Files
DarkflameServer/dScripts/ai/MINIGAME/SG_GF/SERVER/SGCannon.cpp
Aaron Kimbrell acdfd2212d refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 09:33:11 -05:00

1220 lines
38 KiB
C++

#include "SGCannon.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "ActivityMessages.h"
#include "MovementMessages.h"
#include "dZoneManager.h"
#include "Character.h"
#include "ShootingGalleryComponent.h"
#include "PossessorComponent.h"
#include "CharacterComponent.h"
#include "SimplePhysicsComponent.h"
#include "MovementAIComponent.h"
#include "MissionComponent.h"
#include "Loot.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "eGameActivity.h"
#include "Item.h"
#include <ranges>
#include "BuildingMessages.h"
void SGCannon::OnStartup(Entity* self) {
LOG("OnStartup");
m_Waves = GetWaves();
constants = GetConstants();
ResetVars(self);
self->SetVar<bool>(GameStartedVariable, false);
self->SetVar<Vector3>(InitialVelocityVariable, {});
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetStaticParams({
Vector3 { -327.8609924316406, 256.8999938964844, 1.6482199430465698 },
Vector3 { -181.4320068359375, 212.39999389648438, 2.5182199478149414 }
});
shootingGalleryComponent->SetDynamicParams({
Vector3 { 0.0, 4.3, 9.0 },
Vector3 { },
129.0,
800.0,
30.0,
0.0,
-1.0,
58.6
});
}
self->SetVar<uint32_t>(TimeLimitVariable, 30);
self->SetVar<std::vector<LOT>>(ValidActorsVariable, { 3109, 3110, 3111, 3112, 3125, 3126 });
self->SetVar<std::vector<LOT>>(ValidEffectsVariable, { 3122 });
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, { 1, 2, 5, 10 });
self->SetVar<bool>(SuperChargeActiveVariable, false);
self->SetVar<uint32_t>(MatrixVariable, 1);
self->SetVar<bool>(InitVariable, true);
auto* simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPhysicsMotionState(5);
}
Game::entityManager->SerializeEntity(self);
}
void SGCannon::OnPlayerLoaded(Entity* self, Entity* player) {
LOG("Player loaded");
self->SetVar<LWOOBJID>(PlayerIDVariable, player->GetObjectID());
}
void SGCannon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
Script::OnFireEventServerSide(self, sender, args, param1, param2, param3);
}
void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int32_t value1, int32_t value2,
const std::u16string& stringValue) {
LOG("Got activity state change request: %s", GeneralUtils::UTF16ToWTF8(stringValue).c_str());
if (stringValue == u"clientready") {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG("Player is ready");
GameMessages::ActivityEnter activityEnter;
activityEnter.target = self->GetObjectID();
activityEnter.Send(player->GetSystemAddress());
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
LOG("Setting player ID");
Game::entityManager->SerializeEntity(self);
} else {
LOG("Shooting gallery component is null");
}
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::SHOOTING_GALLERY);
auto possessor = player->GetComponent<PossessorComponent>();
if (possessor) {
possessor->SetPossessable(self->GetObjectID());
possessor->SetPossessableType(ePossessionType::NO_POSSESSION);
}
Game::entityManager->SerializeEntity(player);
}
self->AddCallbackTimer(1.0f, [self, this]() {
self->SetNetworkVar<bool>(HideScoreBoardVariable, true);
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
self->SetNetworkVar<bool>(ShowLoadingUI, true);
});
} else {
LOG("Player not found");
}
} else if (value1 == 1200) {
StartGame(self);
}
}
void SGCannon::OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (!player) return;
if (identifier == u"Scoreboardinfo") {
GameMessages::DisplayMessageBox messageBox;
messageBox.target = player->GetObjectID();
messageBox.bShow = true;
messageBox.callbackClient = Game::zoneManager->GetZoneControlObject()->GetObjectID();
messageBox.identifier = u"Shooting_Gallery_Retry";
messageBox.imageID = 2;
messageBox.text = u"Retry?";
messageBox.userData = u"";
messageBox.Send(player->GetSystemAddress());
} else {
if ((button == 1 && (identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay")) || identifier == u"SG1" || button == 0) {
if (IsPlayerInActivity(self, player->GetObjectID())) return;
self->SetNetworkVar<bool>(ClearVariable, true);
StartGame(self);
} else if (button == 0 && ((identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay"))) {
RemovePlayer(player->GetObjectID());
UpdatePlayer(self, player->GetObjectID(), true);
} else if (button == 1 && identifier == u"Shooting_Gallery_Exit") {
UpdatePlayer(self, player->GetObjectID(), true);
RemovePlayer(player->GetObjectID());
}
}
}
void SGCannon::SuperChargeTimerFunc(Entity* self) {
if (self->GetVar<bool>(WaveStatusVariable) || self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable) < 1) {
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, 99);
self->SetNetworkVar<uint32_t>(SuperChargeBarVariable, 0);
ToggleSuperCharge(self, false);
}
}
void SGCannon::SpawnWaveTimerFunc(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) {
self->SetVar<bool>(WaveStatusVariable, true);
const auto wave = static_cast<int32_t>(self->GetVar<uint32_t>(ThisWaveVariable));
if (wave != 0 && self->GetVar<bool>(SuperChargePausedVariable)) {
StartChargedCannon(self, self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable));
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
}
TimerToggle(self, true);
for (const auto& enemyToSpawn : m_Waves.at(self->GetVar<uint32_t>(ThisWaveVariable))) {
SpawnObject(self, enemyToSpawn, true);
}
LOG("Current wave spawn: %i/%i", wave, m_Waves.size());
// All waves completed
const auto timeLimit = static_cast<float_t>(self->GetVar<uint32_t>(TimeLimitVariable));
if (wave >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, timeLimit, timeLimit);
} else {
ActivityTimerStart(self, EndWaveTimer, timeLimit, timeLimit);
}
const auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
GameMessages::PlayFXEffect(player->GetObjectID(), -1, u"SG-start", "").Send(UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::StartActivityTime startActivityTime;
startActivityTime.target = self->GetObjectID();
startActivityTime.startTime = timeLimit;
startActivityTime.Send(player->GetSystemAddress());
LOG("Sending ActivityPause false");
GameMessages::ActivityPause activityPause;
activityPause.target = self->GetObjectID();
activityPause.bPause = false;
activityPause.Send(player->GetSystemAddress());
}
}
}
void SGCannon::EndWaveTimerFunc(Entity* self) {
self->SetVar<bool>(WaveStatusVariable, false);
TimerToggle(self);
RecordPlayerScore(self);
GameMessages::ActivityPause activityPause;
activityPause.target = self->GetObjectID();
activityPause.bPause = true;
if (self->GetVar<uint32_t>(ThisWaveVariable) >= 2) {
activityPause.Send(UNASSIGNED_SYSTEM_ADDRESS);
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
return;
}
self->SetVar<uint32_t>(ThisWaveVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
PlaySceneAnimation(self, u"wave" + GeneralUtils::to_u16string(self->GetVar<uint32_t>(ThisWaveVariable)), true, true, 1.7f);
self->SetNetworkVar<uint32_t>(WaveNumVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
self->SetNetworkVar<uint32_t>(WaveStrVariable, self->GetVar<uint32_t>(TimeLimitVariable));
LOG("Current wave: %i/%i", self->GetVar<uint32_t>(ThisWaveVariable), m_Waves.size());
if (self->GetVar<uint32_t>(ThisWaveVariable) >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
} else {
ActivityTimerStart(self, SpawnWaveTimer, constants.inBetweenWavePause, constants.inBetweenWavePause);
}
LOG("Sending ActivityPause true");
activityPause.Send(UNASSIGNED_SYSTEM_ADDRESS);
if (self->GetVar<bool>(SuperChargeActiveVariable) && !self->GetVar<bool>(SuperChargePausedVariable)) {
PauseChargeCannon(self);
}
}
void SGCannon::GameOverTimerFunc(Entity* self) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG_DEBUG("Sending ActivityPause true");
GameMessages::ActivityPause activityPause;
activityPause.target = self->GetObjectID();
activityPause.bPause = true;
activityPause.Send(player->GetSystemAddress());
ActivityTimerStart(self, EndGameBufferTimer, 1, 1);
TimerToggle(self);
}
}
void SGCannon::DoSpawnTimerFunc(Entity* self, const std::string& name) {
if (self->GetVar<bool>(GameStartedVariable)) {
const auto spawnNumber = GeneralUtils::TryParse(name.substr(7), 0);
const auto& activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
if (activeSpawns.size() <= spawnNumber) {
LOG_DEBUG("Trying to spawn %i when spawns size is only %i", spawnNumber, activeSpawns.size());
return;
}
const auto& toSpawn = activeSpawns.at(spawnNumber);
const auto pathIndex = GeneralUtils::GenerateRandomNumber<size_t>(0, toSpawn.spawnPaths.size() - 1);
const auto* path = Game::zoneManager->GetZone()->GetPath(toSpawn.spawnPaths.at(pathIndex));
if (!path || path->pathWaypoints.empty()) {
LOG_DEBUG("Path %s at index %i or has 0 waypoints", toSpawn.spawnPaths.at(pathIndex).c_str(), pathIndex);
return;
}
auto info = EntityInfo{};
info.lot = toSpawn.lot;
info.spawnerID = self->GetObjectID();
info.pos = path->pathWaypoints[0].position;
info.settings.Insert<SGEnemy>(u"SpawnData", toSpawn);
info.settings.Insert<std::string>(u"custom_script_server", "scripts/ai/ACT/SG_TARGET.lua"); // this script is never loaded;
info.settings.Insert<std::string>(u"custom_script_client", "scripts/client/ai/SG_TARGET_CLIENT.lua");
info.settings.Insert<std::string>(u"attached_path", path->pathName);
info.settings.Insert<uint32_t>(u"attached_path_start", 0);
info.settings.Insert<std::u16string>(u"groupID", u"SGEnemy");
info.settings.Insert<uint32_t>(u"wave", self->GetVar<uint32_t>(ThisWaveVariable));
auto* enemy = Game::entityManager->CreateEntity(info, nullptr, self);
auto* movementAI = enemy->AddComponent<MovementAIComponent>(-1, MovementAIInfo{});
auto* simplePhysicsComponent = enemy->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent) {
simplePhysicsComponent->SetPhysicsMotionState(4);
}
Game::entityManager->ConstructEntity(enemy);
movementAI->SetMaxSpeed(toSpawn.initialSpeed);
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
movementAI->SetHaltDistance(0.0f);
movementAI->SetPath(path->pathWaypoints);
enemy->AddDieCallback([this, self, enemy, name]() {
RegisterHit(self, enemy, name);
});
// Save the enemy and tell it to start pathing
if (enemy != nullptr) {
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).push_back(enemy->GetObjectID());
GameMessages::PlatformResync(*enemy).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
}
}
void SGCannon::EndGameBufferTimerFunc(Entity* self) {
RecordPlayerScore(self);
StopGame(self, false);
}
void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
if (name == SuperChargeTimer && !self->GetVar<bool>(SuperChargePausedVariable)) {
SuperChargeTimerFunc(self);
} else if (name == SpawnWaveTimer) {
SpawnWaveTimerFunc(self);
} else if (name == EndWaveTimer) {
EndWaveTimerFunc(self);
} else if (name == GameOverTimer) {
GameOverTimerFunc(self);
} else if (name.rfind(DoSpawnTimer, 0) == 0) {
DoSpawnTimerFunc(self, name);
} else if (name == EndGameBufferTimer) {
EndGameBufferTimerFunc(self);
}
}
void
SGCannon::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t timeRemaining, float_t elapsedTime) {
ActivityManager::OnActivityTimerUpdate(self, name, timeRemaining, elapsedTime);
}
void SGCannon::StartGame(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) return;
self->SetNetworkVar<uint32_t>(TimeLimitVariable, self->GetVar<uint32_t>(TimeLimitVariable));
self->SetNetworkVar<bool>(AudioStartIntroVariable, true);
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
auto rewardObjects = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
for (auto* reward : rewardObjects) {
GameMessages::SetModelToBuild modelToBuild{};
modelToBuild.modelLot = LOT_NULL;
modelToBuild.target = reward->GetObjectID();
modelToBuild.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
// The client cant accept more than 10 results.
GetLeaderboardData(self, player->GetObjectID(), GetConstants().activityID, 10);
LOG("Sending ActivityStart");
GameMessages::ActivityStart activityStart;
activityStart.target = self->GetObjectID();
activityStart.Send(player->GetSystemAddress());
GameMessages::PlayFXEffect(self->GetObjectID(), -1, u"start", "").Send(UNASSIGNED_SYSTEM_ADDRESS);
self->SetNetworkVar<bool>(ClearVariable, true);
DoGameStartup(self);
if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
TakeActivityCost(self, player->GetObjectID());
}
self->SetVar<bool>(FirstTimeDoneVariable, true);
}
SpawnNewModel(self);
}
void SGCannon::DoGameStartup(Entity* self) {
ResetVars(self);
self->SetVar<bool>(GameStartedVariable, true);
self->SetNetworkVar<bool>(ClearVariable, true);
self->SetVar<uint32_t>(ThisWaveVariable, 0);
if (constants.firstWaveStartTime < 1) {
constants.firstWaveStartTime = 1;
}
ActivityTimerStart(self, SpawnWaveTimer, constants.firstWaveStartTime,
constants.firstWaveStartTime);
}
void SGCannon::OnShootingGalleryFire(Entity& self, GameMessages::ShootingGalleryFire& fire) {
self.SetVar<uint32_t>(ShotsFiredVariable, self.GetVar<uint32_t>(ShotsFiredVariable) + 1);
}
void SGCannon::SpawnNewModel(Entity* self) {
// Add a new reward to the existing rewards
const auto currentReward = self->GetVar<LOT>(CurrentRewardVariable);
if (currentReward != -1) {
auto rewards = self->GetVar<std::vector<LOT>>(RewardsVariable);
rewards.push_back(currentReward);
self->SetVar<std::vector<LOT>>(RewardsVariable, rewards);
self->SetNetworkVar<int32_t>(RewardAddedVariable, currentReward);
}
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
for (auto* rewardModel : Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup)) {
uint32_t lootMatrix;
switch (self->GetVar<uint32_t>(MatrixVariable)) {
case 1:
lootMatrix = constants.scoreLootMatrix1;
break;
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) {
const auto toDrop = Loot::RollLootMatrix(player, lootMatrix);
for (const auto [lot, count] : toDrop) {
GameMessages::SetModelToBuild modelToBuild{};
modelToBuild.modelLot = lot;
modelToBuild.target = rewardModel->GetObjectID();
modelToBuild.Send(player->GetSystemAddress());
self->SetVar<LOT>(CurrentRewardVariable, lot);
}
}
}
}
}
void SGCannon::RemovePlayer(LWOOBJID playerID) {
auto* player = Game::entityManager->GetEntity(playerID);
if (!player) return;
auto* character = player->GetCharacter();
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent && character) {
characterComponent->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<int32_t>(TotalScoreVariable);
const auto currentWave = self->GetVar<uint32_t>(ThisWaveVariable);
if (currentWave > 0) {
auto totalWaveScore = totalScore;
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;
}
self->SetVar<std::vector<int32_t>>(PlayerScoresVariable, playerScores);
}
}
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(static_cast<uint32_t>(std::ceil(ActivityTimerGetRemainingTime(self, SuperChargeTimer))), static_cast<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) {
float percentage = 0.0f;
float misses = self->GetVar<uint32_t>(MissesVariable);
float fired = self->GetVar<uint32_t>(ShotsFiredVariable);
if (fired > 0.0f) {
percentage = misses / fired;
}
percentage = 1.0f - percentage;
percentage = std::max(percentage, 0.0f);
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<int32_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<int32_t>(TotalScoreVariable));
}
Loot::GiveActivityLoot(player, self->GetObjectID(), GetGameID(self), self->GetVar<int32_t>(TotalScoreVariable));
SaveScore(self, player->GetObjectID(),
static_cast<float>(self->GetVar<int32_t>(TotalScoreVariable)), static_cast<float>(self->GetVar<uint32_t>(MaxStreakVariable)), percentage);
StopActivity(self, player->GetObjectID(), self->GetVar<int32_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::NONE, eInventoryType::MODELS);
}
}
const auto& waveScores = self->GetVar<std::vector<int32_t>>(PlayerScoresVariable);
std::stringstream stream;
stream << self->GetVar<int32_t>(TotalScoreVariable) << "_";
// technically unused in shooting gallery but serialize it regardless.
for (const auto& score : waveScores) {
stream << score << "_";
}
auto totalmissed = fired - misses;
if (totalmissed < 0) {
totalmissed = 0;
}
stream << fired << "_" << totalmissed << "_" << self->GetVar<uint32_t>(MaxStreakVariable);
self->SetNetworkVar<std::u16string>(u"UI_Rewards", GeneralUtils::ASCIIToUTF16(stream.str()));
}
GameMessages::ActivityStop activityStop;
activityStop.target = self->GetObjectID();
activityStop.bExit = false;
activityStop.bUserCancel = cancel;
activityStop.Send(player->GetSystemAddress());
self->SetVar<bool>(GameStartedVariable, false);
ActivityTimerStopAllTimers(self);
// Destroy all spawners
for (auto* entity : Game::entityManager->GetEntitiesInGroup("SGEnemy")) {
entity->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
}
ResetVars(self);
}
void SGCannon::OnActivityNotify(Entity* self, GameMessages::ActivityNotify& notify) {
if (!self->GetVar<bool>(GameStartedVariable)) return;
const auto& params = notify.notification;
const auto itr = params.values.find(u"shot_done");
if (itr == params.values.end()) return;
const auto& param = itr->second;
if (param->GetValueType() != LDF_TYPE_S32) return;
const auto superChargeShotDone = static_cast<LDFData<int32_t>*>(param.get())->GetValue() == GetConstants().cannonSuperChargeSkill;
const auto& hitTargets = self->GetVar<std::vector<LWOOBJID>>(u"CannonBallKills");
if (hitTargets.empty() && !superChargeShotDone) {
self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetVar<uint32_t>(MissesVariable, self->GetVar<uint32_t>(MissesVariable) + 1);
self->SetNetworkVar<bool>(u"HideStreak", true);
self->SetNetworkVar<bool>(u"UnMarkAll", true);
UpdateStreak(self);
} else if (hitTargets.size() > 1) {
self->SetNetworkVar<bool>(u"mHit", true);
}
self->SetVar<std::vector<LWOOBJID>>(u"CannonBallKills", {});
}
void SGCannon::RegisterHit(Entity* self, Entity* target, const std::string& timerName) {
if (!self->GetVar<bool>(GameStartedVariable)) return;
auto cannonBallKills = self->GetVar<std::vector<LWOOBJID>>(u"CannonBallKills");
cannonBallKills.push_back(target->GetObjectID());
self->SetVar<std::vector<LWOOBJID>>(u"CannonBallKills", cannonBallKills);
const auto& spawnInfo = target->GetVar<SGEnemy>(u"SpawnData");
if (spawnInfo.respawns && target->GetVar<uint32_t>(u"wave") == self->GetVar<uint32_t>(ThisWaveVariable)) {
const auto respawnTime = GeneralUtils::GenerateRandomNumber<float_t>(spawnInfo.minRespawnTime, spawnInfo.maxRespawnTime);
ActivityTimerStart(self, timerName, respawnTime, respawnTime);
}
int32_t 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->SetVar<uint32_t>(MissesVariable, self->GetVar<uint32_t>(MissesVariable) + 1);
}
self->SetNetworkVar<bool>(u"hitFriend", true);
}
auto lastSuperTotal = self->GetVar<uint32_t>(u"LastSuperTotal");
auto scScore = self->GetVar<int32_t>(TotalScoreVariable) - lastSuperTotal;
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<int32_t>(TotalScoreVariable));
}
UpdateStreak(self);
GameMessages::NotifyClientShootingGalleryScore galleryScore;
galleryScore.target = self->GetObjectID();
galleryScore.addTime = 0.0f;
galleryScore.score = score;
galleryScore.targetID = target->GetObjectID();
galleryScore.targetPos = target->GetPosition();
galleryScore.Send(UNASSIGNED_SYSTEM_ADDRESS);
auto newScore = self->GetVar<int32_t>(TotalScoreVariable) + score;
if (newScore < 0) {
newScore = 0;
}
self->SetVar<int32_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());
auto matrix = self->GetVar<uint32_t>(MatrixVariable);
float rewardS = 0.0f;
float rewardF = 0.0f;
if (matrix <= 5) {
const auto scoreRewardNum = "Score_Reward_" + std::to_string(matrix);
const auto rewardAmountItr = constants.scoreRewards.find(scoreRewardNum);
if (rewardAmountItr != constants.scoreRewards.end()) {
const float rewardAmount = rewardAmountItr->second / 100 * 3;
rewardS = newScore / rewardAmount;
rewardF = std::round(rewardS * 3);
if (rewardF > 100.0f) rewardF = 100.0f;
self->SetNetworkVar(ModelPercentVariable, rewardF);
}
}
if (rewardF > 0.0f && rewardF < 200.0f && matrix <= 5) {
const auto rewardModelGroup = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
if (!rewardModelGroup.empty()) {
auto* rewardModel = rewardModelGroup[0];
GameMessages::SpawnModelBricks spawnBricks{};
spawnBricks.target = rewardModel->GetObjectID();
spawnBricks.amount = rewardF / 100.0f;
spawnBricks.position = target->GetPosition();
spawnBricks.Send(player->GetSystemAddress());
if (rewardF >= 100.0f) {
SpawnNewModel(self);
self->SetVar<uint32_t>(MatrixVariable, matrix + 1);
}
}
}
}
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>();
// This is a gm in the original script
Item* meItem1{};
Item* meItem2{};
for (const auto item : selfInventoryComponent->GetInventory(eInventoryType::ITEMS)->GetItems() | std::views::values) {
if (item->GetSlot() == 0) meItem1 = item;
else if (item->GetSlot() == 1) meItem2 = item;
}
if (!meItem1 || !meItem2) {
LOG("Cannon does not have the required items equipped");
return;
}
if (enable) {
LOG("Player is activating super charge");
selfInventoryComponent->EquipItem(meItem1);
selfInventoryComponent->EquipItem(meItem2);
skillID = constants.cannonSuperChargeSkill;
cooldown = 400;
} else {
selfInventoryComponent->UnEquipItem(meItem1);
selfInventoryComponent->UnEquipItem(meItem2);
self->SetNetworkVar<float>(u"SuperChargeBar", 0);
LOG("Player disables super charge");
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 = constants.cannonFOV;
properties.cannonVelocity = constants.cannonVelocity;
properties.cannonRefireRate = cooldown;
properties.cannonMinDistance = constants.cannonMinDistance;
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 but for dlu
{
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 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 but for dlu
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
3.0, 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
//},
// Sub 2 but for dlu
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
3.0, 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 2
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
3.0, 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 temp fix for dlu where speeds are set to 7 to match a speed closer to live while we work on movingplatform components.
{
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,
7.0, 10000, false, 0.0, 7.0,
7.0, true, 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<int32_t>(TotalScoreVariable, 0);
self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetVar<uint32_t>(u"LastSuperTotal", 0);
self->SetVar<std::vector<LWOOBJID>>(u"LastHitTarget", {});
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 {
.playerStartPosition = Vector3 { -908.542480, 229.773178, -908.542480 },
.playerStartRotation = Quaternion { 0.91913521289825, 0, 0.39394217729568, 0 },
.cannonLot = 1864,
.impactSkillID = 34,
.projectileLot = 1822,
.playerOffset = Vector3 { 6.652, -2, 1.5 },
.rewardModelMatrix = 157,
.cannonVelocity = 129.0,
.cannonMinDistance = 30.0,
.cannonRefireRate = 800.0,
.cannonBarrelOffset = Vector3 { 0, 4.3, 9 },
.cannonSuperchargedProjectileLot = 6297,
.cannonProjectileLot = 1822,
.cannonSuperChargeSkill = 249,
.cannonSkill = 228,
.cannonTimeout = -1,
.cannonFOV = 58.6,
.useLeaderboards = true,
.streakModifier = 2,
.chargedTime = 10,
.chargedPoints = 25000,
.rewardModelGroup = "QBRewardGroup",
.activityID = 1864,
.scoreRewards = {
{"Score_Reward_1", 50000},
{"Score_Reward_2", 100000},
{"Score_Reward_3", 200000},
{"Score_Reward_4", 400000},
{"Score_Reward_5", 800000},
},
.scoreLootMatrix1 = 157,
.scoreLootMatrix2 = 187,
.scoreLootMatrix3 = 188,
.scoreLootMatrix4 = 189,
.scoreLootMatrix5 = 190,
.firstWaveStartTime = 4.0,
.inBetweenWavePause = 7.0
};
}