Files
DarkflameServer/dScripts/BaseWavesServer.cpp
Aaron Kimbrell dae1925d1a refactor: effects, audio, animation and UI text game messages as structs
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.

No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).

Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:51 -05:00

597 lines
21 KiB
C++

#include "BaseWavesServer.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "ActivityMessages.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "CharacterComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "MissionComponent.h"
#include "Character.h"
// Done
void BaseWavesServer::SetGameVariables(Entity* self) {
this->constants = std::move(GetConstants());
this->waves = std::move(GetWaves());
this->missions = std::move(GetWaveMissions());
this->spawners = std::move(GetSpawnerNames());
}
// Done
void BaseWavesServer::BasePlayerLoaded(Entity* self, Entity* player) {
GameMessages::SendPlayerSetCameraCyclingMode(player->GetObjectID(), player->GetSystemAddress());
GameMessages::SendPlayerAllowedRespawn(player->GetObjectID(), true, player->GetSystemAddress());
state.waitingPlayers.push_back(player->GetObjectID());
state.players.push_back(player->GetObjectID());
self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable, self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) + 1);
self->SetNetworkVar<std::string>(DefinePlayerToUIVariable, std::to_string(player->GetObjectID()), player->GetSystemAddress());
// Notify the players of all other players
if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
auto counter = 1;
for (const auto& playerID : state.players) {
self->SetNetworkVar<std::string>(UpdateScoreboardPlayersVariable + GeneralUtils::to_u16string(counter), std::to_string(playerID));
counter++;
}
if (!this->constants.introCelebration.empty()) {
self->SetNetworkVar<std::string>(WatchingIntroVariable, this->constants.introCelebration + "_"
+ std::to_string(player->GetObjectID()));
} else {
self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
}
}
SetPlayerSpawnPoints();
if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
PlayerConfirmed(self);
} else {
UpdatePlayer(self, player->GetObjectID());
GetLeaderboardData(self, player->GetObjectID(), GetActivityID(self), 50);
ResetStats(player->GetObjectID());
}
}
// Done
void BaseWavesServer::BaseStartup(Entity* self) {
self->SetVar<uint32_t>(PlayersAcceptedVariable, 0);
self->SetVar<bool>(PlayersReadyVariable, false);
}
// Done
void BaseWavesServer::BasePlayerExit(Entity* self, Entity* player) {
auto waitingPlayerToErase = std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), player->GetObjectID());
if (waitingPlayerToErase != state.waitingPlayers.end()) state.waitingPlayers.erase(waitingPlayerToErase);
auto playerToErase = std::find(state.players.begin(), state.players.end(), player->GetObjectID());
if (playerToErase != state.players.end()) state.players.erase(playerToErase);
if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
PlayerConfirmed(self);
if (state.players.empty())
return;
if (state.waitingPlayers.empty()) {
ActivityTimerStopAllTimers(self);
ActivityTimerStart(self, AllAcceptedDelayTimer, 1.0f, constants.startDelay);
} else if (state.players.size() > state.waitingPlayers.size()) {
if (!self->GetVar<bool>(AcceptedDelayStartedVariable)) {
self->SetVar<bool>(AcceptedDelayStartedVariable, true);
ActivityTimerStart(self, AcceptedDelayTimer, 1.0f, constants.acceptedDelay);
}
}
} else {
UpdatePlayer(self, player->GetObjectID(), true);
if (CheckAllPlayersDead()) {
GameOver(self);
}
}
SetActivityValue(self, player->GetObjectID(), 1, 0);
SetActivityValue(self, player->GetObjectID(), 2, 0);
self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable,
std::min(static_cast<uint32_t>(0), self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) - 1));
}
// Done
void BaseWavesServer::BaseFireEvent(Entity* self, Entity* sender, const std::string& args, int32_t param1, int32_t param2,
int32_t param3) {
if (args == "start") {
StartWaves(self);
} else if (args == "Survival_Update") {
const auto senderID = sender != nullptr ? sender->GetObjectID() : LWOOBJID_EMPTY;
if (UpdateSpawnedEnemies(self, senderID, param1)) {
const auto currentTime = GetActivityValue(self, senderID, 1);
const auto currentWave = GetActivityValue(self, senderID, 2);
for (const auto& mission : this->missions) {
if (currentWave == mission.wave && currentTime <= mission.time) {
UpdateMissionForAllPlayers(self, mission.missionID);
}
}
}
}
}
// Done
void BaseWavesServer::BasePlayerDied(Entity* self, Entity* player) {
const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer);
const auto finalTime = GetActivityValue(self, player->GetObjectID(), 1);
const auto finalWave = GetActivityValue(self, player->GetObjectID(), 2);
auto paramString = CheckAllPlayersDead() ? "true" : "false";
GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Player_Died", finalTime, finalWave,
player->GetObjectID(), paramString, player->GetSystemAddress());
if (!self->GetNetworkVar<bool>(WavesStartedVariable)) {
player->Resurrect();
return;
}
GameOver(self);
}
// Done
void BaseWavesServer::BasePlayerResurrected(Entity* self, Entity* player) {
GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Player_Res", 0, 0,
player->GetObjectID(), "", player->GetSystemAddress());
if (self->GetNetworkVar<bool>(WavesStartedVariable))
return;
self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
SetPlayerSpawnPoints(player->GetObjectID());
}
// Done
void BaseWavesServer::BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button,
const std::u16string& identifier, const std::u16string& userData) {
if (identifier == u"RePlay") {
PlayerAccepted(self, sender->GetObjectID());
PlayerConfirmed(self);
} else if (identifier == u"Exit_Question" && button == 1) {
ResetStats(sender->GetObjectID());
self->SetNetworkVar<std::string>(ExitWavesVariable, std::to_string(sender->GetObjectID()));
if (sender->IsPlayer()) {
auto* character = sender->GetCharacter();
if (character != nullptr) {
auto* characterComponent = sender->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
}
}
}
}
// Done
void BaseWavesServer::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t remainingTime, float_t elapsedTime) {
if (name == AcceptedDelayTimer) {
self->SetNetworkVar<uint32_t>(UpdateDefaultStartTimerVariable, remainingTime);
} else if (name == ClockTickTimer) {
self->SetNetworkVar<float_t>(UpdateTimerVariable, elapsedTime);
} else if (name == NextWaveTickTimer || name == TimedWaveTimer || name == GameOverWinTimer) {
self->SetNetworkVar<uint32_t>(UpdateCooldownVariable, remainingTime);
}
}
// Done
void BaseWavesServer::OnActivityTimerDone(Entity* self, const std::string& name) {
if (name == AcceptedDelayTimer) {
self->SetNetworkVar<uint32_t>(UpdateDefaultStartTimerVariable, 0);
ActivityTimerStart(self, AllAcceptedDelayTimer, 1, 1);
} else if (name == AllAcceptedDelayTimer) {
self->SetNetworkVar<bool>(ClearScoreboardVariable, true);
ActivityTimerStart(self, StartDelayTimer, 4, 4);
StartWaves(self);
} else if (name == StartDelayTimer) {
ActivityTimerStart(self, ClockTickTimer, 1);
SpawnWave(self);
ActivityTimerStart(self, PlaySpawnSoundTimer, 3, 3);
} else if (name == PlaySpawnSoundTimer) {
for (const auto& playerID : state.players) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player != nullptr) {
GameMessages::PlayNDAudioEmitter(player->GetObjectID(), spawnSoundGUID).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
}
} else if (name == NextWaveTickTimer) {
self->SetNetworkVar<bool>(StartCooldownVariable, false);
SpawnWave(self);
} else if (name == WaveCompleteDelayTimer) {
self->SetNetworkVar<uint32_t>(StartCooldownVariable, constants.waveTime);
ActivityTimerStart(self, NextWaveTickTimer, 1, constants.waveTime);
} else if (name == TimedWaveTimer) {
ActivityTimerStart(self, WaveCompleteDelayTimer, constants.waveCompleteDelay, constants.waveCompleteDelay);
const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer);
const auto currentWave = state.waveNumber;
self->SetNetworkVar<uint32_t>(WaveCompleteVariable, { currentWave, static_cast<uint32_t>(currentTime) });
} else if (name == GameOverWinTimer) {
GameOver(self, true);
} else if (name == CinematicDoneTimer) {
for (auto* boss : Game::entityManager->GetEntitiesInGroup("boss")) {
boss->OnFireEventServerSide(self, "startAI");
}
}
}
// Done
void BaseWavesServer::ResetStats(LWOOBJID playerID) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player != nullptr) {
// Boost all the player stats when loading in
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
destroyableComponent->SetImagination(destroyableComponent->GetMaxImagination());
}
}
}
// Done
void BaseWavesServer::PlayerConfirmed(Entity* self) {
std::vector<LWOOBJID> confirmedPlayers{};
for (const auto& playerID : state.players) {
auto pass = false;
for (const auto& waitingPlayerID : state.waitingPlayers) {
if (waitingPlayerID == playerID)
pass = true;
}
if (!pass)
confirmedPlayers.push_back(playerID);
}
auto playerIndex = 1;
for (const auto& playerID : confirmedPlayers) {
self->SetNetworkVar<std::string>(PlayerConfirmVariable + GeneralUtils::to_u16string(playerIndex), std::to_string(playerID));
playerIndex++;
}
}
// Done
void BaseWavesServer::PlayerAccepted(Entity* self, LWOOBJID playerID) {
state.waitingPlayers.erase(std::find(state.waitingPlayers.begin(), state.waitingPlayers.end(), playerID));
if (state.waitingPlayers.empty() && state.players.size() >= self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable)) {
ActivityTimerStopAllTimers(self);
ActivityTimerStart(self, AllAcceptedDelayTimer, 1, constants.startDelay);
} else if (!self->GetVar<bool>(AcceptedDelayStartedVariable)) {
self->SetVar<bool>(AcceptedDelayStartedVariable, true);
ActivityTimerStart(self, AcceptedDelayTimer, 1, constants.acceptedDelay);
}
}
// Done
void BaseWavesServer::StartWaves(Entity* self) {
GameMessages::ActivityStart activityStart;
activityStart.target = self->GetObjectID();
activityStart.Send(UNASSIGNED_SYSTEM_ADDRESS);
self->SetNetworkVar<std::string>(WatchingIntroVariable, "");
self->SetVar<bool>(PlayersReadyVariable, true);
self->SetVar<uint32_t>(BaseMobSetIndexVariable, 0);
self->SetVar<uint32_t>(RandMobSetIndexVariable, 0);
self->SetVar<bool>(AcceptedDelayStartedVariable, false);
state.waitingPlayers.clear();
for (const auto& playerID : state.players) {
const auto player = Game::entityManager->GetEntity(playerID);
if (player != nullptr) {
state.waitingPlayers.push_back(playerID);
UpdatePlayer(self, playerID);
GetLeaderboardData(self, playerID, GetActivityID(self), 1);
ResetStats(playerID);
if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
TakeActivityCost(self, playerID);
}
}
}
self->SetVar<bool>(FirstTimeDoneVariable, true);
self->SetVar<std::string>(MissionTypeVariable, state.players.size() == 1 ? "survival_time_solo" : "survival_time_team");
self->SetNetworkVar<bool>(WavesStartedVariable, true);
self->SetNetworkVar<std::string>(StartWaveMessageVariable, "Start!");
}
// Done
bool BaseWavesServer::CheckAllPlayersDead() {
auto deadPlayers = 0;
for (const auto& playerID : state.players) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr || player->GetIsDead()) {
deadPlayers++;
}
}
return deadPlayers >= state.players.size();
}
// Done
void BaseWavesServer::SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID) {
auto spawnerIndex = 1;
for (const auto& playerID : state.players) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player != nullptr && (specificPlayerID == LWOOBJID_EMPTY || playerID == specificPlayerID)) {
auto possibleSpawners = Game::entityManager->GetEntitiesInGroup("P" + std::to_string(spawnerIndex) + "_Spawn");
if (!possibleSpawners.empty()) {
auto* spawner = possibleSpawners.at(0);
GameMessages::SendTeleport(playerID, spawner->GetPosition(), spawner->GetRotation(), player->GetSystemAddress(), true);
}
}
spawnerIndex++;
}
}
// Done
void BaseWavesServer::GameOver(Entity* self, bool won) {
if (!CheckAllPlayersDead() && !won)
return;
ActivityTimerStopAllTimers(self);
// Reset all the spawners
state.waveNumber = 0;
state.totalSpawned = 0;
state.currentSpawned = 0;
self->SetNetworkVar<bool>(WavesStartedVariable, false);
self->SetNetworkVar<uint32_t>(StartCooldownVariable, 0);
SetPlayerSpawnPoints();
ClearSpawners();
for (const auto& playerID : state.players) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr)
continue;
const auto score = GetActivityValue(self, playerID, 0);
const auto time = GetActivityValue(self, playerID, 1);
const auto wave = GetActivityValue(self, playerID, 2);
GameMessages::SendNotifyClientZoneObject(self->GetObjectID(), u"Update_ScoreBoard", time, 0,
playerID, std::to_string(wave), UNASSIGNED_SYSTEM_ADDRESS);
if (won) {
SetPlayerSpawnPoints();
self->SetNetworkVar<bool>(ShowScoreboardVariable, true);
} else {
player->Resurrect();
}
// Update all mission progression
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(), self->GetVar<std::string>(MissionTypeVariable));
}
StopActivity(self, playerID, wave, time, score);
SaveScore(self, playerID, wave, time);
}
}
// Done
void BaseWavesServer::GameWon(Entity* self) {
ActivityTimerStopAllTimers(self);
const auto winDelay = waves.back().winDelay;
ActivityTimerStart(self, GameOverWinTimer, 1, winDelay);
self->SetNetworkVar<uint32_t>(StartTimedWaveVariable, { winDelay, state.waveNumber });
}
// Done
void BaseWavesServer::SpawnNow(const std::string& spawnerName, uint32_t amount, LOT spawnLot) {
const auto spawners = Game::zoneManager->GetSpawnersByName(spawnerName);
for (auto* spawner : spawners) {
if (spawnLot != LOT_NULL) {
spawner->SetSpawnLot(spawnLot);
}
spawner->m_Info.amountMaintained = amount;
spawner->m_Info.maxToSpawn = amount;
spawner->Reset();
spawner->Activate();
}
}
// Done
void BaseWavesServer::SpawnWave(Entity* self) {
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();
}
}
}