Files
DarkflameServer/dScripts/BaseSurvivalServer.cpp
Aaron Kimbrell b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00

586 lines
20 KiB
C++

#include "BaseSurvivalServer.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "ActivityMessages.h"
#include "MovementMessages.h"
#include "ObjectMessages.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "CharacterComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "MissionComponent.h"
#include "Character.h"
#include "Game.h"
#include "dConfig.h"
void BaseSurvivalServer::SetGameVariables(Entity* self) {
this->constants = std::move(GetConstants());
this->mobSets = std::move(GetMobSets());
this->spawnerNetworks = std::move(GetSpawnerNetworks());
this->missionsToUpdate = std::move(GetMissionsToUpdate());
}
void BaseSurvivalServer::BasePlayerLoaded(Entity* self, Entity* player) {
const auto& waitingIter = std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), player->GetObjectID());
const auto& playersIter = std::find(state.players.begin(), state.players.end(), player->GetObjectID());
if (waitingIter != state.waitingPlayers.end() || playersIter != state.players.end()) {
auto* characterComponent = player->GetComponent<CharacterComponent>();
const auto* const character = player->GetCharacter();
if (characterComponent && character) characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
return;
}
state.waitingPlayers.push_back(player->GetObjectID());
state.players.push_back(player->GetObjectID());
self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable, self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) + 1);
self->SetNetworkVar<std::string>(DefinePlayerToUIVariable, std::to_string(player->GetObjectID()), player->GetSystemAddress());
// Notify the players of all other players
if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
auto counter = 1;
for (const auto& playerID : state.players) {
self->SetNetworkVar<std::string>(UpdateScoreboardPlayersVariable + GeneralUtils::to_u16string(counter), std::to_string(playerID));
counter++;
}
self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
}
SetPlayerSpawnPoints();
if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
PlayerConfirmed(self);
} else {
UpdatePlayer(self, player->GetObjectID());
GetLeaderboardData(self, player->GetObjectID(), GetActivityID(self), 50);
ResetStats(player->GetObjectID());
}
player->AddCallbackTimer(5.0f, [this, self, player]() {
self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable, self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable));
self->SetNetworkVar<std::string>(DefinePlayerToUIVariable, std::to_string(player->GetObjectID()), player->GetSystemAddress());
if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
auto counter = 1;
for (const auto& playerID : state.players) {
self->SetNetworkVar<std::string>(UpdateScoreboardPlayersVariable + GeneralUtils::to_u16string(counter), std::to_string(playerID));
counter++;
}
self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
}
});
}
void BaseSurvivalServer::BaseStartup(Entity* self) {
self->SetVar<uint32_t>(PlayersAcceptedVariable, 0);
self->SetVar<bool>(PlayersReadyVariable, false);
}
void BaseSurvivalServer::BasePlayerExit(Entity* self, Entity* player) {
const auto& waitingIter = std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), player->GetObjectID());
const auto& playersIter = std::find(state.players.begin(), state.players.end(), player->GetObjectID());
if (waitingIter != state.waitingPlayers.end()) {
state.waitingPlayers.erase(waitingIter);
}
if (playersIter != state.players.end()) {
state.players.erase(playersIter);
}
if (waitingIter == state.waitingPlayers.end() && playersIter == state.players.end()) {
return;
}
if (!self->GetNetworkVar<bool>(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<bool>(AcceptedDelayStartedVariable)) {
self->SetVar<bool>(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);
self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable,
std::min(static_cast<uint32_t>(0), self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) - 1));
}
void BaseSurvivalServer::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 == "DeactivateRewards") {
SpawnerReset(spawnerNetworks.rewardNetworks);
} else if (sender != nullptr && IsPlayerInActivity(self, sender->GetObjectID())) {
auto currentScore = GetActivityValue(self, sender->GetObjectID(), 0);
SetActivityValue(self, sender->GetObjectID(), 0, currentScore + param1);
}
}
void BaseSurvivalServer::BasePlayerDied(Entity* self, Entity* player) {
if (self->GetNetworkVar<bool>(WavesStartedVariable)) {
const auto finalTime = ActivityTimerGetCurrentTime(self, ClockTickTimer);
SetActivityValue(self, player->GetObjectID(), 1, finalTime);
auto paramString = CheckAllPlayersDead() ? "true" : "false";
GameMessages::NotifyClientZoneObject(self->GetObjectID(), u"Player_Died", finalTime, 0, player->GetObjectID(), paramString).Send(player->GetSystemAddress());
GameOver(self);
} else {
player->Resurrect();
SetPlayerSpawnPoints();
}
}
void BaseSurvivalServer::BasePlayerResurrected(Entity* self, Entity* player) {
self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
}
void BaseSurvivalServer::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<std::string>(ExitWavesVariable, std::to_string(sender->GetObjectID()));
if (sender->IsPlayer()) {
auto* character = sender->GetCharacter();
if (character != nullptr) {
auto* characterComponent = sender->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
}
}
}
}
void BaseSurvivalServer::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t remainingTime, float_t elapsedTime) {
if (name == AcceptedDelayTimer) {
self->SetNetworkVar<uint64_t>(UpdateDefaultStartTimerVariable, remainingTime);
} else if (name == ClockTickTimer) {
self->SetNetworkVar<float_t>(UpdateTimerVariable, elapsedTime);
} else if (name == SpawnTickTimer && !self->GetVar<bool>(IsCooldownVariable)) {
SpawnMobs(self);
}
}
void BaseSurvivalServer::OnActivityTimerDone(Entity* self, const std::string& name) {
auto cooldownTime = constants.rewardInterval * constants.waveTime;
if (name == AcceptedDelayTimer) {
self->SetNetworkVar<uint64_t>(UpdateDefaultStartTimerVariable, 0);
ActivityTimerStart(self, AllAcceptedDelayTimer, 1, 1);
} else if (name == AllAcceptedDelayTimer) {
self->SetNetworkVar<bool>(ClearScoreboardVariable, true);
ActivityTimerStart(self, StartDelayTimer, 3, 3);
StartWaves(self);
} else if (name == StartDelayTimer) {
ActivityTimerStart(self, ClockTickTimer, 1);
ActivityTimerStart(self, SpawnTickTimer, constants.waveTime);
SpawnMobs(self);
ActivityTimerStart(self, PlaySpawnSoundTimer, 3, 3);
ActivityTimerStart(self, CoolDownStartTimer, cooldownTime, cooldownTime);
} else if (name == CoolDownStartTimer) {
self->SetVar<bool>(IsCooldownVariable, true);
ActivityTimerStop(self, SpawnTickTimer);
ActivityTimerStart(self, CoolDownStopTimer, 1, constants.coolDownTime);
ActivateSpawnerNetwork(spawnerNetworks.rewardNetworks);
SpawnerReset(spawnerNetworks.baseNetworks, false);
SpawnerReset(spawnerNetworks.randomNetworks, false);
} else if (name == CoolDownStopTimer) {
self->SetVar<bool>(IsCooldownVariable, false);
ActivityTimerStart(self, SpawnTickTimer, constants.waveTime);
ActivityTimerStart(self, CoolDownStartTimer, cooldownTime, cooldownTime);
SpawnMobs(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::PlayNDAudioEmitter(player->GetObjectID(), spawnSoundGUID).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
}
}
}
void BaseSurvivalServer::ResetStats(LWOOBJID playerID) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player != nullptr) {
// Boost all the player stats when loading in
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
destroyableComponent->SetImagination(destroyableComponent->GetMaxImagination());
}
}
}
void BaseSurvivalServer::PlayerConfirmed(Entity* self) {
std::vector<LWOOBJID> 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<std::string>(PlayerConfirmVariable + GeneralUtils::to_u16string(playerIndex), std::to_string(playerID));
playerIndex++;
}
}
void BaseSurvivalServer::PlayerAccepted(Entity* self, LWOOBJID playerID) {
const auto& iter = std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), playerID);
if (iter == state.waitingPlayers.end()) {
return;
}
state.waitingPlayers.erase(iter);
if (state.waitingPlayers.empty() && state.players.size() >= self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable)) {
ActivityTimerStopAllTimers(self);
ActivityTimerStart(self, AllAcceptedDelayTimer, 1, constants.startDelay);
} else if (!self->GetVar<bool>(AcceptedDelayStartedVariable)) {
self->SetVar<bool>(AcceptedDelayStartedVariable, true);
ActivityTimerStart(self, AcceptedDelayTimer, 1, constants.acceptedDelay);
}
}
void BaseSurvivalServer::StartWaves(Entity* self) {
GameMessages::ActivityStart activityStart;
activityStart.target = self->GetObjectID();
activityStart.Send(UNASSIGNED_SYSTEM_ADDRESS);
self->SetVar<bool>(PlayersReadyVariable, true);
self->SetVar<uint32_t>(BaseMobSetIndexVariable, 0);
self->SetVar<uint32_t>(RandMobSetIndexVariable, 0);
self->SetVar<bool>(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), 50);
ResetStats(playerID);
if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
TakeActivityCost(self, playerID);
}
GameMessages::PlayerSetCameraCyclingMode cameraCyclingMode;
cameraCyclingMode.target = playerID;
cameraCyclingMode.SendToClient(player->GetSystemAddress());
}
}
self->SetVar<bool>(FirstTimeDoneVariable, true);
self->SetVar<std::string>(MissionTypeVariable, state.players.size() == 1 ? "survival_time_solo" : "survival_time_team");
ActivateSpawnerNetwork(spawnerNetworks.smashNetworks);
self->SetNetworkVar<bool>(WavesStartedVariable, true);
self->SetNetworkVar<std::string>(StartWaveMessageVariable, "Start!");
}
bool BaseSurvivalServer::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();
}
void BaseSurvivalServer::SetPlayerSpawnPoints() {
auto spawnerIndex = 1;
for (const auto& playerID : state.players) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player != nullptr) {
auto possibleSpawners = Game::entityManager->GetEntitiesInGroup("P" + std::to_string(spawnerIndex) + "_Spawn");
if (!possibleSpawners.empty()) {
auto* spawner = possibleSpawners.at(0);
GameMessages::Teleport(playerID, spawner->GetPosition(), spawner->GetRotation(), true).SendToClient(player->GetSystemAddress());
}
}
spawnerIndex++;
}
}
void BaseSurvivalServer::GameOver(Entity* self) {
if (!CheckAllPlayersDead())
return;
ActivityTimerStopAllTimers(self);
// Reset all the spawners
SpawnerReset(spawnerNetworks.baseNetworks);
SpawnerReset(spawnerNetworks.randomNetworks);
SpawnerReset(spawnerNetworks.rewardNetworks);
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);
SaveScore(self, playerID, score, time);
GameMessages::NotifyClientZoneObject(self->GetObjectID(), u"Update_ScoreBoard", time, 0, playerID, std::to_string(score)).Send(UNASSIGNED_SYSTEM_ADDRESS);
player->Resurrect();
// Update all mission progression
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(),
self->GetVar<std::string>(MissionTypeVariable));
for (const auto& survivalMission : missionsToUpdate) {
auto* mission = missionComponent->GetMission(survivalMission.first);
if (mission != nullptr && static_cast<uint32_t>(time) >= survivalMission.second
&& (mission->GetMissionState() == eMissionState::ACTIVE
|| mission->GetMissionState() == eMissionState::COMPLETE_ACTIVE)) {
mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}
}
StopActivity(self, playerID, score, time);
}
state.waveNumber = 1;
state.rewardTick = 1;
state.totalSpawned = 0;
self->SetNetworkVar<bool>(WavesStartedVariable, false);
if (constants.useMobLots) {
constants.lotPhase = 0;
UpdateMobLots(spawnerNetworks.baseNetworks);
UpdateMobLots(spawnerNetworks.randomNetworks);
}
SetPlayerSpawnPoints();
}
void BaseSurvivalServer::SpawnerReset(SpawnerNetworkCollection& spawnerNetworkCollection, bool hardReset) {
auto totalSpawned = 0;
for (auto& spawner : spawnerNetworkCollection.networks) {
for (auto& spawnerName : spawner.names) {
auto spawners = Game::zoneManager->GetSpawnersByName(spawnerName + spawner.number);
if (!spawners.empty()) {
auto* spawnerObject = spawners.at(0);
auto amountSpawned = spawnerObject->GetAmountSpawned();
totalSpawned += amountSpawned;
spawner.isActive = false;
if (hardReset) {
spawnerObject->Reset();
} else {
spawnerObject->SoftReset();
}
spawnerObject->Deactivate();
}
}
}
state.totalSpawned = std::max(static_cast<uint32_t>(totalSpawned), state.totalSpawned);
}
void BaseSurvivalServer::SpawnerUpdate(Entity* self, SpawnerNetworkCollection& spawnerNetworkCollection, uint32_t amount) {
if (spawnerNetworkCollection.networks.empty())
return;
// If we want to spawn something specific now
if (amount != 0) {
auto spawnerNetwork = spawnerNetworkCollection.networks.at(0);
auto possibleSpawners = Game::zoneManager->GetSpawnersByName(spawnerNetwork.names.at(0) + spawnerNetwork.number);
if (!possibleSpawners.empty()) {
SpawnNow(possibleSpawners.at(0), amount);
return;
}
}
auto setNumber = self->GetVar<uint32_t>(GeneralUtils::ASCIIToUTF16(spawnerNetworkCollection.mobSetName + "Num"));
auto newSet = GetRandomMobSet(spawnerNetworkCollection, setNumber);
if (!newSet.empty()) {
auto spawnerNetwork = GetRandomSpawner(spawnerNetworkCollection);
for (auto i = 0; i < spawnerNetwork.names.size(); i++) {
const auto& name = spawnerNetwork.names.at(i);
const auto& toSpawn = newSet.at(i);
auto possibleSpawners = Game::zoneManager->GetSpawnersByName(name + spawnerNetwork.number);
if (!possibleSpawners.empty()) {
SpawnNow(possibleSpawners.front(), toSpawn);
}
}
}
}
void BaseSurvivalServer::SpawnNow(Spawner* spawner, uint32_t amount) {
if (spawner != nullptr) {
if (!spawner->m_Active) {
spawner->m_Info.amountMaintained = amount;
spawner->Activate();
} else {
spawner->m_Info.amountMaintained = amount;
}
}
}
std::vector<uint32_t> BaseSurvivalServer::GetRandomMobSet(SpawnerNetworkCollection& spawnerNetworkCollection,
uint32_t setNumber) {
if (mobSets.sets.find(spawnerNetworkCollection.mobSetName) != mobSets.sets.end()) {
auto mobSet = mobSets.sets.at(spawnerNetworkCollection.mobSetName);
if (setNumber < mobSet.size()) {
return mobSet.at(setNumber).at(GeneralUtils::GenerateRandomNumber<int32_t>(0, mobSet.at(setNumber).size() - 1));
}
}
return {};
}
SpawnerNetwork BaseSurvivalServer::GetRandomSpawner(SpawnerNetworkCollection& spawnerNetworkCollection) {
std::vector<SpawnerNetwork> validSpawners{};
for (const auto& spawner : spawnerNetworkCollection.networks) {
if (!spawner.isLocked)
validSpawners.push_back(spawner);
}
if (!validSpawners.empty()) {
auto spawner = validSpawners.at(GeneralUtils::GenerateRandomNumber<int32_t>(0, validSpawners.size() - 1));
spawner.isActive = true;
return spawner;
}
return {};
}
void BaseSurvivalServer::ActivateSpawnerNetwork(SpawnerNetworkCollection& spawnerNetworkCollection) {
for (auto& spawner : spawnerNetworkCollection.networks) {
for (const auto& spawnerName : spawner.names) {
auto possibleSpawners = Game::zoneManager->GetSpawnersByName(spawnerName + spawner.number);
if (!possibleSpawners.empty()) {
auto* spawnerObject = possibleSpawners.at(0);
spawnerObject->Activate();
spawnerObject->SoftReset();
}
}
}
}
void BaseSurvivalServer::UpdateMobLots(SpawnerNetworkCollection& spawnerNetworkCollection) {
for (auto& spawner : spawnerNetworkCollection.networks) {
for (auto& spawnerName : spawner.names) {
if (!spawnerName.empty()) {
auto spawnerObjects = Game::zoneManager->GetSpawnersByName(spawnerName + spawner.number);
if (!spawnerObjects.empty()) {
auto splitName = GeneralUtils::SplitString(spawnerName, '_');
auto cleanName = splitName.size() > 1 ? splitName.at(1) : splitName.at(0);
if (!cleanName.empty()) {
auto spawnerObject = spawnerObjects.at(0);
spawnerObject->SetSpawnLot(mobSets.mobLots.at(cleanName).at(constants.lotPhase));
}
}
}
}
}
}
void BaseSurvivalServer::SpawnMobs(Entity* self) {
if (!self->GetNetworkVar<bool>(WavesStartedVariable))
return;
state.waveNumber++;
auto spawnNumber = state.waveNumber > constants.rewardInterval ? state.waveNumber - state.rewardTick - 1 : state.waveNumber;
for (const auto& tier : constants.baseMobsStartTier) {
if (tier == spawnNumber)
self->SetVar<uint32_t>(BaseMobSetIndexVariable, (self->GetVar<uint32_t>(BaseMobSetIndexVariable) + 1)
% (constants.baseMobsStartTier.size() - 1));
}
for (const auto& tier : constants.randMobsStartTier) {
if (tier == spawnNumber)
self->SetVar<uint32_t>(RandMobSetIndexVariable, (self->GetVar<uint32_t>(RandMobSetIndexVariable) + 1)
% (constants.randMobsStartTier.size() - 1));
}
if (state.waveNumber == constants.unlockNetwork3)
spawnerNetworks.randomNetworks.networks.at(2).isLocked = false;
SpawnerReset(spawnerNetworks.baseNetworks, false);
SpawnerReset(spawnerNetworks.randomNetworks, false);
SpawnerUpdate(self, spawnerNetworks.baseNetworks);
if (spawnNumber >= constants.mobSet2Wave) {
if (spawnNumber == constants.mobSet2Wave)
self->SetNetworkVar<std::string>(SpawnMobVariable, "2");
SpawnerUpdate(self, spawnerNetworks.randomNetworks);
}
if (spawnNumber >= constants.mobSet3Wave) {
if (spawnNumber == constants.mobSet3Wave)
self->SetNetworkVar<std::string>(SpawnMobVariable, "3");
SpawnerUpdate(self, spawnerNetworks.randomNetworks);
}
// If we reached the end of the spawn phase we increase the lost to make it more difficult
if (constants.useMobLots && constants.lotPhase < (mobSets.mobLots.begin()->second.size() - 1)
&& spawnNumber >= constants.baseMobsStartTier.back()) {
state.waveNumber = 1;
constants.lotPhase++;
UpdateMobLots(spawnerNetworks.baseNetworks);
UpdateMobLots(spawnerNetworks.randomNetworks);
}
}