mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.
The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.
Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
601 lines
21 KiB
C++
601 lines
21 KiB
C++
#include "BaseWavesServer.h"
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#include "GameMessages.h"
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#include "EffectsMessages.h"
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#include "CombatMessages.h"
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#include "ActivityMessages.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "CharacterComponent.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "MissionComponent.h"
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#include "Character.h"
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// Done
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void BaseWavesServer::SetGameVariables(Entity* self) {
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this->constants = std::move(GetConstants());
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this->waves = std::move(GetWaves());
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this->missions = std::move(GetWaveMissions());
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this->spawners = std::move(GetSpawnerNames());
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}
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// Done
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void BaseWavesServer::BasePlayerLoaded(Entity* self, Entity* player) {
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GameMessages::SendPlayerSetCameraCyclingMode(player->GetObjectID(), player->GetSystemAddress());
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GameMessages::SetPlayerAllowedRespawn allowedRespawn;
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allowedRespawn.target = player->GetObjectID();
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allowedRespawn.dontPromptForRespawn = true;
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allowedRespawn.SendToClient(player->GetSystemAddress());
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state.waitingPlayers.push_back(player->GetObjectID());
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state.players.push_back(player->GetObjectID());
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self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable, self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) + 1);
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self->SetNetworkVar<std::string>(DefinePlayerToUIVariable, std::to_string(player->GetObjectID()), player->GetSystemAddress());
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// Notify the players of all other players
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if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
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auto counter = 1;
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for (const auto& playerID : state.players) {
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self->SetNetworkVar<std::string>(UpdateScoreboardPlayersVariable + GeneralUtils::to_u16string(counter), std::to_string(playerID));
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counter++;
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}
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if (!this->constants.introCelebration.empty()) {
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self->SetNetworkVar<std::string>(WatchingIntroVariable, this->constants.introCelebration + "_"
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+ std::to_string(player->GetObjectID()));
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} else {
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self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
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}
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}
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SetPlayerSpawnPoints();
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if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
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PlayerConfirmed(self);
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} else {
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UpdatePlayer(self, player->GetObjectID());
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GetLeaderboardData(self, player->GetObjectID(), GetActivityID(self), 50);
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ResetStats(player->GetObjectID());
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}
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}
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// Done
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void BaseWavesServer::BaseStartup(Entity* self) {
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self->SetVar<uint32_t>(PlayersAcceptedVariable, 0);
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self->SetVar<bool>(PlayersReadyVariable, false);
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}
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// Done
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void BaseWavesServer::BasePlayerExit(Entity* self, Entity* player) {
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auto waitingPlayerToErase = std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), player->GetObjectID());
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if (waitingPlayerToErase != state.waitingPlayers.end()) state.waitingPlayers.erase(waitingPlayerToErase);
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auto playerToErase = std::find(state.players.begin(), state.players.end(), player->GetObjectID());
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if (playerToErase != state.players.end()) state.players.erase(playerToErase);
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if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
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PlayerConfirmed(self);
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if (state.players.empty())
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return;
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if (state.waitingPlayers.empty()) {
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ActivityTimerStopAllTimers(self);
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ActivityTimerStart(self, AllAcceptedDelayTimer, 1.0f, constants.startDelay);
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} else if (state.players.size() > state.waitingPlayers.size()) {
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if (!self->GetVar<bool>(AcceptedDelayStartedVariable)) {
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self->SetVar<bool>(AcceptedDelayStartedVariable, true);
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ActivityTimerStart(self, AcceptedDelayTimer, 1.0f, constants.acceptedDelay);
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}
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}
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} else {
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UpdatePlayer(self, player->GetObjectID(), true);
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if (CheckAllPlayersDead()) {
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GameOver(self);
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}
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}
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SetActivityValue(self, player->GetObjectID(), 1, 0);
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SetActivityValue(self, player->GetObjectID(), 2, 0);
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self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable,
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std::min(static_cast<uint32_t>(0), self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) - 1));
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}
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// Done
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void BaseWavesServer::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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if (args == "start") {
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StartWaves(self);
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} else if (args == "Survival_Update") {
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const auto senderID = sender != nullptr ? sender->GetObjectID() : LWOOBJID_EMPTY;
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if (UpdateSpawnedEnemies(self, senderID, param1)) {
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const auto currentTime = GetActivityValue(self, senderID, 1);
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const auto currentWave = GetActivityValue(self, senderID, 2);
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for (const auto& mission : this->missions) {
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if (currentWave == mission.wave && currentTime <= mission.time) {
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UpdateMissionForAllPlayers(self, mission.missionID);
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}
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}
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}
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}
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}
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// Done
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void BaseWavesServer::BasePlayerDied(Entity* self, Entity* player) {
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const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer);
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const auto finalTime = GetActivityValue(self, player->GetObjectID(), 1);
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const auto finalWave = GetActivityValue(self, player->GetObjectID(), 2);
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auto paramString = CheckAllPlayersDead() ? "true" : "false";
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GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Player_Died", finalTime, finalWave,
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player->GetObjectID(), paramString, player->GetSystemAddress());
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if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
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player->Resurrect();
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return;
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}
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GameOver(self);
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}
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// Done
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void BaseWavesServer::BasePlayerResurrected(Entity* self, Entity* player) {
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GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Player_Res", 0, 0,
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player->GetObjectID(), "", player->GetSystemAddress());
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if (self->GetNetworkVar<bool>(WavesStartedVariable))
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return;
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self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
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SetPlayerSpawnPoints(player->GetObjectID());
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}
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// Done
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void BaseWavesServer::BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button,
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const std::u16string& identifier, const std::u16string& userData) {
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if (identifier == u"RePlay") {
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PlayerAccepted(self, sender->GetObjectID());
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PlayerConfirmed(self);
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} else if (identifier == u"Exit_Question" && button == 1) {
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ResetStats(sender->GetObjectID());
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self->SetNetworkVar<std::string>(ExitWavesVariable, std::to_string(sender->GetObjectID()));
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if (sender->IsPlayer()) {
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auto* character = sender->GetCharacter();
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if (character != nullptr) {
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auto* characterComponent = sender->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
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}
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}
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}
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}
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// Done
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void BaseWavesServer::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t remainingTime, float_t elapsedTime) {
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if (name == AcceptedDelayTimer) {
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self->SetNetworkVar<uint32_t>(UpdateDefaultStartTimerVariable, remainingTime);
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} else if (name == ClockTickTimer) {
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self->SetNetworkVar<float_t>(UpdateTimerVariable, elapsedTime);
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} else if (name == NextWaveTickTimer || name == TimedWaveTimer || name == GameOverWinTimer) {
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self->SetNetworkVar<uint32_t>(UpdateCooldownVariable, remainingTime);
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}
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}
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// Done
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void BaseWavesServer::OnActivityTimerDone(Entity* self, const std::string& name) {
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if (name == AcceptedDelayTimer) {
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self->SetNetworkVar<uint32_t>(UpdateDefaultStartTimerVariable, 0);
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ActivityTimerStart(self, AllAcceptedDelayTimer, 1, 1);
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} else if (name == AllAcceptedDelayTimer) {
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self->SetNetworkVar<bool>(ClearScoreboardVariable, true);
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ActivityTimerStart(self, StartDelayTimer, 4, 4);
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StartWaves(self);
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} else if (name == StartDelayTimer) {
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ActivityTimerStart(self, ClockTickTimer, 1);
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SpawnWave(self);
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ActivityTimerStart(self, PlaySpawnSoundTimer, 3, 3);
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} else if (name == PlaySpawnSoundTimer) {
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for (const auto& playerID : state.players) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr) {
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GameMessages::PlayNDAudioEmitter(player->GetObjectID(), spawnSoundGUID).Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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} else if (name == NextWaveTickTimer) {
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self->SetNetworkVar<bool>(StartCooldownVariable, false);
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SpawnWave(self);
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} else if (name == WaveCompleteDelayTimer) {
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self->SetNetworkVar<uint32_t>(StartCooldownVariable, constants.waveTime);
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ActivityTimerStart(self, NextWaveTickTimer, 1, constants.waveTime);
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} else if (name == TimedWaveTimer) {
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ActivityTimerStart(self, WaveCompleteDelayTimer, constants.waveCompleteDelay, constants.waveCompleteDelay);
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const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer);
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const auto currentWave = state.waveNumber;
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self->SetNetworkVar<uint32_t>(WaveCompleteVariable, { currentWave, static_cast<uint32_t>(currentTime) });
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} else if (name == GameOverWinTimer) {
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GameOver(self, true);
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} else if (name == CinematicDoneTimer) {
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for (auto* boss : Game::entityManager->GetEntitiesInGroup("boss")) {
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boss->OnFireEventServerSide(self, "startAI");
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}
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}
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}
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// Done
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void BaseWavesServer::ResetStats(LWOOBJID playerID) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr) {
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// Boost all the player stats when loading in
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auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
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destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
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destroyableComponent->SetImagination(destroyableComponent->GetMaxImagination());
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}
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}
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}
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// Done
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void BaseWavesServer::PlayerConfirmed(Entity* self) {
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std::vector<LWOOBJID> confirmedPlayers{};
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for (const auto& playerID : state.players) {
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auto pass = false;
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for (const auto& waitingPlayerID : state.waitingPlayers) {
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if (waitingPlayerID == playerID)
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pass = true;
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}
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if (!pass)
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confirmedPlayers.push_back(playerID);
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}
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auto playerIndex = 1;
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for (const auto& playerID : confirmedPlayers) {
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self->SetNetworkVar<std::string>(PlayerConfirmVariable + GeneralUtils::to_u16string(playerIndex), std::to_string(playerID));
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playerIndex++;
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}
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}
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// Done
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void BaseWavesServer::PlayerAccepted(Entity* self, LWOOBJID playerID) {
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state.waitingPlayers.erase(std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), playerID));
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if (state.waitingPlayers.empty() && state.players.size() >= self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable)) {
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ActivityTimerStopAllTimers(self);
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ActivityTimerStart(self, AllAcceptedDelayTimer, 1, constants.startDelay);
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} else if (!self->GetVar<bool>(AcceptedDelayStartedVariable)) {
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self->SetVar<bool>(AcceptedDelayStartedVariable, true);
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ActivityTimerStart(self, AcceptedDelayTimer, 1, constants.acceptedDelay);
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}
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}
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// Done
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void BaseWavesServer::StartWaves(Entity* self) {
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GameMessages::ActivityStart activityStart;
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activityStart.target = self->GetObjectID();
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activityStart.Send(UNASSIGNED_SYSTEM_ADDRESS);
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self->SetNetworkVar<std::string>(WatchingIntroVariable, "");
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self->SetVar<bool>(PlayersReadyVariable, true);
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self->SetVar<uint32_t>(BaseMobSetIndexVariable, 0);
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self->SetVar<uint32_t>(RandMobSetIndexVariable, 0);
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self->SetVar<bool>(AcceptedDelayStartedVariable, false);
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state.waitingPlayers.clear();
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for (const auto& playerID : state.players) {
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const auto player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr) {
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state.waitingPlayers.push_back(playerID);
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UpdatePlayer(self, playerID);
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GetLeaderboardData(self, playerID, GetActivityID(self), 1);
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ResetStats(playerID);
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if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
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TakeActivityCost(self, playerID);
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}
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}
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}
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self->SetVar<bool>(FirstTimeDoneVariable, true);
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self->SetVar<std::string>(MissionTypeVariable, state.players.size() == 1 ? "survival_time_solo" : "survival_time_team");
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self->SetNetworkVar<bool>(WavesStartedVariable, true);
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self->SetNetworkVar<std::string>(StartWaveMessageVariable, "Start!");
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}
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// Done
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bool BaseWavesServer::CheckAllPlayersDead() {
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auto deadPlayers = 0;
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for (const auto& playerID : state.players) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr || player->GetIsDead()) {
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deadPlayers++;
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}
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}
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return deadPlayers >= state.players.size();
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}
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// Done
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void BaseWavesServer::SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID) {
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auto spawnerIndex = 1;
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for (const auto& playerID : state.players) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr && (specificPlayerID == LWOOBJID_EMPTY || playerID == specificPlayerID)) {
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auto possibleSpawners = Game::entityManager->GetEntitiesInGroup("P" + std::to_string(spawnerIndex) + "_Spawn");
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if (!possibleSpawners.empty()) {
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auto* spawner = possibleSpawners.at(0);
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GameMessages::SendTeleport(playerID, spawner->GetPosition(), spawner->GetRotation(), player->GetSystemAddress(), true);
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}
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}
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spawnerIndex++;
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}
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}
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// Done
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void BaseWavesServer::GameOver(Entity* self, bool won) {
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if (!CheckAllPlayersDead() && !won)
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return;
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ActivityTimerStopAllTimers(self);
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// Reset all the spawners
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state.waveNumber = 0;
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state.totalSpawned = 0;
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state.currentSpawned = 0;
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self->SetNetworkVar<bool>(WavesStartedVariable, false);
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self->SetNetworkVar<uint32_t>(StartCooldownVariable, 0);
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SetPlayerSpawnPoints();
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ClearSpawners();
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for (const auto& playerID : state.players) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr)
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continue;
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const auto score = GetActivityValue(self, playerID, 0);
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const auto time = GetActivityValue(self, playerID, 1);
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const auto wave = GetActivityValue(self, playerID, 2);
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GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Update_ScoreBoard", time, 0,
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playerID, std::to_string(wave), UNASSIGNED_SYSTEM_ADDRESS);
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if (won) {
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SetPlayerSpawnPoints();
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self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
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} else {
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player->Resurrect();
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}
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// Update all mission progression
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(), self->GetVar<std::string>(MissionTypeVariable));
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}
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StopActivity(self, playerID, wave, time, score);
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SaveScore(self, playerID, wave, time);
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}
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}
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// Done
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void BaseWavesServer::GameWon(Entity* self) {
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ActivityTimerStopAllTimers(self);
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const auto winDelay = waves.back().winDelay;
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ActivityTimerStart(self, GameOverWinTimer, 1, winDelay);
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self->SetNetworkVar<uint32_t>(StartTimedWaveVariable, { winDelay, state.waveNumber });
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}
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// Done
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void BaseWavesServer::SpawnNow(const std::string& spawnerName, uint32_t amount, LOT spawnLot) {
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const auto spawners = Game::zoneManager->GetSpawnersByName(spawnerName);
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for (auto* spawner : spawners) {
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if (spawnLot != LOT_NULL) {
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spawner->SetSpawnLot(spawnLot);
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}
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spawner->m_Info.amountMaintained = amount;
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spawner->m_Info.maxToSpawn = amount;
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spawner->Reset();
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spawner->Activate();
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}
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}
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// Done
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void BaseWavesServer::SpawnWave(Entity* self) {
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if (!self->GetNetworkVar<bool>(WavesStartedVariable))
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return;
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// If there's no wave left
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if (state.waveNumber >= waves.size()) {
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GameOver(self);
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return;
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}
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const auto wave = waves.at(state.waveNumber);
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// Handles meta info to the client about the current round
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if (wave.winDelay != static_cast<uint32_t>(-1)) {
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self->SetNetworkVar<bool>(WonWaveVariable, true);
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// Close the game if we don't expect a notification from an other entity to end it
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if (!wave.notifyWin) {
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GameWon(self);
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}
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for (const auto& playerID : state.players) {
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auto* player = Game::entityManager->GetEntity(playerID);
|
|
if (player && player->GetIsDead()) {
|
|
player->Resurrect();
|
|
}
|
|
}
|
|
} else {
|
|
if (wave.timeLimit != static_cast<uint32_t>(-1)) {
|
|
ActivityTimerStart(self, TimedWaveTimer, 1.0f, wave.timeLimit);
|
|
self->SetNetworkVar<uint32_t>(StartTimedWaveVariable, { wave.timeLimit, state.waveNumber + 1 });
|
|
} else {
|
|
self->SetNetworkVar<uint32_t>(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<std::string>(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<uint32_t>(NumRemainingVariable, state.currentSpawned);
|
|
}
|
|
|
|
// Done
|
|
bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint32_t score) {
|
|
if (!self->GetNetworkVar<bool>(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<float_t>(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<MissionComponent>();
|
|
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<uint32_t>(WaveCompleteVariable, { state.waveNumber, static_cast<uint32_t>(currentTime) });
|
|
return true;
|
|
}
|
|
|
|
self->SetNetworkVar<uint32_t>(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<MissionComponent>();
|
|
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 = Game::zoneManager->GetSpawnersByName(spawnerName);
|
|
|
|
for (auto* spawnerObject : spawnerObjects) {
|
|
spawnerObject->Reset();
|
|
spawnerObject->Deactivate();
|
|
}
|
|
}
|
|
}
|