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117 lines
3.7 KiB
C++
117 lines
3.7 KiB
C++
#ifndef SPAWNER_H
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#define SPAWNER_H
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "Entity.h"
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#include "dZMCommon.h"
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#include <vector>
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#include <string>
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#include <functional>
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#include "LDFFormat.h"
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#include "EntityInfo.h"
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/**
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* Any given spawner owns a certain number of spawner nodes
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* these nodes are where entities are actually spawned
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* The first spawner nodes waypoint in any given network contains the base config for all the spawner nodes
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* Then each spawner node after the first may contain duplicate settings which override the base ones
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* If spawner node 1 has an attached_path of "1", then all spawner nodes in this spawner network will have
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* an attached_path of "1".
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* Each spawner node can also specify attached_path of any other value and it will override the one provided by node 1.
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* If a spawner node does NOT provide an override, the first one will be used
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* I have no clue why the nodes are pointers, beats me
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* sn = SpawnerNode
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* Spawner
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* ----------------
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* | sn |
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* | sn |
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* | sn |
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* | |
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* | sn |
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* | sn |
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* -----------------
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*/
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struct SpawnerNode {
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// This spawner nodes position in the world
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NiPoint3 position = NiPoint3Constant::ZERO;
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// The rotation of this spawner in the world
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NiQuaternion rotation = QuatUtils::IDENTITY;
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// This spawners nodes ID in this spawner network
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uint32_t nodeID = 0;
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// The max number of entities that can be spawned by this node
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uint32_t nodeMax = 1;
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// The weight (chance) this spawner node has. Higher is more common
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int32_t weight = 1;
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// The IDs of entities spawned by this spawner node
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std::vector<LWOOBJID> entities;
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// The config of all entities spawned by this node
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LwoNameValue config;
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};
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struct SpawnerInfo {
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LWOOBJID spawnerID = LWOOBJID_EMPTY;
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LOT templateID = -1;
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std::string name = "";
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float templateScale = 1;
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float respawnTime = 0.0f;
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int32_t maxToSpawn = -1;
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uint32_t amountMaintained = 1;
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bool activeOnLoad = true;
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std::vector<SpawnerNode*> nodes = {};
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bool isNetwork = false;
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bool spawnsOnSmash = false;
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std::string spawnOnSmashGroupName = "";
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std::vector<std::string> groups = {};
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bool noAutoSpawn = false;
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bool noTimedSpawn = false;
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std::string grpNameQBShowBricks = "";
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bool spawnActivator = true;
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bool emulated = false;
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LWOOBJID emulator = LWOOBJID_EMPTY;
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};
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class Spawner {
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public:
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Spawner(const SpawnerInfo& info);
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Entity* Spawn();
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Entity* Spawn(const std::vector<SpawnerNode*>& freeNodes, bool force = false);
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void Update(float deltaTime);
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void NotifyOfEntityDeath(const LWOOBJID& objectID);
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void Activate();
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void Deactivate() { m_Active = false; };
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int32_t GetAmountSpawned() { return m_AmountSpawned; };
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std::string GetName() { return m_Info.name; };
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std::vector<std::string> GetGroups() { return m_Info.groups; };
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void AddSpawnedEntityDieCallback(const std::function<void()> callback);
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void AddEntitySpawnedCallback(const std::function<void(Entity*)> callback);
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void SetSpawnLot(const LOT lot);
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void Reset();
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void DestroyAllEntities();
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void SoftReset();
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void SetRespawnTime(const float time);
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void SetNumToMaintain(const int32_t value);
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bool GetIsSpawnSmashGroup() const { return m_SpawnSmashFoundGroup; };
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const std::vector<LWOOBJID> GetSpawnedObjectIDs() const;
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SpawnerInfo m_Info;
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bool m_Active = true;
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private:
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std::vector<std::function<void()>> m_SpawnedEntityDieCallbacks = {};
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std::vector<std::function<void(Entity*)>> m_EntitySpawnedCallbacks = {};
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bool m_SpawnSmashFoundGroup = false;
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std::vector<float> m_WaitTimes = {};
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bool m_NeedsUpdate = true;
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std::map<LWOOBJID, SpawnerNode*> m_Entities = {};
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EntityInfo m_EntityInfo;
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int32_t m_AmountSpawned = 0;
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bool m_Start = false;
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LWOOBJID m_SpawnOnSmashID = LWOOBJID_EMPTY;
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};
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#endif // SPAWNER_H
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