mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
250 lines
5.7 KiB
C++
250 lines
5.7 KiB
C++
#include "Spawner.h"
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#include "EntityManager.h"
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#include "dLogger.h"
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#include "Game.h"
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#include <sstream>
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#include <functional>
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#include "GeneralUtils.h"
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#include "dZoneManager.h"
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Spawner::Spawner(const SpawnerInfo info) {
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m_Info = info;
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m_Active = m_Info.activeOnLoad && info.spawnActivator;
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m_EntityInfo = EntityInfo();
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m_EntityInfo.spawner = this;
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if (!m_Info.emulated) {
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m_EntityInfo.spawnerID = m_Info.spawnerID;
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} else {
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m_EntityInfo.spawnerID = m_Info.emulator;
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m_Info.isNetwork = false;
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}
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m_EntityInfo.lot = m_Info.templateID;
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m_EntityInfo.scale = m_Info.templateScale;
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m_Start = m_Info.noTimedSpawn;
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//ssssh...
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if (m_EntityInfo.lot == 14718) { //AG - MAELSTROM SAMPLE
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m_Info.groups.emplace_back("MaelstromSamples");
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}
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if (m_EntityInfo.lot == 14375) //AG - SPIDER BOSS EGG
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{
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m_Info.groups.emplace_back("EGG");
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}
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int timerCount = m_Info.amountMaintained;
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if (m_Info.amountMaintained > m_Info.nodes.size()) {
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timerCount = m_Info.nodes.size();
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}
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for (int i = 0; i < timerCount; ++i) {
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m_WaitTimes.push_back(m_Info.respawnTime);
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}
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if (m_Info.spawnOnSmashGroupName != "") {
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std::vector<Entity*> spawnSmashEntities = Game::entityManager->GetEntitiesInGroup(m_Info.spawnOnSmashGroupName);
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std::vector<Spawner*> spawnSmashSpawners = dZoneManager::Instance()->GetSpawnersInGroup(m_Info.spawnOnSmashGroupName);
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std::vector<Spawner*> spawnSmashSpawnersN = dZoneManager::Instance()->GetSpawnersByName(m_Info.spawnOnSmashGroupName);
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for (Entity* ssEntity : spawnSmashEntities) {
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m_SpawnSmashFoundGroup = true;
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ssEntity->AddDieCallback([=]() {
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Spawn();
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});
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}
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for (Spawner* ssSpawner : spawnSmashSpawners) {
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m_SpawnSmashFoundGroup = true;
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ssSpawner->AddSpawnedEntityDieCallback([=]() {
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Spawn();
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});
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}
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for (Spawner* ssSpawner : spawnSmashSpawnersN) {
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m_SpawnSmashFoundGroup = true;
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m_SpawnOnSmash = ssSpawner;
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ssSpawner->AddSpawnedEntityDieCallback([=]() {
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Spawn();
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});
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}
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}
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}
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Spawner::~Spawner() {
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}
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Entity* Spawner::Spawn() {
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std::vector<SpawnerNode*> freeNodes;
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for (SpawnerNode* node : m_Info.nodes) {
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if (node->entities.size() < node->nodeMax) {
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freeNodes.push_back(node);
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}
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}
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return Spawn(freeNodes);
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}
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Entity* Spawner::Spawn(std::vector<SpawnerNode*> freeNodes, const bool force) {
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if (force || ((m_Entities.size() < m_Info.amountMaintained) && (freeNodes.size() > 0) && (m_AmountSpawned < m_Info.maxToSpawn || m_Info.maxToSpawn == -1))) {
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SpawnerNode* spawnNode = freeNodes[GeneralUtils::GenerateRandomNumber<int>(0, freeNodes.size() - 1)];
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++m_AmountSpawned;
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m_EntityInfo.pos = spawnNode->position;
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m_EntityInfo.rot = spawnNode->rotation;
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m_EntityInfo.settings = spawnNode->config;
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m_EntityInfo.id = 0;
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m_EntityInfo.spawner = this;
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if (!m_Info.emulated) {
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m_EntityInfo.spawnerNodeID = spawnNode->nodeID;
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m_EntityInfo.hasSpawnerNodeID = true;
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m_EntityInfo.spawnerID = m_Info.spawnerID;
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}
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Entity* rezdE = Game::entityManager->CreateEntity(m_EntityInfo, nullptr);
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rezdE->GetGroups() = m_Info.groups;
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Game::entityManager->ConstructEntity(rezdE);
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m_Entities.insert({ rezdE->GetObjectID(), spawnNode });
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spawnNode->entities.push_back(rezdE->GetObjectID());
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if (m_Entities.size() == m_Info.amountMaintained) {
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m_NeedsUpdate = false;
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}
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for (const auto& cb : m_EntitySpawnedCallbacks) {
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cb(rezdE);
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}
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return rezdE;
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}
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return nullptr;
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}
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void Spawner::AddSpawnedEntityDieCallback(std::function<void()> callback) {
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m_SpawnedEntityDieCallbacks.push_back(callback);
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}
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void Spawner::AddEntitySpawnedCallback(std::function<void(Entity*)> callback) {
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m_EntitySpawnedCallbacks.push_back(callback);
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}
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void Spawner::Reset() {
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m_Start = true;
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DestroyAllEntities();
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m_Entities.clear();
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m_AmountSpawned = 0;
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m_NeedsUpdate = true;
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}
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void Spawner::DestroyAllEntities(){
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for (auto* node : m_Info.nodes) {
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for (const auto& element : node->entities) {
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auto* entity = Game::entityManager->GetEntity(element);
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if (entity == nullptr) continue;
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entity->Kill();
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}
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node->entities.clear();
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}
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}
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void Spawner::SoftReset() {
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m_Start = true;
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m_AmountSpawned = 0;
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m_NeedsUpdate = true;
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}
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void Spawner::SetRespawnTime(float time) {
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m_Info.respawnTime = time;
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for (size_t i = 0; i < m_WaitTimes.size(); ++i) {
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m_WaitTimes[i] = 0;
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};
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m_Start = true;
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m_NeedsUpdate = true;
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}
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void Spawner::SetNumToMaintain(int32_t value) {
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m_Info.amountMaintained = value;
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}
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void Spawner::Update(const float deltaTime) {
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if (m_Start && m_Active) {
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m_Start = false;
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const auto toSpawn = m_Info.amountMaintained - m_AmountSpawned;
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for (auto i = 0; i < toSpawn; ++i) {
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Spawn();
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}
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m_WaitTimes.clear();
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return;
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}
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if (!m_NeedsUpdate) return;
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if (!m_Active) return;
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//if (m_Info.noTimedSpawn) return;
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if (m_Info.spawnsOnSmash) {
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if (!m_SpawnSmashFoundGroup) {
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}
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return;
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}
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for (size_t i = 0; i < m_WaitTimes.size(); ++i) {
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m_WaitTimes[i] += deltaTime;
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if (m_WaitTimes[i] >= m_Info.respawnTime) {
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m_WaitTimes.erase(m_WaitTimes.begin() + i);
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Spawn();
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}
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}
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}
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void Spawner::NotifyOfEntityDeath(const LWOOBJID& objectID) {
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for (std::function<void()> cb : m_SpawnedEntityDieCallbacks) {
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cb();
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}
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m_NeedsUpdate = true;
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//m_RespawnTime = 10.0f;
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m_WaitTimes.push_back(0.0f);
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SpawnerNode* node;
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auto it = m_Entities.find(objectID);
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if (it != m_Entities.end()) node = it->second;
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else return;
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if (!node) {
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return;
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}
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for (size_t i = 0; i < node->entities.size(); ++i) {
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if (node->entities[i] && node->entities[i] == objectID)
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node->entities.erase(node->entities.begin() + i);
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}
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m_Entities.erase(objectID);
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if (m_SpawnOnSmash != nullptr) {
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m_SpawnOnSmash->Reset();
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}
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}
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void Spawner::Activate() {
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m_Active = true;
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m_NeedsUpdate = true;
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for (auto& time : m_WaitTimes) {
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time = 0;
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}
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}
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void Spawner::SetSpawnLot(LOT lot) {
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m_EntityInfo.lot = lot;
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}
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