DarkflameServer/dScripts/BaseRandomServer.h
EmosewaMC 88af3c7681 Change of reset use
Instead of doing a hard reset on the spawner, we simply do a SoftReset.  I also removed some dead code that was doing nothing.
2021-12-17 18:07:52 -08:00

58 lines
1.6 KiB
C++

#pragma once
#include "CppScripts.h"
#include "Entity.h"
#include "dCommonVars.h"
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 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;
};