DarkflameServer/dScripts/BaseWavesServer.cpp
David Markowitz 891648288a Organize Entity header
Probably the third or fourth pass of this darn header...  Just keep making it better every time
Rename some functions to make more sense to a reader
Use different method for Observing/subscribing to component events
Get rid of abomination of overloading GetParentUser
2023-06-16 01:56:02 -07:00

592 lines
20 KiB
C++

#include "BaseWavesServer.h"
#include "GameMessages.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Player.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((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* player = dynamic_cast<Player*>(sender);
player->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 = EntityManager::Instance()->GetEntity(playerID);
if (player != nullptr) {
GameMessages::SendPlayNDAudioEmitter(player, player->GetSystemAddress(), spawnSoundGUID);
}
}
} 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, (uint32_t)currentTime });
} else if (name == GameOverWinTimer) {
GameOver(self, true);
} else if (name == CinematicDoneTimer) {
for (auto* boss : EntityManager::Instance()->GetEntitiesInGroup("boss")) {
boss->OnFireEventServerSide(self, "startAI");
}
}
}
// Done
void BaseWavesServer::ResetStats(LWOOBJID playerID) {
auto* player = EntityManager::Instance()->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::SendActivityStart(self->GetObjectID(), 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 = EntityManager::Instance()->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 = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr || player->IsDead()) {
deadPlayers++;
}
}
return deadPlayers >= state.players.size();
}
// Done
void BaseWavesServer::SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID) {
auto spawnerIndex = 1;
for (const auto& playerID : state.players) {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player != nullptr && (specificPlayerID == LWOOBJID_EMPTY || playerID == specificPlayerID)) {
auto possibleSpawners = EntityManager::Instance()->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 = EntityManager::Instance()->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);
}
}
// 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 = dZoneManager::Instance()->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 != (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 = EntityManager::Instance()->GetEntity(playerID);
if (player && player->IsDead()) {
player->Resurrect();
}
}
} else {
if (wave.timeLimit != (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 = EntityManager::Instance()->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 = EntityManager::Instance()->GetEntity(playerID);
if (player != nullptr && !player->IsDead()) {
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, (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 = EntityManager::Instance()->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 = dZoneManager::Instance()->GetSpawnersByName(spawnerName);
for (auto* spawnerObject : spawnerObjects) {
spawnerObject->Reset();
spawnerObject->Deactivate();
}
}
}