mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +00:00
Every game message still written or read by hand is now a NetGameMsg with Serialize and Deserialize, in per-domain files: - MovementMessages: teleport, platforms (resync and its request), orient to angle, node rotation lock, gravity scale, jetpack mode, control scheme, respawn checkpoint, rails (set/start, ready, cancel, arrived), mount inventory ID, dismount complete, possession ack, ghost reference override and position, camera cycling (eCameraTargetCyclingMode moves here). - ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for updates, player ready, restore to post load stats, server done loading, invalid zone transfer list, zone summary display/dismissed, level processing complete, object world state, and the localized announcement WorldMigration wrote by hand. - PlayerMessages: chat mode, GM level, LEGO score, currency, reputation, GM invis, pickup currency, zone and player statistics, chat commands, bug reports, verify ack. - ObjectMessages: fire event client/server side, notify client (zone) object, notify object, script network vars, failed preconditions, terminate interaction, set name, request use, request server object info. - QuickBuildMessages: notify state, enable, cancel. - ActivityMessages gains match response/update/request, leaderboard request and data, shooting gallery score/rotation/fire, activity state change. - MissionMessages gains MissionDialogueCancelled (a no-op, as before). The wire structs left in GameMessages.h move to their domains (tooltip and emote to Effects, loot and item use to Inventory, model build to Building, behavior sound to Property, skill sets to Skill) and gain the missing direction. The dismount logic moves to PossessorComponent::OnDismountComplete. Every inbound message is registered in the GameMessageHandler map; the switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base code. Call sites build the structs (NotifyClientObject, TerminateInteraction, Teleport, PlatformResync, FireEventClientSide, NotifyObject and NotifyClientZoneObject get convenience constructors like PlayFXEffect). Dead senders are dropped: SendSetShootingGalleryParams (no callers, field order was a guess), SendTeamPickupItem (the struct already existed), SendRequestActivitySummaryLeaderboardData (the struct covers it). Verified with RemainingMessagesTests: every old Send* function is frozen verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte (same bits, destination and broadcast flag) over grids of inputs; every old Handle* read sequence is frozen as a Read* oracle and compared with the struct's Deserialize; round trips, truncation and a golden packet. PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled (0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50) were checked against the client. Behaviour notes: an inbound message that fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES / MISSION_DIALOGUE_CANCELLED now read their (unused) client fields. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
602 lines
21 KiB
C++
602 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 "MovementMessages.h"
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#include "ObjectMessages.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::PlayerSetCameraCyclingMode cameraCyclingMode;
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cameraCyclingMode.target = player->GetObjectID();
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cameraCyclingMode.SendToClient(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::NotifyClientZoneObject(self->GetObjectID(), u"Player_Died", finalTime, finalWave, player->GetObjectID(), paramString).Send(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::NotifyClientZoneObject(self->GetObjectID(), u"Player_Res", 0, 0, player->GetObjectID(), "").Send(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::Teleport(playerID, spawner->GetPosition(), spawner->GetRotation(), true).SendToClient(player->GetSystemAddress());
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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::NotifyClientZoneObject(self->GetObjectID(), u"Update_ScoreBoard", time, 0, playerID, std::to_string(wave)).Send(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))
|
|
return;
|
|
|
|
// If there's no wave left
|
|
if (state.waveNumber >= waves.size()) {
|
|
GameOver(self);
|
|
return;
|
|
}
|
|
|
|
const auto wave = waves.at(state.waveNumber);
|
|
|
|
// Handles meta info to the client about the current round
|
|
if (wave.winDelay != static_cast<uint32_t>(-1)) {
|
|
self->SetNetworkVar<bool>(WonWaveVariable, true);
|
|
|
|
// Close the game if we don't expect a notification from an other entity to end it
|
|
if (!wave.notifyWin) {
|
|
GameWon(self);
|
|
}
|
|
|
|
for (const auto& playerID : state.players) {
|
|
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();
|
|
}
|
|
}
|
|
}
|