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https://github.com/DarkflameUniverse/DarkflameServer.git
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Every hit started both the rapid fire shooter and the rain of fire timers, from stage 1 on, so the two specials ran in every stage and on top of each other, each turning the boss's AI off and on again under the other's animations. They also wrote the "stoppedFlag" that the no-players-around attack stop uses, which could leave her stopped for good. As the live script: after she comes back down, a skill manager fires the rapid fire shooter in stage 2 and the rain of fire in stage 3 only, again 10 to 15 s after each ends; for 3.1 s after her melee smash (skill 322) a due special waits and fires when the smash ends. The rain of fire keeps her from attacking until its last impact. Check in game: Spider Queen fight: no specials before the first spiderling wave; stage 2 only rapid fire, stage 3 only rain of fire; she never freezes in the smash animation and keeps attacking after each special. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
696 lines
22 KiB
C++
696 lines
22 KiB
C++
#include "BossSpiderQueenEnemyServer.h"
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#include "GeneralUtils.h"
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#include "MissionComponent.h"
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#include "EntityManager.h"
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#include "Entity.h"
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#include "dZoneManager.h"
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#include "DestroyableComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "GameMessages.h"
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#include "EffectsMessages.h"
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#include "ObjectMessages.h"
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#include "SkillComponent.h"
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#include "eReplicaComponentType.h"
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#include "RenderComponent.h"
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#include "PlayerManager.h"
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#include "eStateChangeType.h"
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#include <vector>
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//----------------------------------------------------------------
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//--On Startup, process necessary AI events
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//----------------------------------------------------------------
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void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
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// Make immune to stuns
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//self:SetStunImmunity{ StateChangeType = "PUSH", bImmuneToStunAttack = true, bImmuneToStunMove = true, bImmuneToStunTurn = true, bImmuneToStunUseItem = true, bImmuneToStunEquip = true, bImmuneToStunInteract = true, bImmuneToStunJump = true }
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// Make immune to knockbacks and pulls
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//self:SetStatusImmunity{ StateChangeType = "PUSH", bImmuneToPullToPoint = true, bImmuneToKnockback = true, bImmuneToInterrupt = true }
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//Get our components:
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destroyable = static_cast<DestroyableComponent*>(self->GetComponent(eReplicaComponentType::DESTROYABLE));
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controllable = static_cast<ControllablePhysicsComponent*>(self->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
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combat = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (!destroyable || !controllable) return;
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// Determine Spider Boss health transition thresholds
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int spiderBossHealth = destroyable->GetMaxHealth();
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int transitionTickHealth = spiderBossHealth / 3;
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int Stage2HealthThreshold = spiderBossHealth - transitionTickHealth;
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int Stage3HealthThreshold = spiderBossHealth - (2 * transitionTickHealth);
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ThresholdTable = { Stage2HealthThreshold, Stage3HealthThreshold };
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originRotation = controllable->GetRotation();
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combat->SetStunImmune(true);
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m_CurrentBossStage = 1;
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ToggleAttacking(*self, false);
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self->SetProximityRadius(65.0f, "AggroRadius");
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// Obtain faction and collision group to save for subsequent resets
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}
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void BossSpiderQueenEnemyServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (name != "AggroRadius" || !entering || !entering->IsPlayer()) return;
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auto playerCount = self->GetVar<int32_t>(u"player_count");
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if (status == "ENTER") {
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if (playerCount == 0) {
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ToggleAttacking(*self, true);
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}
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playerCount++;
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} else if (status == "LEAVE") {
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playerCount--;
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if (playerCount == 0) {
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ToggleAttacking(*self, false);
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}
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}
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self->SetVar<int32_t>(u"player_count", playerCount);
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}
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void BossSpiderQueenEnemyServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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if (args != "QueryZoneScript") return;
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// The zone script sets SpiderEggNetworkID, LandingTarget and ScreamEmitter on the boss
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auto* const zoneControl = Game::entityManager->GetZoneControlEntity();
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if (zoneControl) zoneControl->OnFireEventServerSide(self, "RetrieveZoneData");
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}
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void BossSpiderQueenEnemyServer::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
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if (name != "SpiderlingDied" || !sender || sender->GetLOT() != SpiderlingID) return;
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// The boss's client script plays the mountain scream from the emitter it is given
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GameMessages::NotifyClientObject(self->GetObjectID(), u"EmitScream", 0, 0, self->GetVar<LWOOBJID>(u"ScreamEmitter"), "").Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
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if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
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for (const auto& player : PlayerManager::GetAllPlayers()) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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missionComponent->CompleteMission(instanceMissionID);
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}
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}
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SpiderSkillManager(self, false);
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// There is suppose to be a 0.1 second delay here but that may be admitted?
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auto* controller = Game::entityManager->GetZoneControlEntity();
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GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
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self->SetPosition({ 10000, 0, 10000 });
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Game::entityManager->SerializeEntity(self);
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ToggleAttacking(*self, false);
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controller->OnFireEventServerSide(self, "ClearProperty");
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}
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void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdraw) {
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const auto withdrawn = self->GetBoolean(u"isWithdrawn");
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if (withdrawn == withdraw) {
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return;
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}
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if (withdraw) {
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//Move spider away from battle zone
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// Disabled because we cant option the reset collition group right now
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GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
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//First rotate for anim
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NiQuaternion rot = QuatUtils::IDENTITY;
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controllable->SetStatic(false);
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controllable->SetRotation(rot);
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controllable->SetStatic(true);
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controllable->SetDirtyPosition(true);
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rot = controllable->GetRotation();
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Game::entityManager->SerializeEntity(self);
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auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
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baseCombatAi->SetDisabled(true);
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float animTime = PlayAnimAndReturnTime(self, spiderWithdrawAnim);
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float withdrawTime = animTime - 0.25f;
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combat->SetStunImmune(false);
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combat->Stun(withdrawTime + 6.0f);
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combat->SetStunImmune(true);
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destroyable->SetFaction(-1);
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destroyable->SetIsImmune(true);
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Game::entityManager->SerializeEntity(self);
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self->AddTimer("WithdrawComplete", withdrawTime + 1.0f);
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waitForIdle = true;
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} else {
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controllable->SetStatic(false);
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//Cancel all remaining timers for say idle anims:
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self->CancelAllTimers();
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auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
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baseCombatAi->SetDisabled(false);
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// Move the Spider to its ground location
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// preparing its stage attacks, and removing invulnerability
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//destroyable->SetIsImmune(false);
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// Run the advance animation and prepare a timer for resuming AI
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float animTime = PlayAnimAndReturnTime(self, spiderAdvanceAnim);
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animTime += 1.f;
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float attackPause = animTime - 0.4f;
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destroyable->SetFaction(4);
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destroyable->SetIsImmune(false);
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//Advance stage
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m_CurrentBossStage++;
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//Reset the current wave death counter
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m_DeathCounter = 0;
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Game::entityManager->SerializeEntity(self);
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// Prepare a timer for post leap attack
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self->AddTimer("AdvanceAttack", attackPause);
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// Prepare a timer for post leap
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self->AddTimer("AdvanceComplete", animTime);
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}
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self->SetBoolean(u"isWithdrawn", withdraw);
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}
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void BossSpiderQueenEnemyServer::SpawnSpiderWave(Entity* self, int spiderCount) {
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// The Spider Queen Boss is withdrawing and requesting the spawn
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// of a hatchling wave
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// Clamp invalid Spiderling number requests to the maximum amount of eggs available
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if ((spiderCount > maxSpiderEggCnt) || (spiderCount < 0))
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spiderCount = maxSpiderEggCnt;
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// Reset our wave manager reference variables
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hatchCounter = spiderCount;
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hatchList = {};
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// Run the wave manager
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SpiderWaveManager(self);
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}
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void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
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auto SpiderEggNetworkID = self->GetI64(u"SpiderEggNetworkID");
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std::vector<LWOOBJID> spiderEggs{};
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auto spooders = Game::entityManager->GetEntitiesInGroup("SpiderEggs");
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for (auto spodder : spooders) {
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spiderEggs.push_back(spodder->GetObjectID());
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}
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// Select a number of random spider eggs from the list equal to the
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// current number needed to complete the current wave
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if (!spiderEggs.empty()) {
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for (int i = 0; i < hatchCounter; i++) {
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// Select a random spider egg
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auto randomEggLoc = GeneralUtils::GenerateRandomNumber<int>(0, spiderEggs.size() - 1);
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auto randomEgg = spiderEggs[randomEggLoc];
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//Just a quick check to try and prevent dupes:
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for (auto en : hatchList) {
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if (en == randomEgg) {
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randomEggLoc++;
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randomEgg = spiderEggs.at(randomEggLoc % spiderEggs.size());
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}
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}
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if (randomEgg) {
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auto* eggEntity = Game::entityManager->GetEntity(randomEgg);
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if (eggEntity == nullptr) {
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continue;
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}
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// Prep the selected spider egg
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eggEntity->OnFireEventServerSide(self, "prepEgg");
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// Add the prepped egg to our hatchList
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hatchList.push_back(eggEntity->GetObjectID());
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// Decrement the hatchCounter
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hatchCounter = hatchCounter - 1;
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}
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// Remove it from our spider egg list
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spiderEggs[randomEggLoc] = LWOOBJID_EMPTY;
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if (spiderEggs.size() <= 0 || (hatchCounter <= 0)) {
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break;
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}
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}
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}
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if (hatchCounter > 0) {
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// We still have more eggs to hatch, poll the SpiderWaveManager again
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self->AddTimer("PollSpiderWaveManager", 1.0f);
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} else {
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// We have successfully readied a full wave
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// initiate hatching!
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for (auto egg : hatchList) {
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auto* eggEntity = Game::entityManager->GetEntity(egg);
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if (eggEntity == nullptr) {
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continue;
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}
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eggEntity->OnFireEventServerSide(self, "hatchEgg");
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auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
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combat->SetStunImmune(false);
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combat->Stun(time += 6.0f);
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combat->SetStunImmune(true);
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self->AddTimer("checkForSpiders", 6.0f);
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}
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hatchList.clear();
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}
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}
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void BossSpiderQueenEnemyServer::ToggleForSpecial(Entity* self, const bool state) {
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// Kept apart from "stoppedFlag", which is the no-players-around attack stop (ToggleAttacking)
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self->SetBoolean(u"isSpecialAttacking", state);
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UpdateSpecialStun(self);
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}
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void BossSpiderQueenEnemyServer::SetRainOfFireStun(Entity* self, const bool state) {
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// Live: a separate "can't attack" stun from the start of a rain of fire until its last impact
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self->SetBoolean(u"rainOfFireStun", state);
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UpdateSpecialStun(self);
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}
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void BossSpiderQueenEnemyServer::UpdateSpecialStun(Entity* self) {
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combat->SetDisabled(self->GetBoolean(u"isSpecialAttacking") || self->GetBoolean(u"rainOfFireStun"));
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}
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void BossSpiderQueenEnemyServer::SpiderSkillManager(Entity* self, const bool active) {
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if (!active) {
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self->CancelTimer("PollSpiderSkillManager");
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return;
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}
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// Within smashSkillLength of the melee smash: run the special once the smash is over
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if (self->GetBoolean(u"bSpecialLock")) {
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self->SetBoolean(u"bSpecialQueued", true);
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return;
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}
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if (self->GetBoolean(u"isWithdrawn")) return;
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// Stage 2 only fires the rapid fire shooter, stage 3 only the rain of fire
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if (m_CurrentBossStage == 2) {
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RunRapidFireShooter(self);
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} else if (m_CurrentBossStage == 3) {
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RunRainOfFire(self);
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}
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}
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void BossSpiderQueenEnemyServer::OnSkillCast(Entity* self, const uint32_t skillID) {
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if (skillID != bossSmashSkill) return;
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// The melee smash locks the specials for as long as it lasts
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self->SetBoolean(u"bSpecialLock", true);
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self->CancelTimer("UnlockSpecials");
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self->AddTimer("UnlockSpecials", smashSkillLength);
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}
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void BossSpiderQueenEnemyServer::RunRainOfFire(Entity* self) {
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ToggleForSpecial(self, true);
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SetRainOfFireStun(self, true);
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impactList.clear();
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auto index = 0u;
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for (const auto& rofGroup : ROFTargetGroupIDTable) {
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const auto spawners = Game::zoneManager->GetSpawnersInGroup(rofGroup);
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std::vector<LWOOBJID> spawned;
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for (auto* spawner : spawners) {
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for (const auto* node : spawner->m_Info.nodes) {
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spawned.insert(spawned.end(), node->entities.begin(), node->entities.end());
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}
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}
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if (index == 0) {
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impactList.insert(impactList.end(), spawned.begin(), spawned.end());
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} else if (!spawned.empty()) {
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const auto randomIndex = GeneralUtils::GenerateRandomNumber<int32_t>(0, spawned.size() - 1);
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impactList.push_back(spawned[randomIndex]);
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}
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index++;
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}
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const auto animTime = PlayAnimAndReturnTime(self, spiderROFAnim);
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self->AddTimer("StartROF", animTime);
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}
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void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self) {
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if (!impactList.empty()) {
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auto* entity = Game::entityManager->GetEntity(impactList[0]);
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impactList.erase(impactList.begin());
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if (entity == nullptr) {
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LOG("Failed to find impact!");
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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LOG("Failed to find impact skill component!");
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return;
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}
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skillComponent->CalculateBehavior(1376, 32168, LWOOBJID_EMPTY, true);
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self->AddTimer("PollROFManager", 0.5f);
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return;
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}
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SetRainOfFireStun(self, false);
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self->AddTimer("PollSpiderSkillManager", static_cast<float>(GeneralUtils::GenerateRandomNumber<int32_t>(s2DelayMin, s2DelayMax)));
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}
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void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self) {
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if (attackTargetTable.empty()) {
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const auto animationTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
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self->AddTimer("RFSTauntComplete", animationTime);
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return;
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}
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const auto target = attackTargetTable[0];
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auto* skillComponent = self->GetComponent<SkillComponent>();
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skillComponent->CalculateBehavior(1394, 32612, target, true);
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attackTargetTable.erase(attackTargetTable.begin());
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self->AddTimer("PollRFSManager", 0.3f);
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}
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void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self) {
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const auto targets = self->GetTargetsInPhantom();
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if (targets.empty()) {
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LOG("Failed to find RFS targets");
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self->AddTimer("PollSpiderSkillManager", static_cast<float>(GeneralUtils::GenerateRandomNumber<int32_t>(s1DelayMin, s1DelayMax)));
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return;
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}
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ToggleForSpecial(self, true);
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const auto randomTarget = GeneralUtils::GenerateRandomNumber<int32_t>(0, targets.size() - 1);
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auto attackFocus = targets[randomTarget];
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attackTargetTable.push_back(attackFocus);
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auto* skillComponent = self->GetComponent<SkillComponent>();
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skillComponent->CalculateBehavior(1480, 36652, attackFocus, true);
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RapidFireShooterManager(self);
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PlayAnimAndReturnTime(self, spiderSingleShot);
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}
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void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string timerName) {
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if (timerName == "PollSpiderWaveManager") {
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//Call the manager again to attempt to finish prepping a Spiderling wave
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//Run the wave manager
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SpiderWaveManager(self);
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} else if (timerName == "disableWaitForIdle") { waitForIdle = false; } else if (timerName == "checkForSpiders") {
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//Don't do anything if we ain't withdrawn:
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const auto withdrawn = self->GetBoolean(u"isWithdrawn");
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if (!withdrawn) return;
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NiQuaternion rot = QuatUtils::IDENTITY;
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//First rotate for anim
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controllable->SetStatic(false);
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controllable->SetRotation(rot);
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controllable->SetStatic(true);
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Game::entityManager->SerializeEntity(self);
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//Play the Spider Boss' mountain idle anim
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auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
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combat->SetStunImmune(false);
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combat->Stun(time);
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combat->SetStunImmune(true);
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rot = controllable->GetRotation();
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//If there are still baby spiders, don't do anyhting either
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const auto spiders = Game::entityManager->GetEntitiesInGroup("BabySpider");
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if (spiders.size() > 0)
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self->AddTimer("checkForSpiders", time);
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else
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WithdrawSpider(self, false);
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} else if (timerName == "PollROFManager") {
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//Call the manager again to attempt to initiate an impact on another random location
|
|
//Run the ROF Manager
|
|
RainOfFireManager(self);
|
|
|
|
} else if (timerName == "PollRFSManager") {
|
|
//Call the manager again to attempt to initiate a rapid fire shot at the next sequential target
|
|
//Run the ROF Manager
|
|
RapidFireShooterManager(self);
|
|
|
|
} else if (timerName == "StartROF") {
|
|
//Re-enable Spider Boss
|
|
ToggleForSpecial(self, false);
|
|
|
|
RainOfFireManager(self);
|
|
|
|
} else if (timerName == "PollSpiderSkillManager") {
|
|
//Call the skill manager again to attempt to run the current Spider Boss
|
|
//stage's special attack again
|
|
SpiderSkillManager(self, true);
|
|
|
|
} else if (timerName == "RFSTauntComplete") {
|
|
//Set a timer based on a random cooldown to pulse the SpiderSkillManager again
|
|
self->AddTimer("PollSpiderSkillManager", static_cast<float>(GeneralUtils::GenerateRandomNumber<int32_t>(s1DelayMin, s1DelayMax)));
|
|
|
|
//Re-enable Spider Boss
|
|
ToggleForSpecial(self, false);
|
|
|
|
} else if (timerName == "WithdrawComplete") {
|
|
//Play the Spider Boss' mountain idle anim
|
|
PlayAnimAndReturnTime(self, spiderWithdrawIdle);
|
|
|
|
//The Spider Boss has retreated, hatch a wave!
|
|
int currentStage = m_CurrentBossStage;
|
|
|
|
//Prepare a Spiderling wave and initiate egg hatch events
|
|
//self->SetVar(u"SpiderWaveCount", )
|
|
|
|
hatchCounter = 2;
|
|
if (currentStage > 1) hatchCounter++;
|
|
|
|
SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]);
|
|
|
|
} else if (timerName == "AdvanceAttack") {
|
|
//Fire the melee smash skill to throw players back
|
|
/*local landingTarget = self:GetVar("LandingTarget") or false
|
|
|
|
if((landingTarget) and (landingTarget:Exists())) {
|
|
local advSmashFlag = landingTarget:CastSkill{skillID = bossLandingSkill}
|
|
landingTarget:PlayEmbeddedEffectOnAllClientsNearObject{radius = 100, fromObjectID = landingTarget, effectName = "camshake-bridge"}
|
|
}*/
|
|
|
|
// The landing target casts the landing skill and shakes the camera, not the boss
|
|
auto* const landingEntity = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"LandingTarget"));
|
|
if (landingEntity) {
|
|
auto* const landingSkill = landingEntity->GetComponent<SkillComponent>();
|
|
if (landingSkill) landingSkill->CalculateBehavior(bossLandingSkill, 37739, LWOOBJID_EMPTY, true);
|
|
|
|
GameMessages::PlayEmbeddedEffectOnAllClientsNearObject embeddedEffect;
|
|
embeddedEffect.target = landingEntity->GetObjectID();
|
|
embeddedEffect.effectName = u"camshake-bridge";
|
|
embeddedEffect.fromObjectID = landingEntity->GetObjectID();
|
|
embeddedEffect.radius = 100.0f;
|
|
embeddedEffect.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
} else if (timerName == "AdvanceComplete") {
|
|
GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 11, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
//Wind up, telegraphing next round
|
|
float animTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
|
|
self->AddTimer("AdvanceTauntComplete", animTime);
|
|
|
|
} else if (timerName == "AdvanceTauntComplete") {
|
|
|
|
//Declare a default special Spider Boss skill cooldown
|
|
int spiderCooldownDelay = 10;
|
|
|
|
if (m_CurrentBossStage == 2) {
|
|
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s1DelayMin, s1DelayMax);
|
|
} else if (m_CurrentBossStage == 3) {
|
|
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s2DelayMin, s2DelayMax);
|
|
}
|
|
|
|
//Set a timer based on our random cooldown determination
|
|
//to pulse the SpiderSkillManager
|
|
self->AddTimer("PollSpiderSkillManager", spiderCooldownDelay);
|
|
|
|
//Remove current status immunity
|
|
/*self:SetStatusImmunity{ StateChangeType = "POP", bImmuneToSpeed = true, bImmuneToBasicAttack = true, bImmuneToDOT = true}
|
|
|
|
self:SetStunned{StateChangeType = "POP",
|
|
bCantMove = true,
|
|
bCantJump = true,
|
|
bCantTurn = true,
|
|
bCantAttack = true,
|
|
bCantUseItem = true,
|
|
bCantEquip = true,
|
|
bCantInteract = true,
|
|
bIgnoreImmunity = true}*/
|
|
|
|
destroyable->SetIsImmune(false);
|
|
destroyable->SetFaction(4);
|
|
|
|
Game::entityManager->SerializeEntity(self);
|
|
|
|
} else if (timerName == "Clear") {
|
|
Game::entityManager->FireEventServerSide(self, "ClearProperty");
|
|
self->CancelAllTimers();
|
|
} else if (timerName == "UnlockSpecials") {
|
|
//We no longer need to lock specials
|
|
self->SetBoolean(u"bSpecialLock", false);
|
|
|
|
//Did we queue a spcial attack?
|
|
if (self->GetBoolean(u"bSpecialQueued")) {
|
|
self->SetBoolean(u"bSpecialQueued", false);
|
|
SpiderSkillManager(self, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BossSpiderQueenEnemyServer::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
|
|
if (m_CurrentBossStage > ThresholdTable.size()) {
|
|
return;
|
|
}
|
|
|
|
int currentThreshold = ThresholdTable[m_CurrentBossStage - 1];
|
|
|
|
if (destroyable->GetHealth() <= currentThreshold) {
|
|
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
|
|
|
|
if (!isWithdrawn) {
|
|
self->CancelAllTimers();
|
|
|
|
// Stop whatever special was running
|
|
attackTargetTable.clear();
|
|
impactList.clear();
|
|
self->SetBoolean(u"isSpecialAttacking", false);
|
|
self->SetBoolean(u"rainOfFireStun", false);
|
|
self->SetBoolean(u"bSpecialLock", false);
|
|
self->SetBoolean(u"bSpecialQueued", false);
|
|
|
|
WithdrawSpider(self, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BossSpiderQueenEnemyServer::OnUpdate(Entity* self) {
|
|
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
|
|
|
|
if (!isWithdrawn) return;
|
|
|
|
if (controllable->GetRotation() == QuatUtils::IDENTITY) {
|
|
return;
|
|
}
|
|
|
|
controllable->SetStatic(false);
|
|
controllable->SetRotation(QuatUtils::IDENTITY);
|
|
controllable->SetStatic(true);
|
|
|
|
Game::entityManager->SerializeEntity(self);
|
|
}
|
|
|
|
//----------------------------------------------
|
|
//--Utility function capable of playing a priority
|
|
//-- animation on a targetand returning either the
|
|
//-- anim time, or a desired default
|
|
//----------------------------------------------
|
|
float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std::u16string& animID) {
|
|
// Get the anim time
|
|
float animTimer = RenderComponent::GetAnimationTime(self, animID);
|
|
|
|
// If we have an animation play it
|
|
if (animTimer > 0) {
|
|
animTimer = RenderComponent::PlayAnimation(self, animID);
|
|
}
|
|
|
|
// If the anim time is less than the the default time use default
|
|
if (animTimer < defaultAnimPause) {
|
|
animTimer = defaultAnimPause;
|
|
}
|
|
|
|
return animTimer;
|
|
}
|
|
|
|
void BossSpiderQueenEnemyServer::ToggleAttacking(Entity& self, bool on) {
|
|
const auto stoppedFlag = self.GetVarAs<bool>(u"stoppedFlag");
|
|
|
|
if (!on) {
|
|
if (stoppedFlag) return;
|
|
|
|
self.SetVar(u"stoppedFlag", true);
|
|
combat->Stun(100000.0f, true); // forcibly stun so we stop attacking people trying to put on armor
|
|
} else {
|
|
if (!stoppedFlag) return;
|
|
|
|
self.SetVar(u"stoppedFlag", false);
|
|
combat->Stun(0.0f, true); // forcibly turn off the stun we put on above
|
|
}
|
|
}
|