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https://github.com/DarkflameUniverse/DarkflameServer.git
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159 lines
6.2 KiB
C++
159 lines
6.2 KiB
C++
#pragma once
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#include "ActivityManager.h"
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/**
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* State for each active game
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*/
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struct WavesGameState {
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std::vector<LWOOBJID> players{};
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std::vector<LWOOBJID> waitingPlayers{};
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uint32_t totalSpawned = 0;
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uint32_t currentSpawned = 0;
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uint32_t waveNumber = 0;
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std::string introCelebration;
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};
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struct MobDefinition {
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LOT lot;
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uint32_t amountToSpawn;
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std::string spawnerName;
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};
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struct WaveMission {
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uint32_t time;
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uint32_t wave;
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uint32_t missionID;
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};
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struct Wave {
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std::vector<MobDefinition> waveMobs{};
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std::vector<uint32_t> soloMissions{};
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std::vector<uint32_t> missions{};
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std::string cinematic;
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float_t cinematicLength;
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uint32_t timeLimit = UINT32_MAX;
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bool notifyWin = false;
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uint32_t winDelay = UINT32_MAX;
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};
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/**
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* WaveConstants that have to be set for each game
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*/
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struct WaveConstants {
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uint32_t acceptedDelay = 0;
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uint32_t startDelay = 0;
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uint32_t waveTime = 0;
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uint32_t waveCompleteDelay = 0;
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std::string eventGroup;
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std::string introCelebration;
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};
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class BaseWavesServer : public ActivityManager {
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public:
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void OnStartup(Entity* self) override { SetGameVariables(self); BaseStartup(self); };
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void OnPlayerLoaded(Entity* self, Entity* player) override { BasePlayerLoaded(self, player); };
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void OnPlayerExit(Entity* self, Entity* player) override { BasePlayerExit(self, player); };
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void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) override {
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BaseFireEvent(self, sender, args, param1, param2, param3);
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};
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void OnPlayerDied(Entity* self, Entity* player) override { BasePlayerDied(self, player); };
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void OnPlayerResurrected(Entity* self, Entity* player) override { BasePlayerResurrected(self, player); };
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void OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier,
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const std::u16string& userData) override {
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BaseMessageBoxResponse(self, sender, button, identifier, userData);
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};
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void BasePlayerLoaded(Entity* self, Entity* player);
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void BaseStartup(Entity* self);
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void BasePlayerExit(Entity* self, Entity* player);
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void BaseFireEvent(Entity* self, Entity* sender, const std::string& args, int32_t param1, int32_t param2,
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int32_t param3);
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void BasePlayerDied(Entity* self, Entity* player);
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void BasePlayerResurrected(Entity* self, Entity* player);
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void BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData);
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void OnActivityTimerDone(Entity* self, const std::string& name) override;
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void OnActivityTimerUpdate(Entity* self, const std::string& name, float_t remainingTime, float_t elapsedTime) override;
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protected:
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virtual WaveConstants GetConstants() { return WaveConstants(); };
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virtual std::vector<Wave> GetWaves() { return {}; };
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virtual std::vector<WaveMission> GetWaveMissions() { return {}; };
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virtual std::vector<std::string> GetSpawnerNames() { return {}; }
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WavesGameState state{};
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// Mob set default names
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std::string BaseMobSet = "baseMobSet";
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std::string RandMobSet = "randMobSet";
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// Variable names
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std::u16string WavesStartedVariable = u"wavesStarted";
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std::u16string ShowScoreboardVariable = u"Show_ScoreBoard";
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std::u16string WatchingIntroVariable = u"WatchingIntro";
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std::u16string ClearScoreboardVariable = u"Clear_Scoreboard";
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std::u16string DefinePlayerToUIVariable = u"Define_Player_To_UI";
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std::u16string UpdateScoreboardPlayersVariable = u"Update_ScoreBoard_Players.";
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std::u16string PlayerConfirmVariable = u"PlayerConfirm_ScoreBoard.";
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std::u16string PlayersAcceptedVariable = u"playersAccepted";
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std::u16string PlayersReadyVariable = u"playersReady";
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std::u16string BaseMobSetIndexVariable = u"baseMobSetNum";
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std::u16string RandMobSetIndexVariable = u"randMobSetNum";
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std::u16string AcceptedDelayStartedVariable = u"AcceptedDelayStarted";
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std::u16string NumberOfPlayersVariable = u"NumberOfPlayers";
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std::u16string FirstTimeDoneVariable = u"firstTimeDone";
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std::u16string MissionTypeVariable = u"missionType";
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std::u16string StartWaveMessageVariable = u"Start_Wave_Message";
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std::u16string ExitWavesVariable = u"Exit_waves";
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std::u16string UpdateDefaultStartTimerVariable = u"Update_Default_Start_Timer";
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std::u16string UpdateTimerVariable = u"Update_Timer";
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std::u16string UpdateCooldownVariable = u"Update_Cool_Down";
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std::u16string IsCooldownVariable = u"isCoolDown";
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std::u16string SpawnMobVariable = u"Spawn_Mob";
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std::u16string WonWaveVariable = u"Won_Wave";
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std::u16string WaveCompleteVariable = u"Wave_Complete";
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std::u16string StartTimedWaveVariable = u"Start_Timed_Wave";
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std::u16string NewWaveVariable = u"New_Wave";
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std::u16string StartCinematicVariable = u"startCinematic";
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std::u16string NumRemainingVariable = u"numRemaining";
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std::u16string StartCooldownVariable = u"Start_Cool_Down";
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// Timer names
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std::string SpawnTickTimer = "SpawnTick";
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std::string AllAcceptedDelayTimer = "AllAcceptedDelay";
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std::string AcceptedDelayTimer = "AcceptedDelay";
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std::string StartDelayTimer = "StartDelay";
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std::string ClockTickTimer = "ClockTick";
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std::string CoolDownStartTimer = "CoolDownStart";
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std::string CoolDownStopTimer = "CoolDownStop";
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std::string PlaySpawnSoundTimer = "PlaySpawnSound";
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std::string NextWaveTickTimer = "NextWaveTick";
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std::string WaveCompleteDelayTimer = "WaveCompleteDelay";
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std::string TimedWaveTimer = "TimedWave";
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std::string GameOverWinTimer = "GameOverWin";
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std::string CinematicDoneTimer = "CinematicDone";
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std::string spawnSoundGUID = "{ca36045d-89df-4e96-a317-1e152d226b69}";
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private:
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void SetGameVariables(Entity* self);
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static void ResetStats(LWOOBJID player);
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void GameOver(Entity* self, bool won = false);
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void GameWon(Entity* self);
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void UpdateMissionForAllPlayers(Entity* self, uint32_t missionID);
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void StartWaves(Entity* self);
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void SpawnWave(Entity* self);
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static void SpawnNow(const std::string& spawnerName, uint32_t amount, LOT spawnLot);
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bool UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint32_t score);
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bool CheckAllPlayersDead();
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void SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID = LWOOBJID_EMPTY);
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void PlayerConfirmed(Entity* self);
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void PlayerAccepted(Entity* self, LWOOBJID playerID);
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void ClearSpawners();
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WaveConstants constants{};
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std::vector<Wave> waves{};
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std::vector<WaveMission> missions{};
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std::vector<std::string> spawners{};
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};
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