Files
DarkflameServer/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.h
David Markowitz 56504d9447 fix: add range checks to npc combat skill behavior (#2003)
* fix: add range checks to npc combat skill behavior

tested that all enemies now cast skills smartly based on range to targets, and do not cast skills if they are out of range.

fixes an issue where the spider queen could attack you outside the normal range

fixes an issue where entering happy flower caused you to need to restart the client

fixes #965

* feedback
2026-06-19 01:27:49 -05:00

130 lines
5.6 KiB
C++

#pragma once
#include "CppScripts.h"
/*
--------------------------------------------------------------
--L_BOSS_SPIDER_QUEEN_ENEMY_SERVER.lua
-- Server side Spider Queen Boss fight behavior script
-- created abeechler ... 5 / 12 / 11
-- ported by Wincent01 & Max, July 2020
--------------------------------------------------------------
*/
class DestroyableComponent;
class ControllablePhysicsComponent;
class BaseCombatAIComponent;
class BossSpiderQueenEnemyServer final : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
void OnDie(Entity* self, Entity* killer) override;
void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) override;
void OnUpdate(Entity* self) override;
void WithdrawSpider(Entity* self, bool withdraw);
void SpawnSpiderWave(Entity* self, int spiderCount);
void SpiderWaveManager(Entity* self);
void ToggleForSpecial(Entity* self, bool state);
void RunRainOfFire(Entity* self);
void RainOfFireManager(Entity* self);
void RapidFireShooterManager(Entity* self);
void RunRapidFireShooter(Entity* self);
float PlayAnimAndReturnTime(Entity* self, const std::u16string& animId);
void OnTimerDone(Entity* self, std::string timerName) override;
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status);
private:
void ToggleAttacking(Entity& self, bool on);
//Regular variables:
DestroyableComponent* destroyable = nullptr;
ControllablePhysicsComponent* controllable = nullptr;
BaseCombatAIComponent* combat = nullptr;
NiQuaternion originRotation = QuatUtils::IDENTITY;
int m_CurrentBossStage = 0;
int m_DeathCounter = 0;
std::vector<int> ThresholdTable;
bool waitForIdle = false;
//Const variables:
const std::vector<int> spiderWaveCntTable = { 2, 3 }; //The number of Dark Spiderling enemies to spawn per indexed wave number
const int ROFImpactCnt = 2; //The number of ROF impacts in each quadrant of the arena selected at random
const LOT SpiderlingID = 16197; //Reference obj ID for hatched Spiderlings
const int maxSpiderEggCnt = 3;
int hatchCounter = 0; //Global counter mainting visibility over how many eggs we have prepped to hatch per wave
std::vector<LWOOBJID> hatchList = {}; //Global list maintaining a record of all the eggs we have prepped to hatch for a wave
const std::string defaultFacingZone = "Zone3Vol"; //Maintains a default facing to ensure appropriate Spider Boss positioning for teleported players
std::vector<int> inZoneTable = {}; //Keeps track through player ID index what quadrant of the zone the player is in now
std::vector<int> fromZoneTable = {}; //Keeps track through player ID index what quadrant of the zone the player was last in
const float defaultAnimPause = 2.5f; //Default period of time to pause between missing animation actions
const std::u16string spiderJeerAnim = u"taunt"; //Animation Spider Boss plays to antagonize the player
const std::u16string spiderROFAnim = u"attack-fire"; //Animation Spider Boss plays to telegraph the ROF attack
const std::u16string spiderWithdrawAnim = u"withdraw"; //Animation Spider Boss plays to withdraw to the top of the mountain
const std::u16string spiderAdvanceAnim = u"advance"; //Animation Spider Boss plays to come back down from the mountain
const std::u16string spiderWithdrawIdle = u"idle-withdrawn"; //Animation Spider Boss plays to idle on the mountain
const std::u16string spiderShootLeft = u"attack-shoot-left"; //Animation Spider Boss plays to RFS shoot CCW
const std::u16string spiderShootRght = u"attack-shoot-right"; //Animation Spider Boss plays to RFS shoot CW
const std::u16string spiderSingleShot = u"attack-fire-single"; //Animation Spider Boss plays for a single shot
const uint32_t bossBulletSkill = 303; //Generic Spider Boss long range attack
const uint32_t bossSmashSkill = 322; //Generic Spider Boss short range attack
const uint32_t bossQueueSkill = 1568; //Empty skill to queue for special attack timing
const uint32_t bossLandingSkill = 1539; //Generic Spider Boss landing attack
const uint32_t bossSwipeSkill = 1573; //Generic Spider Boss landing attack
const float smashSkillLength = 3.1f; //Time (in seconds) the boss smash skill lasts
const float s1DelayMin = 10.0f; //Minimum time until calling for another Rapid Fire Shot
const float s1DelayMax = 15.0f; //Maximum time until calling for another Rapid Fire Shot
const float s2DelayMin = 10.0f; //Minimum time until calling for another Rain Of Fire
const float s2DelayMax = 15.0f; //Maximum time until calling for another Rain Of Fire
const unsigned int instanceZoneID = 1102; //Zone ID for the Spider Queen fight instance
const unsigned int instanceMissionID = 1941; //Achievement to update for beating the instanced Boss
//Establishes a link for the Spider to identify rapid fire targets based on zone reference
const std::map<std::string, std::vector<std::string>> rapidFireTargetTable = {
{"Zone1Vol", {"Zone8Targets", "Zone1Targets", "Zone2Targets"}},
{"Zone2Vol", {"Zone1Targets", "Zone2Targets", "Zone3Targets"}},
{"Zone3Vol", {"Zone2Targets", "Zone3Targets", "Zone4Targets"}},
{"Zone4Vol", {"Zone3Targets", "Zone4Targets", "Zone5Targets"}},
{"Zone5Vol", {"Zone4Targets", "Zone5Targets", "Zone6Targets"}},
{"Zone6Vol", {"Zone5Targets", "Zone6Targets", "Zone7Targets"}},
{"Zone7Vol", {"Zone6Targets", "Zone7Targets", "Zone8Targets"}},
{"Zone8Vol", {"Zone7Targets", "Zone8Targets", "Zone1Targets"}}
};
const std::vector<std::string> ROFTargetGroupIDTable = {
"ROF_Targets_00",
"ROF_Targets_01",
"ROF_Targets_02",
"ROF_Targets_03",
"ROF_Targets_04"
};
std::vector<LWOOBJID> attackTargetTable;
std::vector<LWOOBJID> impactList;
};