Files
DarkflameServer/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.h
Aaron Kimbrell 4900f11cf1 fix(scripts): the Spider Queen screams from the mountain when a spiderling dies (issue 307)
The zone script never handed the boss her landing target and scream emitter: ZoneAgProperty::ProcessGroupObjects
was empty and nothing answered the boss client script's "QueryZoneScript" event. As the live scripts: the boss asks
the zone ("RetrieveZoneData"), the zone stores the first object of Land_Target and Spider_Scream on her as
LandingTarget and ScreamEmitter (looking again every 0.3 s until they are spawned), and each spiderling death sends
NotifyClientObject "EmitScream" with the emitter, which the boss's client script plays as the scream. The landing
skill and camera shake now come from the landing target, not the boss.

Check in game: AG Spider Queen (property or instance): kill a spiderling: the scream plays from the mountain; when
she comes back down, the landing blast hits around the landing spot and the camera shakes.

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

136 lines
6.1 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);
// The boss's client script asks for the zone data ("QueryZoneScript") once the boss renders
void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) override;
// "SpiderlingDied" from the spiderlings the eggs hatch (live: notifyDie on the spiderling)
void OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) override;
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;
};