DarkflameServer/dScripts/BaseWavesServer.h
EmosewaMC a91309c5f8 Scripts A-B
Gonna be doing this in alphabetical order now.
2022-06-22 21:11:31 -07:00

156 lines
6.7 KiB
C++

#pragma once
#include "ActivityManager.h"
/**
* State for each active game
*/
struct WavesGameState {
std::vector<LWOOBJID> players {};
std::vector<LWOOBJID> waitingPlayers {};
uint32_t totalSpawned = 0;
uint32_t currentSpawned = 0;
uint32_t waveNumber = 0;
std::string introCelebration;
};
struct MobDefinition {
LOT lot;
uint32_t amountToSpawn;
std::string spawnerName;
};
struct WaveMission {
uint32_t time;
uint32_t wave;
uint32_t missionID;
};
struct Wave {
std::vector<MobDefinition> waveMobs {};
std::vector<uint32_t> soloMissions {};
std::vector<uint32_t> missions {};
std::string cinematic;
float_t cinematicLength;
uint32_t timeLimit = UINT32_MAX;
bool notifyWin = false;
uint32_t winDelay = UINT32_MAX;
};
/**
* WaveConstants that have to be set for each game
*/
struct WaveConstants {
uint32_t acceptedDelay = 0;
uint32_t startDelay = 0;
uint32_t waveTime = 0;
uint32_t waveCompleteDelay = 0;
std::string eventGroup;
std::string introCelebration;
};
class BaseWavesServer : public ActivityManager {
public:
void OnStartup(Entity* self) override { SetGameVariables(self); BaseStartup(self); };
void OnPlayerLoaded(Entity* self, Entity* player) override { BasePlayerLoaded(self, player); };
void OnPlayerExit(Entity* self, Entity* player) override { BasePlayerExit(self, player); };
void OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) override { BaseFireEvent(self, sender, args, param1, param2, param3); };
void OnPlayerDied(Entity* self, Entity* player) override { BasePlayerDied(self, player); };
void OnPlayerResurrected(Entity* self, Entity* player) override { BasePlayerResurrected(self, player); };
void OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier,
const std::u16string& userData) override
{ BaseMessageBoxResponse(self, sender, button, identifier, userData); };
void BasePlayerLoaded(Entity* self, Entity* player);
void BaseStartup(Entity* self);
void BasePlayerExit(Entity* self, Entity* player);
void BaseFireEvent(Entity *self, Entity *sender, const std::string& args, int32_t param1, int32_t param2,
int32_t param3);
void BasePlayerDied(Entity* self, Entity* player);
void BasePlayerResurrected(Entity* self, Entity* player);
void BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData);
void OnActivityTimerDone(Entity *self, const std::string &name) override;
void OnActivityTimerUpdate(Entity *self, const std::string &name, float_t remainingTime, float_t elapsedTime) override;
protected:
virtual WaveConstants GetConstants() { return WaveConstants(); };
virtual std::vector<Wave> GetWaves() { return {}; };
virtual std::vector<WaveMission> GetWaveMissions() { return {}; };
virtual std::vector<std::string> GetSpawnerNames() { return {}; }
WavesGameState state {};
// Mob set default names
std::string BaseMobSet = "baseMobSet";
std::string RandMobSet = "randMobSet";
// Variable names
std::u16string WavesStartedVariable = u"wavesStarted";
std::u16string ShowScoreboardVariable = u"Show_ScoreBoard";
std::u16string WatchingIntroVariable = u"WatchingIntro";
std::u16string ClearScoreboardVariable = u"Clear_Scoreboard";
std::u16string DefinePlayerToUIVariable = u"Define_Player_To_UI";
std::u16string UpdateScoreboardPlayersVariable = u"Update_ScoreBoard_Players.";
std::u16string PlayerConfirmVariable = u"PlayerConfirm_ScoreBoard.";
std::u16string PlayersAcceptedVariable = u"playersAccepted";
std::u16string PlayersReadyVariable = u"playersReady";
std::u16string BaseMobSetIndexVariable = u"baseMobSetNum";
std::u16string RandMobSetIndexVariable = u"randMobSetNum";
std::u16string AcceptedDelayStartedVariable = u"AcceptedDelayStarted";
std::u16string NumberOfPlayersVariable = u"NumberOfPlayers";
std::u16string FirstTimeDoneVariable = u"firstTimeDone";
std::u16string MissionTypeVariable = u"missionType";
std::u16string StartWaveMessageVariable = u"Start_Wave_Message";
std::u16string ExitWavesVariable = u"Exit_waves";
std::u16string UpdateDefaultStartTimerVariable = u"Update_Default_Start_Timer";
std::u16string UpdateTimerVariable = u"Update_Timer";
std::u16string UpdateCooldownVariable = u"Update_Cool_Down";
std::u16string IsCooldownVariable = u"isCoolDown";
std::u16string SpawnMobVariable = u"Spawn_Mob";
std::u16string WonWaveVariable = u"Won_Wave";
std::u16string WaveCompleteVariable = u"Wave_Complete";
std::u16string StartTimedWaveVariable = u"Start_Timed_Wave";
std::u16string NewWaveVariable = u"New_Wave";
std::u16string StartCinematicVariable = u"startCinematic";
std::u16string NumRemainingVariable = u"numRemaining";
std::u16string StartCooldownVariable = u"Start_Cool_Down";
// Timer names
std::string SpawnTickTimer = "SpawnTick";
std::string AllAcceptedDelayTimer = "AllAcceptedDelay";
std::string AcceptedDelayTimer = "AcceptedDelay";
std::string StartDelayTimer = "StartDelay";
std::string ClockTickTimer = "ClockTick";
std::string CoolDownStartTimer = "CoolDownStart";
std::string CoolDownStopTimer = "CoolDownStop";
std::string PlaySpawnSoundTimer = "PlaySpawnSound";
std::string NextWaveTickTimer = "NextWaveTick";
std::string WaveCompleteDelayTimer = "WaveCompleteDelay";
std::string TimedWaveTimer = "TimedWave";
std::string GameOverWinTimer = "GameOverWin";
std::string CinematicDoneTimer = "CinematicDone";
std::string spawnSoundGUID = "{ca36045d-89df-4e96-a317-1e152d226b69}";
private:
void SetGameVariables(Entity* self);
static void ResetStats(LWOOBJID player);
void GameOver(Entity* self, bool won = false);
void GameWon(Entity* self);
void UpdateMissionForAllPlayers(Entity* self, uint32_t missionID);
void StartWaves(Entity* self);
void SpawnWave(Entity* self);
static void SpawnNow(const std::string& spawnerName, uint32_t amount, LOT spawnLot);
bool UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint32_t score);
bool CheckAllPlayersDead();
void SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID = LWOOBJID_EMPTY);
void PlayerConfirmed(Entity* self);
void PlayerAccepted(Entity* self, LWOOBJID playerID);
void ClearSpawners();
WaveConstants constants {};
std::vector<Wave> waves {};
std::vector<WaveMission> missions {};
std::vector<std::string> spawners {};
};