityInfo.lot == 14375) //AG - SPIDER BOSS EGG
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{
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m_Info.groups.emplace_back("EGG");
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}
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int timerCount = m_Info.amountMaintained;
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if (m_Info.amountMaintained > m_Info.nodes.size()) {
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timerCount = m_Info.nodes.size();
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}
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for (int i = 0; i < timerCount; ++i) {
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m_WaitTimes.push_back(m_Info.respawnTime);
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}
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if (m_Info.spawnOnSmashGroupName != "") {
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std::vector<Entity*> spawnSmashEntities = Game::entityManager->GetEntitiesInGroup(m_Info.spawnOnSmashGroupName);
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std::vector<Spawner*> spawnSmashSpawners = Game::zoneManager->GetSpawnersInGroup(m_Info.spawnOnSmashGroupName);
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std::vector<Spawner*> spawnSmashSpawnersN = Game::zoneManager->GetSpawnersByName(m_Info.spawnOnSmashGroupName);
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for (Entity* ssEntity : spawnSmashEntities) {
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m_SpawnSmashFoundGroup = true;
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ssEntity->AddDieCallback([=]() {
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Spawn();
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});
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}
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for (Spawner* ssSpawner : spawnSmashSpawners) {
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m_SpawnSmashFoundGroup = true;
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ssSpawner->AddSpawnedEntityDieCallback([=]() {
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Spawn();
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});
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}
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for (Spawner* ssSpawner : spawnSmashSpawnersN) {
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m_SpawnSmashFoundGroup = true;
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m_SpawnOnSmash = ssSpawner;
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ssSpawner->AddSpawnedEntityDieCallback([=]() {
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Spawn();
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});
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}
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}
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m_SpawnPattern = SpawnPatterns::FindSpawnPatterns(m_Info.templateID);
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m_LotsToCheck.push_back(m_Info.templateID);
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}
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Spawner::~Spawner() {
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}
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Entity* Spawner::Spawn() {
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std::vector<SpawnerNode*> freeNodes;
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for (SpawnerNode* node : m_Info.nodes) {
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if (node->entities.size() < node->nodeMax) {
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freeNodes.push_back(node);
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}
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}
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return Spawn(freeNodes);
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}
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Entity* Spawner::Spawn(std::vector<SpawnerNode*> freeNodes, const bool force) {
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if (force || ((m_Entities.size() < m_Info.amountMaintained) && (freeNodes.size() > 0) && (m_AmountSpawned < m_Info.maxToSpawn || m_Info.maxToSpawn == -1))) {
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SpawnerNode* spawnNode = freeNodes[GeneralUtils::GenerateRandomNumber<int>(0, freeNodes.size() - 1)];
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++m_AmountSpawned;
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m_EntityInfo.pos = spawnNode->position;
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m_EntityInfo.rot = spawnNode->rotation;
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m_EntityInfo.settings = spawnNode->config;
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m_EntityInfo.id = 0;
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m_EntityInfo.spawner = this;
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if (!m_Info.emulated) {
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m_EntityInfo.spawnerNodeID = spawnNode->nodeID;
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m_EntityInfo.hasSpawnerNodeID = true;
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m_EntityInfo.spawnerID = m_Info.spawnerID;
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}
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bool usedSpawnPattern = false;
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if (m_SpawnPattern != nullptr) {
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auto pattern = m_SpawnPattern->GetSpawnPatterns();
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// Check the area rating
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// std::map<LOT, std::vector<std::pair<NiPoint3, float>>> m_Ratings
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for (const auto& lot : m_LotsToCheck)
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{
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const auto& it = m_Ratings.find(lot);
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int32_t rating = 0;
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if (it != m_Ratings.end()) {
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// Check if we are within 50units of a rating
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for (const auto& ratingIt : it->second)
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{
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if (NiPoint3::DistanceSquared(ratingIt.first, m_EntityInfo.pos) <= 100.0f * 100.0f)
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{
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rating = ratingIt.second;
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break;
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}
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}
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}
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for (const auto& it : pattern)
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{
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if (it.first > rating) continue;
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// Random number between 0 and 1
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float random = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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const auto& change = it.second.first;
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if (random >= change) continue;
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usedSpawnPattern = true;
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Entity* first = nullptr;
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for (const auto& spawn : it.second.second)
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{
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float angle = GeneralUtils::GenerateRandomNumber<float>(0, 360) * M_PI / 180.0f;
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float radius = GeneralUtils::GenerateRandomNumber<float>(0, 6);
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float x = radius * cos(angle);
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float z = radius * sin(angle);
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auto copy = m_EntityInfo;
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copy.pos.x += x;
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copy.pos.z += z;
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copy.lot = spawn;
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if (std::find(m_LotsToCheck.begin(), m_LotsToCheck.end(), spawn) == m_LotsToCheck.end()) {
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m_LotsToCheck.push_back(spawn);
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}
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Entity* rezdE = EntityManager::Instance()->CreateEntity(copy, nullptr);
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rezdE->GetGroups() = m_Info.groups;
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EntityManager::Instance()->ConstructEntity(rezdE);
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m_Entities.insert({ rezdE->GetObjectID(), spawnNode });
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spawnNode->entities.push_back(rezdE->GetObjectID());
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for (const auto& cb : m_EntitySpawnedCallbacks) {
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cb(rezdE);
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}
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if (first == nullptr) {
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first = rezdE;
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}
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break;
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}
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usedSpawnPattern = true;
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if (m_Entities.size() == m_Info.amountMaintained) {
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m_NeedsUpdate = false;
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}
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return first;
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}
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}
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}
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bool usedSpawnPattern = false;
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if (m_SpawnPattern != nullptr) {
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auto pattern = m_SpawnPattern->GetSpawnPatterns();
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// Check the area rating
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// std::map<LOT, std::vector<std::pair<NiPoint3, float>>> m_Ratings
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for (const auto& lot : m_LotsToCheck)
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{
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const auto& it = m_Ratings.find(lot);
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int32_t rating = 0;
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if (it != m_Ratings.end()) {
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// Check if we are within 50units of a rating
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for (const auto& ratingIt : it->second)
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{
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if (NiPoint3::DistanceSquared(ratingIt.first, m_EntityInfo.pos) <= 100.0f * 100.0f)
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{
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rating = ratingIt.second;
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break;
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}
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}
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}
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for (const auto& it : pattern)
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{
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if (it.first > rating) continue;
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// Random number between 0 and 1
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float random = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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const auto& change = it.second.first;
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if (random >= change) continue;
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usedSpawnPattern = true;
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Entity* first = nullptr;
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for (const auto& spawn : it.second.second)
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{
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float angle = GeneralUtils::GenerateRandomNumber<float>(0, 360) * M_PI / 180.0f;
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float radius = GeneralUtils::GenerateRandomNumber<float>(0, 6);
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float x = radius * cos(angle);
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float z = radius * sin(angle);
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auto copy = m_EntityInfo;
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copy.pos.x += x;
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copy.pos.z += z;
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copy.lot = spawn;
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if (std::find(m_LotsToCheck.begin(), m_LotsToCheck.end(), spawn) == m_LotsToCheck.end()) {
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m_LotsToCheck.push_back(spawn);
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}
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Entity* rezdE = EntityManager::Instance()->CreateEntity(copy, nullptr);
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rezdE->GetGroups() = m_Info.groups;
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EntityManager::Instance()->ConstructEntity(rezdE);
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m_Entities.insert({ rezdE->GetObjectID(), spawnNode });
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spawnNode->entities.push_back(rezdE->GetObjectID());
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for (const auto& cb : m_EntitySpawnedCallbacks) {
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cb(rezdE);
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}
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if (first == nullptr) {
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first = rezdE;
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}
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break;
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}
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usedSpawnPattern = true;
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if (m_Entities.size() == m_Info.amountMaintained) {
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m_NeedsUpdate = false;
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}
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return first;
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}
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}
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}
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Entity* rezdE = Game::entityManager->CreateEntity(m_EntityInfo, nullptr);
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rezdE->GetGroups() = m_Info.groups;
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Game::entityManager->ConstructEntity(rezdE);
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m_Entities.insert({ rezdE->GetObjectID(), spawnNode });
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spawnNode->entities.push_back(rezdE->GetObjectID());
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if (m_Entities.size() == m_Info.amountMaintained) {
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m_NeedsUpdate = false;
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}
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for (const auto& cb : m_EntitySpawnedCallbacks) {
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cb(rezdE);
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}
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return rezdE;
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}
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return nullptr;
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}
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void Spawner::AddSpawnedEntityDieCallback(std::function<void()> callback) {
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m_SpawnedEntityDieCallbacks.push_back(callback);
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}
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void Spawner::AddEntitySpawnedCallback(std::function<void(Entity*)> callback) {
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m_EntitySpawnedCallbacks.push_back(callback);
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}
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void Spawner::Reset() {
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m_Start = true;
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DestroyAllEntities();
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m_Entities.clear();
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m_AmountSpawned = 0;
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m_NeedsUpdate = true;
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}
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void Spawner::DestroyAllEntities(){
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for (auto* node : m_Info.nodes) {
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for (const auto& element : node->entities) {
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auto* entity = Game::entityManager->GetEntity(element);
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if (entity == nullptr) continue;
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entity->Kill();
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}
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node->entities.clear();
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}
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}
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void Spawner::SoftReset() {
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m_Start = true;
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m_AmountSpawned = 0;
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m_NeedsUpdate = true;
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}
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void Spawner::SetRespawnTime(float time) {
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m_Info.respawnTime = time;
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for (size_t i = 0; i < m_WaitTimes.size(); ++i) {
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m_WaitTimes[i] = 0;
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};
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m_Start = true;
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m_NeedsUpdate = true;
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}
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void Spawner::SetNumToMaintain(int32_t value) {
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m_Info.amountMaintained = value;
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}
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void Spawner::Update(const float deltaTime) {
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if (m_Start && m_Active) {
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m_Start = false;
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const auto toSpawn = m_Info.amountMaintained - m_AmountSpawned;
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for (auto i = 0; i < toSpawn; ++i) {
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Spawn();
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}
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m_WaitTimes.clear();
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return;
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}
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if (!m_NeedsUpdate) return;
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if (!m_Active) return;
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//if (m_Info.noTimedSpawn) return;
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if (m_Info.spawnsOnSmash) {
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if (!m_SpawnSmashFoundGroup) {
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}
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return;
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}
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for (size_t i = 0; i < m_WaitTimes.size(); ++i) {
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m_WaitTimes[i] += deltaTime;
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if (m_WaitTimes[i] >= m_Info.respawnTime) {
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m_WaitTimes.erase(m_WaitTimes.begin() + i);
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Spawn();
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}
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}
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}
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void Spawner::NotifyOfEntityDeath(const LWOOBJID& objectID) {
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for (std::function<void()> cb : m_SpawnedEntityDieCallbacks) {
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cb();
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}
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m_NeedsUpdate = true;
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//m_RespawnTime = 10.0f;
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m_WaitTimes.push_back(0.0f);
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SpawnerNode* node;
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auto it = m_Entities.find(objectID);
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if (it != m_Entities.end()) node = it->second;
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else return;
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if (!node) {
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return;
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}
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for (size_t i = 0; i < node->entities.size(); ++i) {
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if (node->entities[i] && node->entities[i] == objectID)
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node->entities.erase(node->entities.begin() + i);
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}
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m_Entities.erase(objectID);
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if (m_SpawnOnSmash != nullptr) {
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m_SpawnOnSmash->Reset();
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}
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const auto& lot = m_Info.templateID;
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// Add to area rating
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// std::map<LOT, std::vector<std::pair<NiPoint3, float>>> m_Ratings
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// First check if the lot is in the map, if not, add it
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// Than check if there exist any ratings for that lot within 50units of the spawner
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// If there is, add 1 to the rating
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// If there isn't, add a new rating
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const auto& pos = node->position;
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const auto& it2 = m_Ratings.find(lot);
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if (it2 == m_Ratings.end()) {
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m_Ratings.insert({ lot, { { pos, 1.0f } } });
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} else {
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auto& ratings = it2->second;
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bool found = false;
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for (auto& rating : ratings) {
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if (NiPoint3::DistanceSquared(rating.first, pos) < 100.0f * 100.0f) {
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rating.second += 1.0f;
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Game::logger->Log("Spawner", "Rating %f", rating.second);
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found = true;
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break;
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}
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}
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if (!found) {
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ratings.push_back({ pos, 1.0f });
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}
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}
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}
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void Spawner::UpdateRatings(float deltaTime) {
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// Loop through all ratings and decrease them by deltaTime
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for (auto& rating : m_Ratings) {
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for (auto& rating2 : rating.second) {
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rating2.second -= deltaTime * 0.1f;
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}
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}
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// Loop through all ratings and remove any that are 0 or less
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for (auto it = m_Ratings.begin(); it != m_Ratings.end();) {
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for (auto it2 = it->second.begin(); it2 != it->second.end();) {
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if (it2->second <= 0.0f) {
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it2 = it->second.erase(it2);
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} else {
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++it2;
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}
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}
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if (it->second.empty()) {
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it = m_Ratings.erase(it);
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} else {
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++it;
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}
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}
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}
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void Spawner::Activate() {
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m_Active = true;
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m_NeedsUpdate = true;
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for (auto& time : m_WaitTimes) {
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time = 0;
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}
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}
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void Spawner::SetSpawnLot(LOT lot) {
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m_EntityInfo.lot = lot;
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}
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