Files
DarkflameServer/dScripts/02_server/Map/AM/AmSkeletonSpawnerVolume.h
Aaron Kimbrell 4ad7ddd9c6 feat: add missing force field, jetpack NPC and Skullkin volume scripts
Ported from the live server scripts that ship with the client:

- scripts\ai\LS\ForceFieldEffect.lua (LEGO Club and Starbase 3001 force
  fields): plays effect 3671 "cast" on whatever touches the phantom.
- scripts\ai\NP\L_NPC_NP_JETPACK_GUY.lua (jetpack ambient NPCs): plays
  the object's "launch" effect when used.
- scripts\02_server\Map\AM\L_SKELETON_SPAWNER_VOLUME.lua (Crux Prime
  Skullkin area): with 10 or more players in the volume the Skullkin
  engineer, miner and patroller networks maintain 2/6/6 instead of
  1/4/4, with a 60 second cooldown between changes and a catch-up check
  when it ends. Only players are counted, and the count never goes
  below zero.

WBL_Enemy_Grabbler.lua only sets wander variables for the old Lua
movement AI, so it joins the other alpha wander scripts in the excluded
list instead of logging as missing.

Refs #746

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:46 -05:00

22 lines
787 B
C++

#pragma once
#include "CppScripts.h"
// A volume over the Skullkin area of Crux Prime that spawns more Skullkin while many players are in it.
class AmSkeletonSpawnerVolume : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
void OnCollisionPhantom(Entity* self, Entity* target) override;
void OnOffCollisionPhantom(Entity* self, Entity* target) override;
void OnTimerDone(Entity* self, std::string timerName) override;
private:
// Sets the spawner networks to the higher or lower counts.
static void SetSpawnCounts(Entity* self, bool max);
// Players needed in the volume for the higher counts.
static constexpr int32_t ChangeNum = 10;
// Seconds after a change before the counts may change again.
static constexpr float ChangeCooldown = 60.0f;
};