Files
DarkflameServer/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp
Aaron Kimbrell 300932c657 fix(scripts): Spider Queen rapid fire sweeps the three zone target groups around a player (issue 2016)
The live boss script tracks which arena zone volume (Zone1Vol..Zone8Vol, TeleVol for the default Zone3Vol) each
player last entered, and its rapid fire picks a random player, takes the three RFS target groups around that zone,
sorts each by the targets' CWOrder (CWOrder2 when the sweep crosses between zones 8 and 1), clockwise or
counter-clockwise at random, drops the first and last target of the middle group (shared with its neighbours),
turns with skill 1480 at the fourth target and fires 1394 at every target in turn, playing attack-shoot-right or
attack-shoot-left. The server shot a single random target with the single-shot animation, and the AG property zone
never subscribed the boss to the zone volumes. The zone now registers the volumes (retrying until they are spawned)
and the boss builds the sweep like the live script.

Check in game: AG Spider Queen stage 2; the rapid fire is an arc of many shots sweeping across the arena near the
player, left or right, and follows the player to other parts of the arena; after teleporting it starts from the
default side.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 10:52:54 -05:00

749 lines
24 KiB
C++

#include "BossSpiderQueenEnemyServer.h"
#include "GeneralUtils.h"
#include "MissionComponent.h"
#include "EntityManager.h"
#include "Entity.h"
#include "dZoneManager.h"
#include "DestroyableComponent.h"
#include "ControllablePhysicsComponent.h"
#include "BaseCombatAIComponent.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "ObjectMessages.h"
#include "SkillComponent.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "PlayerManager.h"
#include "eStateChangeType.h"
#include <algorithm>
#include <vector>
//----------------------------------------------------------------
//--On Startup, process necessary AI events
//----------------------------------------------------------------
void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
// Make immune to stuns
//self:SetStunImmunity{ StateChangeType = "PUSH", bImmuneToStunAttack = true, bImmuneToStunMove = true, bImmuneToStunTurn = true, bImmuneToStunUseItem = true, bImmuneToStunEquip = true, bImmuneToStunInteract = true, bImmuneToStunJump = true }
// Make immune to knockbacks and pulls
//self:SetStatusImmunity{ StateChangeType = "PUSH", bImmuneToPullToPoint = true, bImmuneToKnockback = true, bImmuneToInterrupt = true }
//Get our components:
destroyable = static_cast<DestroyableComponent*>(self->GetComponent(eReplicaComponentType::DESTROYABLE));
controllable = static_cast<ControllablePhysicsComponent*>(self->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
combat = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
if (!destroyable || !controllable) return;
// Determine Spider Boss health transition thresholds
int spiderBossHealth = destroyable->GetMaxHealth();
int transitionTickHealth = spiderBossHealth / 3;
int Stage2HealthThreshold = spiderBossHealth - transitionTickHealth;
int Stage3HealthThreshold = spiderBossHealth - (2 * transitionTickHealth);
ThresholdTable = { Stage2HealthThreshold, Stage3HealthThreshold };
originRotation = controllable->GetRotation();
combat->SetStunImmune(true);
m_CurrentBossStage = 1;
ToggleAttacking(*self, false);
self->SetProximityRadius(65.0f, "AggroRadius");
// Obtain faction and collision group to save for subsequent resets
}
void BossSpiderQueenEnemyServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (name != "AggroRadius" || !entering || !entering->IsPlayer()) return;
auto playerCount = self->GetVar<int32_t>(u"player_count");
if (status == "ENTER") {
if (playerCount == 0) {
ToggleAttacking(*self, true);
}
playerCount++;
} else if (status == "LEAVE") {
playerCount--;
if (playerCount == 0) {
ToggleAttacking(*self, false);
}
}
self->SetVar<int32_t>(u"player_count", playerCount);
}
void BossSpiderQueenEnemyServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
if (args != "QueryZoneScript") return;
// The zone script sets SpiderEggNetworkID, LandingTarget and ScreamEmitter on the boss
auto* const zoneControl = Game::entityManager->GetZoneControlEntity();
if (zoneControl) zoneControl->OnFireEventServerSide(self, "RetrieveZoneData");
}
void BossSpiderQueenEnemyServer::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
if (name != "SpiderlingDied" || !sender || sender->GetLOT() != SpiderlingID) return;
// The boss's client script plays the mountain scream from the emitter it is given
GameMessages::NotifyClientObject(self->GetObjectID(), u"EmitScream", 0, 0, self->GetVar<LWOOBJID>(u"ScreamEmitter"), "").Send(UNASSIGNED_SYSTEM_ADDRESS);
}
void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
for (const auto& player : PlayerManager::GetAllPlayers()) {
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
missionComponent->CompleteMission(instanceMissionID);
}
}
SpiderSkillManager(self, false);
// There is suppose to be a 0.1 second delay here but that may be admitted?
auto* controller = Game::entityManager->GetZoneControlEntity();
GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
self->SetPosition({ 10000, 0, 10000 });
Game::entityManager->SerializeEntity(self);
ToggleAttacking(*self, false);
controller->OnFireEventServerSide(self, "ClearProperty");
}
void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdraw) {
const auto withdrawn = self->GetBoolean(u"isWithdrawn");
if (withdrawn == withdraw) {
return;
}
if (withdraw) {
//Move spider away from battle zone
// Disabled because we cant option the reset collition group right now
GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
//First rotate for anim
NiQuaternion rot = QuatUtils::IDENTITY;
controllable->SetStatic(false);
controllable->SetRotation(rot);
controllable->SetStatic(true);
controllable->SetDirtyPosition(true);
rot = controllable->GetRotation();
Game::entityManager->SerializeEntity(self);
auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
baseCombatAi->SetDisabled(true);
float animTime = PlayAnimAndReturnTime(self, spiderWithdrawAnim);
float withdrawTime = animTime - 0.25f;
combat->SetStunImmune(false);
combat->Stun(withdrawTime + 6.0f);
combat->SetStunImmune(true);
destroyable->SetFaction(-1);
destroyable->SetIsImmune(true);
Game::entityManager->SerializeEntity(self);
self->AddTimer("WithdrawComplete", withdrawTime + 1.0f);
waitForIdle = true;
} else {
controllable->SetStatic(false);
//Cancel all remaining timers for say idle anims:
self->CancelAllTimers();
auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
baseCombatAi->SetDisabled(false);
// Move the Spider to its ground location
// preparing its stage attacks, and removing invulnerability
//destroyable->SetIsImmune(false);
// Run the advance animation and prepare a timer for resuming AI
float animTime = PlayAnimAndReturnTime(self, spiderAdvanceAnim);
animTime += 1.f;
float attackPause = animTime - 0.4f;
destroyable->SetFaction(4);
destroyable->SetIsImmune(false);
//Advance stage
m_CurrentBossStage++;
//Reset the current wave death counter
m_DeathCounter = 0;
Game::entityManager->SerializeEntity(self);
// Prepare a timer for post leap attack
self->AddTimer("AdvanceAttack", attackPause);
// Prepare a timer for post leap
self->AddTimer("AdvanceComplete", animTime);
}
self->SetBoolean(u"isWithdrawn", withdraw);
}
void BossSpiderQueenEnemyServer::SpawnSpiderWave(Entity* self, int spiderCount) {
// The Spider Queen Boss is withdrawing and requesting the spawn
// of a hatchling wave
// Clamp invalid Spiderling number requests to the maximum amount of eggs available
if ((spiderCount > maxSpiderEggCnt) || (spiderCount < 0))
spiderCount = maxSpiderEggCnt;
// Reset our wave manager reference variables
hatchCounter = spiderCount;
hatchList = {};
// Run the wave manager
SpiderWaveManager(self);
}
void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
auto SpiderEggNetworkID = self->GetI64(u"SpiderEggNetworkID");
std::vector<LWOOBJID> spiderEggs{};
auto spooders = Game::entityManager->GetEntitiesInGroup("SpiderEggs");
for (auto spodder : spooders) {
spiderEggs.push_back(spodder->GetObjectID());
}
// Select a number of random spider eggs from the list equal to the
// current number needed to complete the current wave
if (!spiderEggs.empty()) {
for (int i = 0; i < hatchCounter; i++) {
// Select a random spider egg
auto randomEggLoc = GeneralUtils::GenerateRandomNumber<int>(0, spiderEggs.size() - 1);
auto randomEgg = spiderEggs[randomEggLoc];
//Just a quick check to try and prevent dupes:
for (auto en : hatchList) {
if (en == randomEgg) {
randomEggLoc++;
randomEgg = spiderEggs.at(randomEggLoc % spiderEggs.size());
}
}
if (randomEgg) {
auto* eggEntity = Game::entityManager->GetEntity(randomEgg);
if (eggEntity == nullptr) {
continue;
}
// Prep the selected spider egg
eggEntity->OnFireEventServerSide(self, "prepEgg");
// Add the prepped egg to our hatchList
hatchList.push_back(eggEntity->GetObjectID());
// Decrement the hatchCounter
hatchCounter = hatchCounter - 1;
}
// Remove it from our spider egg list
spiderEggs[randomEggLoc] = LWOOBJID_EMPTY;
if (spiderEggs.size() <= 0 || (hatchCounter <= 0)) {
break;
}
}
}
if (hatchCounter > 0) {
// We still have more eggs to hatch, poll the SpiderWaveManager again
self->AddTimer("PollSpiderWaveManager", 1.0f);
} else {
// We have successfully readied a full wave
// initiate hatching!
for (auto egg : hatchList) {
auto* eggEntity = Game::entityManager->GetEntity(egg);
if (eggEntity == nullptr) {
continue;
}
eggEntity->OnFireEventServerSide(self, "hatchEgg");
auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
combat->SetStunImmune(false);
combat->Stun(time += 6.0f);
combat->SetStunImmune(true);
self->AddTimer("checkForSpiders", 6.0f);
}
hatchList.clear();
}
}
void BossSpiderQueenEnemyServer::ToggleForSpecial(Entity* self, const bool state) {
// Kept apart from "stoppedFlag", which is the no-players-around attack stop (ToggleAttacking)
self->SetBoolean(u"isSpecialAttacking", state);
UpdateSpecialStun(self);
}
void BossSpiderQueenEnemyServer::SetRainOfFireStun(Entity* self, const bool state) {
// Live: a separate "can't attack" stun from the start of a rain of fire until its last impact
self->SetBoolean(u"rainOfFireStun", state);
UpdateSpecialStun(self);
}
void BossSpiderQueenEnemyServer::UpdateSpecialStun(Entity* self) {
combat->SetDisabled(self->GetBoolean(u"isSpecialAttacking") || self->GetBoolean(u"rainOfFireStun"));
}
void BossSpiderQueenEnemyServer::SpiderSkillManager(Entity* self, const bool active) {
if (!active) {
self->CancelTimer("PollSpiderSkillManager");
return;
}
// Within smashSkillLength of the melee smash: run the special once the smash is over
if (self->GetBoolean(u"bSpecialLock")) {
self->SetBoolean(u"bSpecialQueued", true);
return;
}
if (self->GetBoolean(u"isWithdrawn")) return;
// Stage 2 only fires the rapid fire shooter, stage 3 only the rain of fire
if (m_CurrentBossStage == 2) {
RunRapidFireShooter(self);
} else if (m_CurrentBossStage == 3) {
RunRainOfFire(self);
}
}
void BossSpiderQueenEnemyServer::OnSkillCast(Entity* self, const uint32_t skillID) {
if (skillID != bossSmashSkill) return;
// The melee smash locks the specials for as long as it lasts
self->SetBoolean(u"bSpecialLock", true);
self->CancelTimer("UnlockSpecials");
self->AddTimer("UnlockSpecials", smashSkillLength);
}
void BossSpiderQueenEnemyServer::RunRainOfFire(Entity* self) {
ToggleForSpecial(self, true);
SetRainOfFireStun(self, true);
impactList.clear();
auto index = 0u;
for (const auto& rofGroup : ROFTargetGroupIDTable) {
const auto spawners = Game::zoneManager->GetSpawnersInGroup(rofGroup);
std::vector<LWOOBJID> spawned;
for (auto* spawner : spawners) {
for (const auto* node : spawner->m_Info.nodes) {
spawned.insert(spawned.end(), node->entities.begin(), node->entities.end());
}
}
if (index == 0) {
impactList.insert(impactList.end(), spawned.begin(), spawned.end());
} else if (!spawned.empty()) {
const auto randomIndex = GeneralUtils::GenerateRandomNumber<int32_t>(0, spawned.size() - 1);
impactList.push_back(spawned[randomIndex]);
}
index++;
}
const auto animTime = PlayAnimAndReturnTime(self, spiderROFAnim);
self->AddTimer("StartROF", animTime);
}
void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self) {
if (!impactList.empty()) {
auto* entity = Game::entityManager->GetEntity(impactList[0]);
impactList.erase(impactList.begin());
if (entity == nullptr) {
LOG("Failed to find impact!");
return;
}
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
LOG("Failed to find impact skill component!");
return;
}
skillComponent->CalculateBehavior(1376, 32168, LWOOBJID_EMPTY, true);
self->AddTimer("PollROFManager", 0.5f);
return;
}
SetRainOfFireStun(self, false);
self->AddTimer("PollSpiderSkillManager", static_cast<float>(GeneralUtils::GenerateRandomNumber<int32_t>(s2DelayMin, s2DelayMax)));
}
void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self) {
if (attackTargetTable.empty()) {
const auto animationTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
self->AddTimer("RFSTauntComplete", animationTime);
return;
}
const auto target = attackTargetTable[0];
auto* skillComponent = self->GetComponent<SkillComponent>();
skillComponent->CalculateBehavior(1394, 32612, target, true);
attackTargetTable.erase(attackTargetTable.begin());
self->AddTimer("PollRFSManager", 0.3f);
}
void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self) {
// The sweep starts around a random player, from the zone volume that player last entered
const auto& players = PlayerManager::GetAllPlayers();
if (players.empty()) {
self->AddTimer("PollSpiderSkillManager", static_cast<float>(GeneralUtils::GenerateRandomNumber<int32_t>(s1DelayMin, s1DelayMax)));
return;
}
ToggleForSpecial(self, true);
const auto* const attackFocus = players[GeneralUtils::GenerateRandomNumber<size_t>(0, players.size() - 1)];
const auto inZone = inZoneTable.find(attackFocus->GetObjectID());
const auto& primaryZone = inZone != inZoneTable.end() ? inZone->second : defaultFacingZone;
// Clockwise or counter-clockwise at random
const bool clockwise = GeneralUtils::GenerateRandomNumber<int32_t>(1, 2) == 1;
attackTargetTable = BuildRapidFireTargets(primaryZone, clockwise, [](const std::string& group) {
std::vector<RapidFireTarget> targets;
for (auto* const target : Game::entityManager->GetEntitiesInGroup(group)) {
targets.push_back({ target->GetObjectID(), target->GetVar<int32_t>(u"CWOrder"), target->GetVar<int32_t>(u"CWOrder2") });
}
return targets;
});
// Turn towards the fourth target, then shoot every target in turn
auto* skillComponent = self->GetComponent<SkillComponent>();
skillComponent->CalculateBehavior(1480, 36652, attackTargetTable.size() >= 4 ? attackTargetTable[3] : LWOOBJID_EMPTY, true);
RapidFireShooterManager(self);
PlayAnimAndReturnTime(self, clockwise ? spiderShootRght : spiderShootLeft);
}
std::vector<LWOOBJID> BossSpiderQueenEnemyServer::BuildRapidFireTargets(const std::string& primaryZone, const bool clockwise,
const std::function<std::vector<RapidFireTarget>(const std::string& group)>& groupTargets) {
std::vector<LWOOBJID> attackTargets;
const auto zoneGroups = rapidFireTargetTable.find(primaryZone);
if (zoneGroups == rapidFireTargetTable.end()) return attackTargets;
const auto& groups = zoneGroups->second;
const auto& primaryGroup = clockwise ? groups[0] : groups[2];
const auto& secondaryGroup = groups[1];
const auto& tertiaryGroup = clockwise ? groups[2] : groups[0];
// Zones 8 and 1 meet where CWOrder starts again; sweeps over that edge sort by CWOrder2
const bool crossesStart = std::ranges::any_of(groups, [](const std::string& group) {
return group == "Zone1Targets" || group == "Zone8Targets";
});
for (const auto* const group : { &primaryGroup, &secondaryGroup, &tertiaryGroup }) {
auto targets = groupTargets(*group);
std::ranges::stable_sort(targets, [crossesStart, clockwise](const RapidFireTarget& a, const RapidFireTarget& b) {
const auto orderA = crossesStart ? a.cwOrder2 : a.cwOrder;
const auto orderB = crossesStart ? b.cwOrder2 : b.cwOrder;
return clockwise ? orderA < orderB : orderA > orderB;
});
// The middle group leaves out its first and last target
const bool isSecondary = group == &secondaryGroup;
for (size_t i = 0; i < targets.size(); i++) {
if (isSecondary && (i == 0 || i == targets.size() - 1)) continue;
attackTargets.push_back(targets[i].id);
}
}
return attackTargets;
}
void BossSpiderQueenEnemyServer::OnZoneVolumeEntered(Entity* self, Entity* player, const std::string& volumeGroup) {
if (!player || !player->IsPlayer()) return;
// The aggro volume is not a quadrant (the boss's aggro uses her proximity radius)
if (volumeGroup == "AggroVol") return;
// A teleported player faces the default zone
inZoneTable[player->GetObjectID()] = volumeGroup == "TeleVol" ? defaultFacingZone : volumeGroup;
}
void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string timerName) {
if (timerName == "PollSpiderWaveManager") {
//Call the manager again to attempt to finish prepping a Spiderling wave
//Run the wave manager
SpiderWaveManager(self);
} else if (timerName == "disableWaitForIdle") { waitForIdle = false; } else if (timerName == "checkForSpiders") {
//Don't do anything if we ain't withdrawn:
const auto withdrawn = self->GetBoolean(u"isWithdrawn");
if (!withdrawn) return;
NiQuaternion rot = QuatUtils::IDENTITY;
//First rotate for anim
controllable->SetStatic(false);
controllable->SetRotation(rot);
controllable->SetStatic(true);
Game::entityManager->SerializeEntity(self);
//Play the Spider Boss' mountain idle anim
auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
combat->SetStunImmune(false);
combat->Stun(time);
combat->SetStunImmune(true);
rot = controllable->GetRotation();
//If there are still baby spiders, don't do anyhting either
const auto spiders = Game::entityManager->GetEntitiesInGroup("BabySpider");
if (spiders.size() > 0)
self->AddTimer("checkForSpiders", time);
else
WithdrawSpider(self, false);
} else if (timerName == "PollROFManager") {
//Call the manager again to attempt to initiate an impact on another random location
//Run the ROF Manager
RainOfFireManager(self);
} else if (timerName == "PollRFSManager") {
//Call the manager again to attempt to initiate a rapid fire shot at the next sequential target
//Run the ROF Manager
RapidFireShooterManager(self);
} else if (timerName == "StartROF") {
//Re-enable Spider Boss
ToggleForSpecial(self, false);
RainOfFireManager(self);
} else if (timerName == "PollSpiderSkillManager") {
//Call the skill manager again to attempt to run the current Spider Boss
//stage's special attack again
SpiderSkillManager(self, true);
} else if (timerName == "RFSTauntComplete") {
//Set a timer based on a random cooldown to pulse the SpiderSkillManager again
self->AddTimer("PollSpiderSkillManager", static_cast<float>(GeneralUtils::GenerateRandomNumber<int32_t>(s1DelayMin, s1DelayMax)));
//Re-enable Spider Boss
ToggleForSpecial(self, false);
} else if (timerName == "WithdrawComplete") {
//Play the Spider Boss' mountain idle anim
PlayAnimAndReturnTime(self, spiderWithdrawIdle);
//The Spider Boss has retreated, hatch a wave!
int currentStage = m_CurrentBossStage;
//Prepare a Spiderling wave and initiate egg hatch events
//self->SetVar(u"SpiderWaveCount", )
hatchCounter = 2;
if (currentStage > 1) hatchCounter++;
SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]);
} else if (timerName == "AdvanceAttack") {
//Fire the melee smash skill to throw players back
/*local landingTarget = self:GetVar("LandingTarget") or false
if((landingTarget) and (landingTarget:Exists())) {
local advSmashFlag = landingTarget:CastSkill{skillID = bossLandingSkill}
landingTarget:PlayEmbeddedEffectOnAllClientsNearObject{radius = 100, fromObjectID = landingTarget, effectName = "camshake-bridge"}
}*/
// The landing target casts the landing skill and shakes the camera, not the boss
auto* const landingEntity = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"LandingTarget"));
if (landingEntity) {
auto* const landingSkill = landingEntity->GetComponent<SkillComponent>();
if (landingSkill) landingSkill->CalculateBehavior(bossLandingSkill, 37739, LWOOBJID_EMPTY, true);
GameMessages::PlayEmbeddedEffectOnAllClientsNearObject embeddedEffect;
embeddedEffect.target = landingEntity->GetObjectID();
embeddedEffect.effectName = u"camshake-bridge";
embeddedEffect.fromObjectID = landingEntity->GetObjectID();
embeddedEffect.radius = 100.0f;
embeddedEffect.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
} else if (timerName == "AdvanceComplete") {
GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 11, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
//Wind up, telegraphing next round
float animTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
self->AddTimer("AdvanceTauntComplete", animTime);
} else if (timerName == "AdvanceTauntComplete") {
//Declare a default special Spider Boss skill cooldown
int spiderCooldownDelay = 10;
if (m_CurrentBossStage == 2) {
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s1DelayMin, s1DelayMax);
} else if (m_CurrentBossStage == 3) {
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s2DelayMin, s2DelayMax);
}
//Set a timer based on our random cooldown determination
//to pulse the SpiderSkillManager
self->AddTimer("PollSpiderSkillManager", spiderCooldownDelay);
//Remove current status immunity
/*self:SetStatusImmunity{ StateChangeType = "POP", bImmuneToSpeed = true, bImmuneToBasicAttack = true, bImmuneToDOT = true}
self:SetStunned{StateChangeType = "POP",
bCantMove = true,
bCantJump = true,
bCantTurn = true,
bCantAttack = true,
bCantUseItem = true,
bCantEquip = true,
bCantInteract = true,
bIgnoreImmunity = true}*/
destroyable->SetIsImmune(false);
destroyable->SetFaction(4);
Game::entityManager->SerializeEntity(self);
} else if (timerName == "Clear") {
Game::entityManager->FireEventServerSide(self, "ClearProperty");
self->CancelAllTimers();
} else if (timerName == "UnlockSpecials") {
//We no longer need to lock specials
self->SetBoolean(u"bSpecialLock", false);
//Did we queue a spcial attack?
if (self->GetBoolean(u"bSpecialQueued")) {
self->SetBoolean(u"bSpecialQueued", false);
SpiderSkillManager(self, true);
}
}
}
void BossSpiderQueenEnemyServer::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
if (m_CurrentBossStage > ThresholdTable.size()) {
return;
}
int currentThreshold = ThresholdTable[m_CurrentBossStage - 1];
if (destroyable->GetHealth() <= currentThreshold) {
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
if (!isWithdrawn) {
self->CancelAllTimers();
// Stop whatever special was running
attackTargetTable.clear();
impactList.clear();
self->SetBoolean(u"isSpecialAttacking", false);
self->SetBoolean(u"rainOfFireStun", false);
self->SetBoolean(u"bSpecialLock", false);
self->SetBoolean(u"bSpecialQueued", false);
WithdrawSpider(self, true);
}
}
}
void BossSpiderQueenEnemyServer::OnUpdate(Entity* self) {
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
if (!isWithdrawn) return;
if (controllable->GetRotation() == QuatUtils::IDENTITY) {
return;
}
controllable->SetStatic(false);
controllable->SetRotation(QuatUtils::IDENTITY);
controllable->SetStatic(true);
Game::entityManager->SerializeEntity(self);
}
//----------------------------------------------
//--Utility function capable of playing a priority
//-- animation on a targetand returning either the
//-- anim time, or a desired default
//----------------------------------------------
float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std::u16string& animID) {
// Get the anim time
float animTimer = RenderComponent::GetAnimationTime(self, animID);
// If we have an animation play it
if (animTimer > 0) {
animTimer = RenderComponent::PlayAnimation(self, animID);
}
// If the anim time is less than the the default time use default
if (animTimer < defaultAnimPause) {
animTimer = defaultAnimPause;
}
return animTimer;
}
void BossSpiderQueenEnemyServer::ToggleAttacking(Entity& self, bool on) {
const auto stoppedFlag = self.GetVarAs<bool>(u"stoppedFlag");
if (!on) {
if (stoppedFlag) return;
self.SetVar(u"stoppedFlag", true);
combat->Stun(100000.0f, true); // forcibly stun so we stop attacking people trying to put on armor
} else {
if (!stoppedFlag) return;
self.SetVar(u"stoppedFlag", false);
combat->Stun(0.0f, true); // forcibly turn off the stun we put on above
}
}