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https://github.com/DarkflameUniverse/DarkflameServer.git
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ae349d6b15
* Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
1097 lines
33 KiB
C++
1097 lines
33 KiB
C++
#include "SGCannon.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "dZoneManager.h"
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#include "Player.h"
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#include "Character.h"
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#include "ShootingGalleryComponent.h"
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#include "PossessorComponent.h"
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#include "CharacterComponent.h"
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#include "SimplePhysicsComponent.h"
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#include "MovementAIComponent.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "MissionComponent.h"
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#include "Loot.h"
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#include "InventoryComponent.h"
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#include "eMissionTaskType.h"
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#include "eReplicaComponentType.h"
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#include "RenderComponent.h"
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#include "eGameActivity.h"
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void SGCannon::OnStartup(Entity* self) {
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LOG("OnStartup");
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m_Waves = GetWaves();
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constants = GetConstants();
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ResetVars(self);
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self->SetVar<bool>(GameStartedVariable, false);
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self->SetVar<Vector3>(InitialVelocityVariable, {});
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self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
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auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
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if (shootingGalleryComponent != nullptr) {
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shootingGalleryComponent->SetStaticParams({
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Vector3 { -327.8609924316406, 256.8999938964844, 1.6482199430465698 },
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Vector3 { -181.4320068359375, 212.39999389648438, 2.5182199478149414 }
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});
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shootingGalleryComponent->SetDynamicParams({
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Vector3 { 0.0, 4.3, 9.0 },
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Vector3 { },
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129.0,
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800.0,
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30.0,
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0.0,
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-1.0,
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58.6
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});
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}
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self->SetVar<uint32_t>(TimeLimitVariable, 30);
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self->SetVar<std::vector<LOT>>(ValidActorsVariable, { 3109, 3110, 3111, 3112, 3125, 3126 });
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self->SetVar<std::vector<LOT>>(ValidEffectsVariable, { 3122 });
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self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, { 1, 2, 5, 10 });
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self->SetVar<bool>(SuperChargeActiveVariable, false);
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self->SetVar<uint32_t>(MatrixVariable, 1);
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self->SetVar<bool>(InitVariable, true);
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auto* simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetPhysicsMotionState(5);
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}
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}
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void SGCannon::OnPlayerLoaded(Entity* self, Entity* player) {
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LOG("Player loaded");
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self->SetVar<LWOOBJID>(PlayerIDVariable, player->GetObjectID());
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}
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void SGCannon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) {
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Script::OnFireEventServerSide(self, sender, args, param1, param2, param3);
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}
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void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int32_t value1, int32_t value2,
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const std::u16string& stringValue) {
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LOG("Got activity state change request: %s", GeneralUtils::UTF16ToWTF8(stringValue).c_str());
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if (stringValue == u"clientready") {
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
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if (player != nullptr) {
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LOG("Player is ready");
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/*GameMessages::SendSetStunned(player->GetObjectID(), eStateChangeType::PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true);*/
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LOG("Sending ActivityEnter");
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GameMessages::SendActivityEnter(self->GetObjectID(), player->GetSystemAddress());
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auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
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if (shootingGalleryComponent != nullptr) {
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shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
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LOG("Setting player ID");
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Game::entityManager->SerializeEntity(self);
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} else {
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LOG("Shooting gallery component is null");
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}
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetIsRacing(true);
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characterComponent->SetCurrentActivity(eGameActivity::SHOOTING_GALLERY);
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auto possessor = player->GetComponent<PossessorComponent>();
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if (possessor) {
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possessor->SetPossessable(self->GetObjectID());
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possessor->SetPossessableType(ePossessionType::NO_POSSESSION);
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}
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Game::entityManager->SerializeEntity(player);
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}
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self->SetNetworkVar<bool>(HideScoreBoardVariable, true);
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self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
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self->SetNetworkVar<bool>(ShowLoadingUI, true);
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/*
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GameMessages::SendTeleport(
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player->GetObjectID(),
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{-292.6415710449219, 230.20237731933594, -3.9090466499328613},
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{0.7067984342575073, -6.527870573336259e-05, 0.707414984703064, 0.00021762956748716533},
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player->GetSystemAddress(), true
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);
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*/
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//GameMessages::SendRequestActivityEnter(self->GetObjectID(), player->GetSystemAddress(), false, player->GetObjectID());
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} else {
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LOG("Player not found");
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}
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} else if (value1 == 1200) {
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StartGame(self);
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}
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}
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void SGCannon::OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
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if (!player) return;
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if (identifier == u"Scoreboardinfo") {
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GameMessages::SendDisplayMessageBox(player->GetObjectID(), true,
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Game::zoneManager->GetZoneControlObject()->GetObjectID(),
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u"Shooting_Gallery_Retry", 2, u"Retry?",
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u"", player->GetSystemAddress());
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} else {
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if ((button == 1 && (identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay")) || identifier == u"SG1" || button == 0) {
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if (IsPlayerInActivity(self, player->GetObjectID())) return;
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self->SetNetworkVar<bool>(ClearVariable, true);
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StartGame(self);
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} else if (button == 0 && ((identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay"))) {
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RemovePlayer(player->GetObjectID());
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UpdatePlayer(self, player->GetObjectID(), true);
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} else if (button == 1 && identifier == u"Shooting_Gallery_Exit") {
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UpdatePlayer(self, player->GetObjectID(), true);
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RemovePlayer(player->GetObjectID());
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}
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}
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}
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void SGCannon::SuperChargeTimerFunc(Entity* self) {
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if (self->GetVar<bool>(WaveStatusVariable) || self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable) < 1) {
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self->SetNetworkVar<uint32_t>(ChargeCountingVariable, 99);
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self->SetNetworkVar<uint32_t>(SuperChargeBarVariable, 0);
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ToggleSuperCharge(self, false);
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}
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}
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void SGCannon::SpawnWaveTimerFunc(Entity* self) {
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if (self->GetVar<bool>(GameStartedVariable)) {
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self->SetVar<bool>(WaveStatusVariable, true);
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const auto wave = (int32_t)self->GetVar<uint32_t>(ThisWaveVariable);
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if (wave != 0 && self->GetVar<bool>(SuperChargePausedVariable)) {
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StartChargedCannon(self, self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable));
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self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
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}
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TimerToggle(self, true);
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for (const auto& enemyToSpawn : m_Waves.at(self->GetVar<uint32_t>(ThisWaveVariable))) {
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SpawnObject(self, enemyToSpawn, true);
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}
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LOG("Current wave spawn: %i/%i", wave, m_Waves.size());
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// All waves completed
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const auto timeLimit = (float_t)self->GetVar<uint32_t>(TimeLimitVariable);
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if (wave >= m_Waves.size()) {
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ActivityTimerStart(self, GameOverTimer, timeLimit, timeLimit);
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} else {
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ActivityTimerStart(self, EndWaveTimer, timeLimit, timeLimit);
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}
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const auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
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if (player != nullptr) {
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GameMessages::SendPlayFXEffect(player->GetObjectID(), -1, u"SG-start", "");
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GameMessages::SendStartActivityTime(self->GetObjectID(), timeLimit, player->GetSystemAddress());
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LOG("Sending ActivityPause false");
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GameMessages::SendActivityPause(self->GetObjectID(), false, player->GetSystemAddress());
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}
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}
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}
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void SGCannon::EndWaveTimerFunc(Entity* self) {
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self->SetVar<bool>(WaveStatusVariable, false);
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TimerToggle(self);
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RecordPlayerScore(self);
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if (self->GetVar<uint32_t>(ThisWaveVariable) >= 2) {
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GameMessages::SendActivityPause(self->GetObjectID(), true);
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ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
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return;
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}
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self->SetVar<uint32_t>(ThisWaveVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
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PlaySceneAnimation(self, u"wave" + GeneralUtils::to_u16string(self->GetVar<uint32_t>(ThisWaveVariable)), true, true, 1.7f);
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self->SetNetworkVar<uint32_t>(WaveNumVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
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self->SetNetworkVar<uint32_t>(WaveStrVariable, self->GetVar<uint32_t>(TimeLimitVariable));
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LOG("Current wave: %i/%i", self->GetVar<uint32_t>(ThisWaveVariable), m_Waves.size());
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if (self->GetVar<uint32_t>(ThisWaveVariable) >= m_Waves.size()) {
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ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
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} else {
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ActivityTimerStart(self, SpawnWaveTimer, constants.inBetweenWavePause, constants.inBetweenWavePause);
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}
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LOG("Sending ActivityPause true");
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GameMessages::SendActivityPause(self->GetObjectID(), true);
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if (self->GetVar<bool>(SuperChargeActiveVariable) && !self->GetVar<bool>(SuperChargePausedVariable)) {
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PauseChargeCannon(self);
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}
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}
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void SGCannon::GameOverTimerFunc(Entity* self) {
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
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if (player != nullptr) {
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LOG_DEBUG("Sending ActivityPause true");
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GameMessages::SendActivityPause(self->GetObjectID(), true, player->GetSystemAddress());
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/*const auto leftoverCannonballs = Game::entityManager->GetEntitiesInGroup("cannonball");
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if (leftoverCannonballs.empty()) {
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RecordPlayerScore(self);
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} else {
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ActivityTimerStart(self, EndGameBufferTimer, 1, leftoverCannonballs.size());
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}*/
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ActivityTimerStart(self, EndGameBufferTimer, 1, 1);
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TimerToggle(self);
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}
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}
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void SGCannon::DoSpawnTimerFunc(Entity* self, const std::string& name) {
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if (self->GetVar<bool>(GameStartedVariable)) {
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LOG_DEBUG("time name %s %s", name.c_str(), name.substr(7).c_str());
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const auto spawnNumber = (uint32_t)std::stoi(name.substr(7));
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const auto& activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
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LOG_DEBUG("size %i, %i", activeSpawns.size(), spawnNumber);
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if (activeSpawns.size() <= spawnNumber) {
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LOG_DEBUG("Trying to spawn %i when spawns size is only %i", spawnNumber, activeSpawns.size());
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return;
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}
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const auto& toSpawn = activeSpawns.at(spawnNumber);
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LOG_DEBUG("toSpawn %i", toSpawn.spawnPaths.size());
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const auto pathIndex = GeneralUtils::GenerateRandomNumber<float_t>(0, toSpawn.spawnPaths.size() - 1);
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LOG_DEBUG("index %f", pathIndex);
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LOG_DEBUG("%s", toSpawn.spawnPaths.at(pathIndex).c_str());
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const auto* path = Game::zoneManager->GetZone()->GetPath(toSpawn.spawnPaths.at(pathIndex));
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if (!path) {
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LOG_DEBUG("Path %s at index %i is null", toSpawn.spawnPaths.at(pathIndex).c_str(), pathIndex);
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return;
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}
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LOG_DEBUG("%s", path->pathName.c_str());
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auto info = EntityInfo{};
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info.lot = toSpawn.lot;
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info.spawnerID = self->GetObjectID();
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info.pos = path->pathWaypoints.at(0).position;
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info.settings = {
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new LDFData<SGEnemy>(u"SpawnData", toSpawn),
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new LDFData<std::string>(u"custom_script_server", "scripts/ai/ACT/SG_TARGET.lua"),
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new LDFData<std::string>(u"custom_script_client", "scripts/client/ai/SG_TARGET_CLIENT.lua"),
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new LDFData<std::string>(u"attached_path", path->pathName),
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new LDFData<uint32_t>(u"attached_path_start", 0),
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new LDFData<std::u16string>(u"groupID", u"SGEnemy")
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};
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LOG_DEBUG("Spawning enemy %i on path %s", toSpawn.lot, path->pathName.c_str());
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auto* enemy = Game::entityManager->CreateEntity(info, nullptr, self);
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Game::entityManager->ConstructEntity(enemy);
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auto* movementAI = enemy->AddComponent<MovementAIComponent>(MovementAIInfo{});
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movementAI->SetMaxSpeed(toSpawn.initialSpeed);
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movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
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movementAI->SetHaltDistance(0.0f);
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std::vector<NiPoint3> pathWaypoints;
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for (const auto& waypoint : path->pathWaypoints) {
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pathWaypoints.push_back(waypoint.position);
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}
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if (GeneralUtils::GenerateRandomNumber<float_t>(0, 1) < 0.5f) {
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std::reverse(pathWaypoints.begin(), pathWaypoints.end());
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}
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movementAI->SetPath(pathWaypoints);
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enemy->AddDieCallback([this, self, enemy, name]() {
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RegisterHit(self, enemy, name);
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});
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// Save the enemy and tell it to start pathing
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if (enemy != nullptr) {
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const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).push_back(enemy->GetObjectID());
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GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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}
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void SGCannon::EndGameBufferTimerFunc(Entity* self) {
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RecordPlayerScore(self);
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StopGame(self, false);
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}
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void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
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if (name == SuperChargeTimer && !self->GetVar<bool>(SuperChargePausedVariable)) {
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SuperChargeTimerFunc(self);
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} else if (name == SpawnWaveTimer) {
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SpawnWaveTimerFunc(self);
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} else if (name == EndWaveTimer) {
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EndWaveTimerFunc(self);
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} else if (name == GameOverTimer) {
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GameOverTimerFunc(self);
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} else if (name.rfind(DoSpawnTimer, 0) == 0) {
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DoSpawnTimerFunc(self, name);
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} else if (name == EndGameBufferTimer) {
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EndGameBufferTimerFunc(self);
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}
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}
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void
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SGCannon::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t timeRemaining, float_t elapsedTime) {
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ActivityManager::OnActivityTimerUpdate(self, name, timeRemaining, elapsedTime);
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}
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void SGCannon::StartGame(Entity* self) {
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if (self->GetVar<bool>(GameStartedVariable)) return;
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self->SetNetworkVar<uint32_t>(TimeLimitVariable, self->GetVar<uint32_t>(TimeLimitVariable));
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self->SetNetworkVar<bool>(AudioStartIntroVariable, true);
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self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
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auto rewardObjects = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
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for (auto* reward : rewardObjects) {
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reward->OnFireEventServerSide(self, ModelToBuildEvent);
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}
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
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if (player != nullptr) {
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GetLeaderboardData(self, player->GetObjectID(), GetActivityID(self), 1);
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LOG("Sending ActivityStart");
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GameMessages::SendActivityStart(self->GetObjectID(), player->GetSystemAddress());
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GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"start", "");
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self->SetNetworkVar<bool>(ClearVariable, true);
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DoGameStartup(self);
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if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
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TakeActivityCost(self, player->GetObjectID());
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}
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self->SetVar<bool>(FirstTimeDoneVariable, true);
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}
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SpawnNewModel(self);
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}
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void SGCannon::DoGameStartup(Entity* self) {
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ResetVars(self);
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self->SetVar<bool>(GameStartedVariable, true);
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self->SetNetworkVar<bool>(ClearVariable, true);
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self->SetVar<uint32_t>(ThisWaveVariable, 0);
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if (constants.firstWaveStartTime < 1) {
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constants.firstWaveStartTime = 1;
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}
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ActivityTimerStart(self, SpawnWaveTimer, constants.firstWaveStartTime,
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constants.firstWaveStartTime);
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}
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void SGCannon::SpawnNewModel(Entity* self) {
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// Add a new reward to the existing rewards
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const auto currentReward = self->GetVar<LOT>(CurrentRewardVariable);
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if (currentReward != -1) {
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auto rewards = self->GetVar<std::vector<LOT>>(RewardsVariable);
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rewards.push_back(currentReward);
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self->SetNetworkVar<int32_t>(RewardAddedVariable, currentReward);
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}
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auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
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if (player != nullptr) {
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for (auto* rewardModel : Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup)) {
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uint32_t lootMatrix;
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switch (self->GetVar<uint32_t>(MatrixVariable)) {
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case 1:
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lootMatrix = constants.scoreLootMatrix1;
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break;
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case 2:
|
|
lootMatrix = constants.scoreLootMatrix2;
|
|
break;
|
|
case 3:
|
|
lootMatrix = constants.scoreLootMatrix3;
|
|
break;
|
|
case 4:
|
|
lootMatrix = constants.scoreLootMatrix4;
|
|
break;
|
|
case 5:
|
|
lootMatrix = constants.scoreLootMatrix5;
|
|
break;
|
|
default:
|
|
lootMatrix = 0;
|
|
}
|
|
|
|
if (lootMatrix != 0) {
|
|
std::unordered_map<LOT, int32_t> toDrop = {};
|
|
toDrop = Loot::RollLootMatrix(player, lootMatrix);
|
|
|
|
for (auto drop : toDrop) {
|
|
rewardModel->OnFireEventServerSide(self, ModelToBuildEvent, drop.first);
|
|
self->SetVar<LOT>(CurrentRewardVariable, drop.first);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SGCannon::RemovePlayer(LWOOBJID playerID) {
|
|
auto* player = Game::entityManager->GetEntity(playerID);
|
|
if (player == nullptr)
|
|
return;
|
|
|
|
auto* playerObject = dynamic_cast<Player*>(player);
|
|
if (playerObject == nullptr)
|
|
return;
|
|
|
|
auto* character = playerObject->GetCharacter();
|
|
if (character != nullptr) {
|
|
playerObject->SendToZone(character->GetLastNonInstanceZoneID());
|
|
}
|
|
}
|
|
|
|
void SGCannon::OnRequestActivityExit(Entity* self, LWOOBJID player, bool canceled) {
|
|
if (canceled) {
|
|
StopGame(self, canceled);
|
|
RemovePlayer(player);
|
|
}
|
|
}
|
|
|
|
|
|
void SGCannon::StartChargedCannon(Entity* self, uint32_t optionalTime) {
|
|
optionalTime = optionalTime == 0 ? constants.chargedTime : optionalTime;
|
|
self->SetVar<bool>(SuperChargePausedVariable, false);
|
|
ToggleSuperCharge(self, true);
|
|
ActivityTimerStart(self, SuperChargeTimer, 1, optionalTime);
|
|
|
|
if (!self->GetVar<bool>(WaveStatusVariable)) {
|
|
PauseChargeCannon(self);
|
|
}
|
|
}
|
|
|
|
void SGCannon::TimerToggle(Entity* self, bool start) {
|
|
if (start) {
|
|
self->SetNetworkVar<uint32_t>(CountVariable, self->GetVar<uint32_t>(TimeLimitVariable));
|
|
self->SetVar<bool>(GameStartedVariable, true);
|
|
} else {
|
|
self->SetNetworkVar<bool>(StopVariable, true);
|
|
}
|
|
}
|
|
|
|
void SGCannon::SpawnObject(Entity* self, const SGEnemy& toSpawn, bool spawnNow) {
|
|
auto activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
|
|
activeSpawns.push_back(toSpawn);
|
|
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, activeSpawns);
|
|
|
|
self->SetVar(SpawnNumberVariable, activeSpawns.size() - 1);
|
|
const auto timerName = DoSpawnTimer + std::to_string(activeSpawns.size() - 1);
|
|
|
|
if (spawnNow) {
|
|
if (toSpawn.minSpawnTime > 0 && toSpawn.maxSpawnTime > 0) {
|
|
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minSpawnTime, toSpawn.maxSpawnTime);
|
|
|
|
ActivityTimerStart(self, timerName, spawnTime, spawnTime);
|
|
} else {
|
|
ActivityTimerStart(self, timerName, 1, 1);
|
|
}
|
|
} else if (toSpawn.respawns) {
|
|
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minRespawnTime, toSpawn.maxRespawnTime);
|
|
|
|
ActivityTimerStart(self, timerName, spawnTime, spawnTime);
|
|
}
|
|
}
|
|
|
|
void SGCannon::RecordPlayerScore(Entity* self) {
|
|
const auto totalScore = self->GetVar<uint32_t>(TotalScoreVariable);
|
|
const auto currentWave = self->GetVar<uint32_t>(ThisWaveVariable);
|
|
|
|
if (currentWave > 0) {
|
|
auto totalWaveScore = 0;
|
|
auto playerScores = self->GetVar<std::vector<int32_t>>(PlayerScoresVariable);
|
|
|
|
for (const auto& waveScore : playerScores) {
|
|
totalWaveScore += waveScore;
|
|
}
|
|
|
|
if (currentWave >= playerScores.size()) {
|
|
playerScores.push_back(totalWaveScore);
|
|
} else {
|
|
playerScores[currentWave] = totalWaveScore;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SGCannon::PlaySceneAnimation(Entity* self, const std::u16string& animationName, bool onCannon, bool onPlayer, float_t priority) {
|
|
for (auto* cannon : Game::entityManager->GetEntitiesInGroup("cannongroup")) {
|
|
RenderComponent::PlayAnimation(cannon, animationName, priority);
|
|
}
|
|
|
|
if (onCannon) {
|
|
RenderComponent::PlayAnimation(self, animationName, priority);
|
|
}
|
|
|
|
if (onPlayer) {
|
|
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
|
|
if (player != nullptr) {
|
|
RenderComponent::PlayAnimation(player, animationName, priority);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SGCannon::PauseChargeCannon(Entity* self) {
|
|
const auto time = std::max((uint32_t)std::ceil(ActivityTimerGetCurrentTime(self, SuperChargeTimer)), (uint32_t)1);
|
|
|
|
self->SetVar<bool>(SuperChargePausedVariable, true);
|
|
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, time);
|
|
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, time);
|
|
|
|
ActivityTimerStop(self, SuperChargeTimer);
|
|
}
|
|
|
|
void SGCannon::StopGame(Entity* self, bool cancel) {
|
|
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
|
|
self->SetNetworkVar<bool>(HideSuperChargeVariable, true);
|
|
|
|
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
|
|
if (player == nullptr)
|
|
return;
|
|
|
|
ToggleSuperCharge(self, false);
|
|
|
|
// The player won, store all the score and send rewards
|
|
if (!cancel) {
|
|
int32_t percentage = 0.0f;
|
|
auto misses = self->GetVar<uint32_t>(MissesVariable);
|
|
auto fired = self->GetVar<uint32_t>(ShotsFiredVariable);
|
|
|
|
if (fired > 0) {
|
|
percentage = misses / fired;
|
|
}
|
|
|
|
auto* missionComponent = player->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
|
|
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(MaxStreakVariable), self->GetObjectID(), "performact_streak");
|
|
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_CannonLot, 0, "", self->GetVar<uint32_t>(TotalScoreVariable));
|
|
}
|
|
|
|
Loot::GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
|
|
|
|
SaveScore(self, player->GetObjectID(),
|
|
static_cast<float>(self->GetVar<uint32_t>(TotalScoreVariable)), static_cast<float>(self->GetVar<uint32_t>(MaxStreakVariable)), percentage);
|
|
|
|
StopActivity(self, player->GetObjectID(), self->GetVar<uint32_t>(TotalScoreVariable), self->GetVar<uint32_t>(MaxStreakVariable), percentage);
|
|
self->SetNetworkVar<bool>(AudioFinalWaveDoneVariable, true);
|
|
|
|
// Give the player the model rewards they earned
|
|
auto* inventory = player->GetComponent<InventoryComponent>();
|
|
if (inventory != nullptr) {
|
|
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
|
|
inventory->AddItem(rewardLot, 1, eLootSourceType::ACTIVITY, eInventoryType::MODELS);
|
|
}
|
|
}
|
|
|
|
self->SetNetworkVar<std::u16string>(u"UI_Rewards",
|
|
GeneralUtils::to_u16string(self->GetVar<uint32_t>(TotalScoreVariable)) + u"_0_0_0_0_0_0"
|
|
);
|
|
}
|
|
|
|
GameMessages::SendActivityStop(self->GetObjectID(), false, cancel, player->GetSystemAddress());
|
|
self->SetVar<bool>(GameStartedVariable, false);
|
|
ActivityTimerStopAllTimers(self);
|
|
|
|
// Destroy all spawners
|
|
for (auto* entity : Game::entityManager->GetEntitiesInGroup("SGEnemy")) {
|
|
entity->Kill();
|
|
}
|
|
|
|
ResetVars(self);
|
|
}
|
|
|
|
void SGCannon::RegisterHit(Entity* self, Entity* target, const std::string& timerName) {
|
|
const auto& spawnInfo = target->GetVar<SGEnemy>(u"SpawnData");
|
|
|
|
if (spawnInfo.respawns) {
|
|
const auto respawnTime = GeneralUtils::GenerateRandomNumber<float_t>(spawnInfo.minRespawnTime, spawnInfo.maxRespawnTime);
|
|
|
|
ActivityTimerStart(self, timerName, respawnTime, respawnTime);
|
|
}
|
|
|
|
int score = spawnInfo.score;
|
|
|
|
if (score > 0) {
|
|
score += score * GetCurrentBonus(self);
|
|
|
|
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
|
|
self->SetVar<uint32_t>(u"m_curStreak", self->GetVar<uint32_t>(u"m_curStreak") + 1);
|
|
}
|
|
} else {
|
|
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
|
|
self->SetVar<uint32_t>(u"m_curStreak", 0);
|
|
}
|
|
|
|
self->SetNetworkVar<bool>(u"hitFriend", true);
|
|
}
|
|
|
|
auto lastSuperTotal = self->GetVar<uint32_t>(u"LastSuperTotal");
|
|
|
|
auto scScore = self->GetVar<uint32_t>(TotalScoreVariable) - lastSuperTotal;
|
|
|
|
LOG("LastSuperTotal: %i, scScore: %i, constants.chargedPoints: %i",
|
|
lastSuperTotal, scScore, constants.chargedPoints
|
|
);
|
|
|
|
if (!self->GetVar<bool>(SuperChargeActiveVariable) && scScore >= constants.chargedPoints && score >= 0) {
|
|
StartChargedCannon(self);
|
|
self->SetNetworkVar<float>(u"SuperChargeBar", 100.0f);
|
|
self->SetVar<uint32_t>(u"LastSuperTotal", self->GetVar<uint32_t>(TotalScoreVariable));
|
|
}
|
|
|
|
UpdateStreak(self);
|
|
|
|
GameMessages::SendNotifyClientShootingGalleryScore(self->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS,
|
|
0.0f,
|
|
score,
|
|
target->GetObjectID(),
|
|
target->GetPosition()
|
|
);
|
|
|
|
auto newScore = (int)self->GetVar<uint32_t>(TotalScoreVariable) + score;
|
|
|
|
if (newScore < 0) {
|
|
newScore = 0;
|
|
}
|
|
|
|
self->SetVar<uint32_t>(TotalScoreVariable, newScore);
|
|
|
|
self->SetNetworkVar<uint32_t>(u"updateScore", newScore);
|
|
|
|
self->SetNetworkVar<std::u16string>(u"beatHighScore", GeneralUtils::to_u16string(newScore));
|
|
|
|
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
|
|
if (player == nullptr) return;
|
|
|
|
auto missionComponent = player->GetComponent<MissionComponent>();
|
|
if (missionComponent == nullptr) return;
|
|
|
|
missionComponent->Progress(eMissionTaskType::SMASH, spawnInfo.lot, self->GetObjectID());
|
|
}
|
|
|
|
void SGCannon::UpdateStreak(Entity* self) {
|
|
const auto streakBonus = GetCurrentBonus(self);
|
|
|
|
const auto curStreak = self->GetVar<uint32_t>(u"m_curStreak");
|
|
|
|
const auto marks = curStreak % 3;
|
|
|
|
self->SetNetworkVar<uint32_t>(u"cStreak", curStreak);
|
|
|
|
if (curStreak >= 0 && curStreak < 13) {
|
|
if (marks == 1) {
|
|
self->SetNetworkVar<bool>(u"Mark1", true);
|
|
} else if (marks == 2) {
|
|
self->SetNetworkVar<bool>(u"Mark2", true);
|
|
} else if (marks == 0 && curStreak > 0) {
|
|
self->SetVar<float_t>(u"StreakBonus", streakBonus);
|
|
self->SetNetworkVar<bool>(u"ShowStreak", streakBonus + 1);
|
|
self->SetNetworkVar<bool>(u"Mark3", true);
|
|
} else {
|
|
self->SetVar<float_t>(u"StreakBonus", streakBonus);
|
|
self->SetNetworkVar<bool>(u"UnMarkAll", true);
|
|
}
|
|
}
|
|
auto maxStreak = self->GetVar<uint32_t>(MaxStreakVariable);
|
|
if (maxStreak < curStreak) self->SetVar<uint32_t>(MaxStreakVariable, curStreak);
|
|
}
|
|
|
|
float_t SGCannon::GetCurrentBonus(Entity* self) {
|
|
auto streak = self->GetVar<uint32_t>(u"m_curStreak");
|
|
|
|
if (streak > 12) {
|
|
streak = 12;
|
|
}
|
|
|
|
return streak / 3;
|
|
}
|
|
|
|
void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
|
|
if (enable && self->GetVar<bool>(SuperChargeActiveVariable))
|
|
return;
|
|
|
|
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
|
|
|
|
if (player == nullptr) {
|
|
LOG("Player not found in toggle super charge");
|
|
return;
|
|
}
|
|
|
|
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
|
|
|
auto equippedItems = inventoryComponent->GetEquippedItems();
|
|
|
|
LOG("Player has %d equipped items", equippedItems.size());
|
|
|
|
auto skillID = constants.cannonSkill;
|
|
auto cooldown = constants.cannonRefireRate;
|
|
|
|
auto* selfInventoryComponent = self->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent == nullptr) {
|
|
LOG("Inventory component not found");
|
|
return;
|
|
}
|
|
|
|
if (enable) {
|
|
LOG("Player is activating super charge");
|
|
selfInventoryComponent->UpdateSlot("greeble_r", { ObjectIDManager::GenerateRandomObjectID(), 6505, 1, 0 });
|
|
selfInventoryComponent->UpdateSlot("greeble_l", { ObjectIDManager::GenerateRandomObjectID(), 6506, 1, 0 });
|
|
|
|
// TODO: Equip items
|
|
skillID = constants.cannonSuperChargeSkill;
|
|
cooldown = 400;
|
|
} else {
|
|
selfInventoryComponent->UpdateSlot("greeble_r", { ObjectIDManager::GenerateRandomObjectID(), 0, 0, 0 });
|
|
selfInventoryComponent->UpdateSlot("greeble_l", { ObjectIDManager::GenerateRandomObjectID(), 0, 0, 0 });
|
|
|
|
self->SetNetworkVar<float>(u"SuperChargeBar", 0);
|
|
|
|
LOG("Player disables super charge");
|
|
|
|
// TODO: Unequip items
|
|
for (const auto& equipped : equippedItems) {
|
|
if (equipped.first == "special_r" || equipped.first == "special_l") {
|
|
LOG("Trying to unequip a weapon, %i", equipped.second.lot);
|
|
|
|
auto* item = inventoryComponent->FindItemById(equipped.second.id);
|
|
|
|
if (item != nullptr) {
|
|
inventoryComponent->UnEquipItem(item);
|
|
} else {
|
|
LOG("Item not found, %i", equipped.second.lot);
|
|
}
|
|
}
|
|
}
|
|
cooldown = 800;
|
|
self->SetVar<uint32_t>(NumberOfChargesVariable, 0);
|
|
}
|
|
|
|
const auto& constants = GetConstants();
|
|
|
|
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
|
|
|
|
if (shootingGalleryComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
DynamicShootingGalleryParams properties = shootingGalleryComponent->GetDynamicParams();
|
|
|
|
properties.cannonFOV = 58.6f;
|
|
properties.cannonVelocity = 129.0;
|
|
properties.cannonRefireRate = cooldown;
|
|
properties.cannonMinDistance = 30;
|
|
properties.cannonTimeout = -1;
|
|
|
|
shootingGalleryComponent->SetDynamicParams(properties);
|
|
|
|
Game::entityManager->SerializeEntity(self);
|
|
Game::entityManager->SerializeEntity(player);
|
|
|
|
self->SetNetworkVar<uint64_t>(CannonBallSkillIDVariable, skillID);
|
|
self->SetVar<bool>(SuperChargeActiveVariable, enable);
|
|
}
|
|
|
|
std::vector<std::vector<SGEnemy>> SGCannon::GetWaves() {
|
|
return {
|
|
// Wave 1
|
|
{
|
|
// Ship 1
|
|
{
|
|
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
|
|
6015, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ship 2
|
|
{
|
|
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
|
|
6300, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Sub 1
|
|
{
|
|
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
|
|
6016, 0.0, 2.0, true, 0.0, 2.0,
|
|
10.0, 1000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Sub 2
|
|
{
|
|
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
|
|
6016, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Friendly
|
|
{
|
|
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
|
|
2168,0.0,5.0,true, 2.0, 5.0,
|
|
1.0, -1000, false, 0.0, 1.0,
|
|
1.0, false,true
|
|
}
|
|
},
|
|
|
|
// Wave 2
|
|
{
|
|
// Ship 1
|
|
{
|
|
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
|
|
6015, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ship 2
|
|
{
|
|
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
|
|
6300, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ship 3
|
|
{
|
|
std::vector<std::string> { "Wave_2_Ship_1" },
|
|
6300, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ship 4
|
|
{
|
|
std::vector<std::string> { "Wave_2_Ship_2" },
|
|
6015, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Sub 1
|
|
{
|
|
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
|
|
6016, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Sub 2
|
|
{
|
|
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
|
|
6016, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Duck
|
|
{
|
|
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
|
|
5946, 5.0, 10.0, true, 5.0, 10.0,
|
|
4.0, 5000, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Friendly
|
|
{
|
|
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
|
|
2168,0.0,5.0,true, 2.0, 5.0,
|
|
1.0, -1000, false, 0.0, 1.0,
|
|
1.0, false,true
|
|
}
|
|
},
|
|
|
|
// Wave 3
|
|
{
|
|
// Ship 1
|
|
{
|
|
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
|
|
6015, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ship 2
|
|
{
|
|
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
|
|
6300, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ship 3
|
|
{
|
|
std::vector<std::string> { "Wave_2_Ship_1", "Wave_2_Ship_2" },
|
|
6015, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ship 4
|
|
{
|
|
std::vector<std::string> { "Wave_3_Ship_1", "Wave_3_Ship_2" },
|
|
6300, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1500, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Sub 1
|
|
{
|
|
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
|
|
6016, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Sub 2
|
|
{
|
|
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
|
|
6016, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Sub 3
|
|
{
|
|
std::vector<std::string> { "Wave_3_Sub_1", "Wave_3_Sub_2" },
|
|
6016, 0.0, 2.0, true, 0.0, 2.0,
|
|
2.0, 1000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Duck
|
|
{
|
|
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
|
|
5946, 5.0, 10.0, true, 5.0, 10.0,
|
|
4.0, 5000, false, 0.0, 1.0,
|
|
1.0, false, true
|
|
},
|
|
|
|
// Ness
|
|
{
|
|
std::vector<std::string> { "Wave_1_Ness_1", "Wave_1_Ness_2", "Wave_2_Ness_1" },
|
|
2565, 10.0, 15.0, true, 10.0, 15.0,
|
|
2.0, 10000, false, 0.0, 1.0,
|
|
1.0, true, true
|
|
},
|
|
|
|
// Friendly 1
|
|
{
|
|
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
|
|
2168,0.0,5.0,true, 2.0, 5.0,
|
|
1.0, -1000, false, 0.0, 1.0,
|
|
1.0, false,true
|
|
},
|
|
|
|
// Friendly 2
|
|
{
|
|
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
|
|
2168,0.0,5.0,true, 2.0, 5.0,
|
|
1.0, -1000, false, 0.0, 1.0,
|
|
1.0, false,true
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
void SGCannon::ResetVars(Entity* self) {
|
|
self->SetVar<uint32_t>(SpawnNumberVariable, 0);
|
|
self->SetVar<uint32_t>(CurrentSpawnNumberVariable, 0);
|
|
self->SetVar<uint32_t>(ThisWaveVariable, 0);
|
|
self->SetVar<uint32_t>(GameScoreVariable, 0);
|
|
self->SetVar<uint32_t>(GameTimeVariable, 0);
|
|
self->SetVar<bool>(GameStartedVariable, false);
|
|
self->SetVar<uint32_t>(ShotsFiredVariable, 0);
|
|
self->SetVar<uint32_t>(MaxStreakVariable, 0);
|
|
self->SetVar<uint32_t>(MissesVariable, 0);
|
|
self->SetVar<uint32_t>(CurrentStreakVariable, 0);
|
|
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
|
|
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, {});
|
|
self->SetVar<uint32_t>(LastSuperTotalVariable, 0);
|
|
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
|
|
self->SetVar<std::vector<LOT>>(RewardsVariable, {});
|
|
self->SetVar<uint32_t>(TotalScoreVariable, 0);
|
|
|
|
const_cast<std::vector<SGEnemy>&>(self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable)).clear();
|
|
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, {});
|
|
|
|
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).clear();
|
|
self->SetVar<std::vector<LWOOBJID>>(SpawnedObjects, {});
|
|
|
|
if (self->GetVar<bool>(InitVariable)) {
|
|
ToggleSuperCharge(self, false);
|
|
}
|
|
|
|
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
|
|
self->SetVar<std::vector<int32_t>>(PlayerScoresVariable, {});
|
|
ActivityTimerStopAllTimers(self);
|
|
}
|
|
|
|
SGConstants SGCannon::GetConstants() {
|
|
return {
|
|
Vector3 { -908.542480, 229.773178, -908.542480 },
|
|
Quaternion { 0.91913521289825, 0, 0.39394217729568, 0 },
|
|
1864,
|
|
34,
|
|
1822,
|
|
Vector3 { 6.652, -2, 1.5 },
|
|
157,
|
|
129.0,
|
|
30.0,
|
|
800.0,
|
|
Vector3 { 0, 4.3, 9 },
|
|
6297,
|
|
1822,
|
|
249,
|
|
228,
|
|
-1,
|
|
58.6,
|
|
true,
|
|
2,
|
|
10,
|
|
25000,
|
|
"QBRewardGroup",
|
|
1864,
|
|
50000,
|
|
157,
|
|
100000,
|
|
187,
|
|
200000,
|
|
188,
|
|
400000,
|
|
189,
|
|
800000,
|
|
190,
|
|
4.0,
|
|
7.0
|
|
};
|
|
}
|