mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 10:18:21 +00:00
8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
60 lines
1.6 KiB
C++
60 lines
1.6 KiB
C++
#pragma once
|
|
|
|
#include <map>
|
|
|
|
class Spawner;
|
|
class BaseRandomServer
|
|
{
|
|
public:
|
|
struct ZoneEntry
|
|
{
|
|
LOT lot;
|
|
int32_t num;
|
|
std::string name;
|
|
};
|
|
|
|
struct Zone
|
|
{
|
|
std::vector<BaseRandomServer::ZoneEntry> entries;
|
|
int32_t iChance;
|
|
};
|
|
|
|
void BaseStartup(Entity* self);
|
|
void CheckEvents(Entity* self);
|
|
void SpawnMapZones(Entity* self);
|
|
void SpawnSection(Entity* self, const std::string& sectionName, float iMultiplier);
|
|
void SetSpawnerNetwork(Entity* self, const std::string& spawnerName, int32_t spawnNum, LOT spawnLOT);
|
|
BaseRandomServer::Zone* GetRandomLoad(Entity* self, const std::string& sectionName);
|
|
void SpawnersUp(Entity* self);
|
|
void SpawnersDown(Entity* self);
|
|
void BaseOnTimerDone(Entity* self, const std::string& timerName);
|
|
|
|
void NotifySpawnerOfDeath(Entity* self, Spawner* spawner);
|
|
void NamedEnemyDeath(Entity* self, Spawner* spawner);
|
|
|
|
void SpawnNamedEnemy(Entity* self);
|
|
|
|
void NamedTimerDone(Entity* self, const std::string& timerName);
|
|
|
|
protected:
|
|
std::vector<int32_t> namedMobs = {
|
|
11988, // Ronin
|
|
11984, // Spiderling
|
|
12654, // Horsemen
|
|
11986, // Admiral
|
|
11983, // Mech
|
|
11982, // Stromling
|
|
11985 // Pirate
|
|
};
|
|
std::map<std::string, float> sectionMultipliers = {};
|
|
int32_t mobDeathResetNumber = 30;
|
|
std::string zonePrefix = "em";
|
|
int32_t zoneNameConst = 2;
|
|
int32_t sectionIDConst = 3;
|
|
std::string zoneName = "fin";
|
|
std::vector<Zone> zones = {};
|
|
int32_t changeNum = 15;
|
|
int32_t respawnTime = 80;
|
|
std::vector<Spawner*> spawnersWatched;
|
|
};
|