/// <summary> /// Main spawn method /// </summary> public void Spawn() { if (this.ActorToSpawnSNO == null) { // Logger.Debug("Triggered spawner with no ActorToSpawnSNO found."); //Try revealing this foreach (var player in this.World.Players.Values) { base.Reveal(player); } return; } var location = new PRTransform() { Quaternion = new Quaternion { W = this.RotationW, Vector3D = this.RotationAxis }, Vector3D = this.Position }; Mooege.Core.GS.Generators.WorldGenerator.loadActor(ActorToSpawnSNO, location, this.World, ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap); //once target spawned this can be destroyed this.Destroy(); }
public override void Parse(GameBitBuffer buffer) { ChunkID = buffer.ReadUInt(32); SceneSNO = buffer.ReadInt(32); Transform = new PRTransform(); Transform.Parse(buffer); WorldID = buffer.ReadUInt(32); MiniMapVisibility = buffer.ReadBool(); ; }
private bool LaunchWave(List<Vector3D> Coordinates, Map.World world, List<Int32> SnoId) { for (Int32 i = 0; i < SnoId.Count; i++) { var monsterSNOHandle = new Common.Types.SNO.SNOHandle(SnoId[i]); var monsterActor = monsterSNOHandle.Target as Mooege.Common.MPQ.FileFormats.Actor; Parallel.ForEach(world.Players, player => //Threading because many spawns at once with out Parallel freezes D3. { var PRTransform = new PRTransform() { Quaternion = new Quaternion() { W = 0.590017f, Vector3D = new Vector3D(0, 0, 0) }, Vector3D = Coordinates[i] }; //Load the actor here. var actor = WorldGenerator.loadActor(monsterSNOHandle, PRTransform, world, monsterActor.TagMap); monstersAlive.Add(actor); //If Revealed play animation. world.BroadcastIfRevealed(new PlayAnimationMessage { ActorID = actor, Field1 = 9, Field2 = 0, tAnim = new Net.GS.Message.Fields.PlayAnimationMessageSpec[] { new Net.GS.Message.Fields.PlayAnimationMessageSpec() { Duration = 0x00000048, AnimationSNO = 0x00029A08, PermutationIndex = 0x00000000, Speed = 1f } } }, player.Value); }); } return true; }
//TODO: Move this out as loading actors can happen even after world was generated public static uint loadActor(SNOHandle actorHandle, PRTransform location, World world, TagMap tagMap) { var actor = Mooege.Core.GS.Actors.ActorFactory.Create(world, actorHandle.Id, tagMap); if (actor == null) { if (actorHandle.Id != -1) Logger.Warn("ActorFactory did not load actor {0}", actorHandle); return 0; } actor.RotationW = location.Quaternion.W; actor.RotationAxis = location.Quaternion.Vector3D; actor.EnterWorld(location.Vector3D); return actor.DynamicID; }
/// <summary> /// Loads content for level areas. Call this after scenes have been generated and after scenes have their GizmoLocations /// set (this is done in Scene.LoadActors right now) /// </summary> /// <param name="levelAreas">Dictionary that for every level area has the scenes it consists of</param> /// <param name="world">The world to which to add loaded actors</param> private static void loadLevelAreas(Dictionary<int, List<Scene>> levelAreas, World world) { /// Each Scene has one to four level areas assigned to it. I dont know if that means /// the scene belongs to both level areas or if the scene is split /// Scenes marker tags have generic GizmoLocationA to Z that are used /// to provide random spawning possibilities. /// For each of these 26 LocationGroups, the LevelArea has a entry in its SpawnType array that defines /// what type of actor/encounter/adventure could spawn there /// /// It could for example define, that for a level area X, out of the four spawning options /// two are randomly picked and have barrels placed there // Create an array of mobs, used with the loadActor in the load monster area loop // Each monster are created in Mooege.Core.GS.Actors.Implementations.Monsters // By Poluxxx //int[] aSNO = new int[] { // // 6652 // Zombie // 6443 // Ravenous // //, 136943 // Ghost //}; Dictionary<PRTransform, Mooege.Common.MPQ.FileFormats.Actor> dict = new Dictionary<PRTransform, Mooege.Common.MPQ.FileFormats.Actor>(); foreach (int la in levelAreas.Keys) { SNOHandle levelAreaHandle = new SNOHandle(SNOGroup.LevelArea, la); if (!levelAreaHandle.IsValid) { Logger.Warn("Level area {0} does not exist", la); continue; } var levelArea = levelAreaHandle.Target as LevelArea; for (int i = 0; i < 26; i++) { // Merge the gizmo starting locations from all scenes and // their subscenes into a single list for the whole level area List<PRTransform> gizmoLocations = new List<PRTransform>(); foreach (var scene in levelAreas[la]) { if (scene.GizmoSpawningLocations[i] != null) gizmoLocations.AddRange(scene.GizmoSpawningLocations[i]); foreach (Scene subScene in scene.Subscenes) { if (subScene.GizmoSpawningLocations[i] != null) gizmoLocations.AddRange(subScene.GizmoSpawningLocations[i]); } } // Load all spawns that are defined for that location group foreach (GizmoLocSpawnEntry spawnEntry in levelArea.LocSet.SpawnType[i].SpawnEntry) { // Get a random amount of spawns ... int amount = RandomHelper.Next(spawnEntry.Max, spawnEntry.Max); if (amount > gizmoLocations.Count) { Logger.Trace("Breaking after spawnEntry {0} for LevelArea {1} because there are less locations ({2}) than spawn amount ({3}, {4} min)", spawnEntry.SNOHandle, levelAreaHandle, gizmoLocations.Count, amount, spawnEntry.Min); break; } Logger.Trace("Spawning {0} ({3} - {4} {1} in {2}", amount, spawnEntry.SNOHandle, levelAreaHandle, spawnEntry.Min, spawnEntry.Max); // ...and place each one on a random position within the location group for (; amount > 0; amount--) { int location = RandomHelper.Next(gizmoLocations.Count - 1); switch (spawnEntry.SNOHandle.Group) { case SNOGroup.Actor: //TODO: Why to pass tagmap here and not load it inside Actor loadActor(spawnEntry.SNOHandle, gizmoLocations[location], world, ((Mooege.Common.MPQ.FileFormats.Actor)spawnEntry.SNOHandle.Target).TagMap); break; case SNOGroup.Encounter: var encounter = spawnEntry.SNOHandle.Target as Encounter; var actor = RandomHelper.RandomItem(encounter.Spawnoptions, x => x.Probability); var actorHandle = new SNOHandle(actor.SNOSpawn); loadActor(actorHandle, gizmoLocations[location], world, ((Mooege.Common.MPQ.FileFormats.Actor)actorHandle.Target).TagMap); break; case SNOGroup.Adventure: // Adventure are basically made up of a markerSet that has relative PRTransforms // it has some other fields that are always 0 and a reference to a symbol actor // no idea what they are used for - farmy var adventure = spawnEntry.SNOHandle.Target as Adventure; var markerSet = new SNOHandle(adventure.SNOMarkerSet).Target as MarkerSet; foreach (var marker in markerSet.Markers) { // relative marker set coordinates to absolute world coordinates var absolutePRTransform = new PRTransform { Vector3D = marker.PRTransform.Vector3D + gizmoLocations[location].Vector3D, Quaternion = new Quaternion { Vector3D = new Vector3D(marker.PRTransform.Quaternion.Vector3D.X, marker.PRTransform.Quaternion.Vector3D.Y, marker.PRTransform.Quaternion.Vector3D.Z), W = marker.PRTransform.Quaternion.W } }; switch (marker.Type) { case MarkerType.Actor: loadActor(marker.SNOHandle, absolutePRTransform, world, marker.TagMap); break; case MarkerType.Encounter: var encounter2 = marker.SNOHandle.Target as Encounter; var actor2 = RandomHelper.RandomItem(encounter2.Spawnoptions, x => x.Probability); loadActor(new SNOHandle(actor2.SNOSpawn), absolutePRTransform, world, marker.TagMap); break; default: Logger.Warn("Unhandled marker type {0} in actor loading", marker.Type); break; } } break; default: if (spawnEntry.SNOHandle.Id != -1) Logger.Warn("Unknown sno handle in LevelArea spawn entries: {0}", spawnEntry.SNOHandle); break; } // dont use that location again gizmoLocations.RemoveAt(location); } } } // Load monsters for level area foreach (var scene in levelAreas[la]) { // HACK: don't spawn monsters in tristram town scenes /mdz if (MPQStorage.Data.Assets[SNOGroup.Scene][scene.SceneSNO.Id].Name.StartsWith("trOut_Tristram_")) continue; // a little variety in monsters spawned int[] monsterActors = { 6652, 219725, 5346, 6356, 5393, 434, 4982 }; for (int i = 0; i < 100; i++) { if (RandomHelper.NextDouble() > 0.8) { // TODO Load correct spawn population // 2.5 is units per square, TODO: Find out how to calculate units per square. Is it F1 * V0.I1 / SquareCount? int x = RandomHelper.Next(scene.NavMesh.SquaresCountX); int y = RandomHelper.Next(scene.NavMesh.SquaresCountY); if ((scene.NavMesh.Squares[y * scene.NavMesh.SquaresCountX + x].Flags & Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.NoSpawn) == 0) { loadActor( new SNOHandle(monsterActors[RandomHelper.Next(monsterActors.Length)]), new PRTransform { Vector3D = new Vector3D { X = (float)(x * 2.5 + scene.Position.X), Y = (float)(y * 2.5 + scene.Position.Y), Z = scene.NavMesh.Squares[y * scene.NavMesh.SquaresCountX + x].Z + scene.Position.Z }, Quaternion = Quaternion.FacingRotation((float)(RandomHelper.NextDouble() * System.Math.PI * 2)) }, world, new TagMap() ); } } } } } }
private static void loadActor(SNOHandle actorHandle, PRTransform location, World world, TagMap tagMap) { var actor = Mooege.Core.GS.Actors.ActorFactory.Create(world, actorHandle.Id, tagMap); if (actor == null) { if(actorHandle.Id != -1) Logger.Warn("ActorFactory did not load actor {0}", actorHandle); return; } actor.FacingAngle = location.Quaternion.W; actor.RotationAxis = location.Quaternion.Vector3D; actor.EnterWorld(location.Vector3D); }
/// <summary> /// Loads content for level areas. Call this after scenes have been generated and after scenes have their GizmoLocations /// set (this is done in Scene.LoadActors right now) /// </summary> /// <param name="levelAreas">Dictionary that for every level area has the scenes it consists of</param> /// <param name="world">The world to which to add loaded actors</param> private static void loadLevelAreas(Dictionary<int, List<Scene>> levelAreas, World world) { /// Each Scene has one to four level areas assigned to it, so each level area consists of at /// least one scene. Scenes marker tags have generic GizmoLocationA to Z that are used /// to provide random spawning possibilities. /// For each of these 26 LocationGroups, the LevelArea has a entry in its SpawnType array that defines /// what type of actor/encounter/adventure could spawn there /// /// It could for example define, that for a level area X, out of the four spawning options /// two are randomly picked and have barrels placed there foreach (int la in levelAreas.Keys) { SNOHandle levelAreaHandle = new SNOHandle(SNOGroup.LevelArea, la); if (!levelAreaHandle.IsValid) { Logger.Warn("Level area {0} does not exist", la); continue; } var levelArea = levelAreaHandle.Target as LevelArea; for (int i = 0; i < 26; i++) { // Merge the gizmo starting locations from all scenes and // their subscenes into a single list for the whole level area List<PRTransform> gizmoLocations = new List<PRTransform>(); foreach (var scene in levelAreas[la]) { if (scene.GizmoSpawningLocations[i] != null) gizmoLocations.AddRange(scene.GizmoSpawningLocations[i]); foreach (Scene subScene in scene.Subscenes) { if (subScene.GizmoSpawningLocations[i] != null) gizmoLocations.AddRange(subScene.GizmoSpawningLocations[i]); } } // Load all spawns that are defined for that location group foreach (GizmoLocSpawnEntry spawnEntry in levelArea.LocSet.SpawnType[i].SpawnEntry) { // Get a random amount of spawns ... int amount = RandomHelper.Next(spawnEntry.Max, spawnEntry.Max); if (amount > gizmoLocations.Count) { Logger.Warn("Breaking after spawnEntry {0} for LevelArea {1} because there are less locations ({2}) than spawn amount ({3}, {4} min)", spawnEntry.SNOHandle, levelAreaHandle, gizmoLocations.Count, amount, spawnEntry.Min); break; } Logger.Trace("Spawning {0} ({3} - {4} {1} in {2}", amount, spawnEntry.SNOHandle, levelAreaHandle, spawnEntry.Min, spawnEntry.Max); // ...and place each one on a random position within the location group for (; amount > 0; amount--) { int location = RandomHelper.Next(gizmoLocations.Count - 1); switch (spawnEntry.SNOHandle.Group) { case SNOGroup.Actor: loadActor(spawnEntry.SNOHandle, gizmoLocations[location], world, new TagMap()); break; case SNOGroup.Encounter: var encounter = spawnEntry.SNOHandle.Target as Encounter; var actor = RandomHelper.RandomItem(encounter.Spawnoptions, x => x.Probability); loadActor(new SNOHandle(actor.SNOSpawn), gizmoLocations[location], world, new TagMap()); break; case SNOGroup.Adventure: // Adventure are basically made up of a markerSet that has relative PRTransforms // it has some other fields that are always 0 and a reference to a symbol actor // no idea what they are used for - farmy var adventure = spawnEntry.SNOHandle.Target as Adventure; var markerSet = new SNOHandle(adventure.SNOMarkerSet).Target as MarkerSet; foreach (var marker in markerSet.Markers) { // relative marker set coordinates to absolute world coordinates var absolutePRTransform = new PRTransform { Vector3D = marker.PRTransform.Vector3D + gizmoLocations[location].Vector3D, Quaternion = new Quaternion { Vector3D = new Vector3D(marker.PRTransform.Quaternion.Vector3D.X, marker.PRTransform.Quaternion.Vector3D.Y, marker.PRTransform.Quaternion.Vector3D.Z), W = marker.PRTransform.Quaternion.W } }; switch (marker.Type) { case MarkerType.Actor: loadActor(marker.SNOHandle, absolutePRTransform, world, marker.TagMap); break; case MarkerType.Encounter: var encounter2 = marker.SNOHandle.Target as Encounter; var actor2 = RandomHelper.RandomItem(encounter2.Spawnoptions, x => x.Probability); loadActor(new SNOHandle(actor2.SNOSpawn), absolutePRTransform, world, marker.TagMap); break; default: Logger.Warn("Unhandled marker type {0} in actor loading", marker.Type); break; } } break; default: if (spawnEntry.SNOHandle.Id != -1) Logger.Warn("Unknown sno handle in LevelArea spawn entries: {0}", spawnEntry.SNOHandle); break; } // dont use that location again gizmoLocations.RemoveAt(location); } } } } }
/// <summary> /// Main spawn method /// </summary> public void Spawn() { if (this.ActorToSpawnSNO == null) { if (this.OnActorSpawnedScript != null) { this.World.Game.Scripts[OnActorSpawnedScript.Id].Execute(); } Logger.Debug("Triggered spawner with no ActorToSpawnSNO or Script found."); //Try revealing this foreach (var player in this.World.Players.Values) { base.Reveal(player); } return; } var location = new PRTransform() { Quaternion = new Quaternion { W = this.RotationW, Vector3D = this.RotationAxis }, Vector3D = this.Position }; //TODO: Verify if groups need to really be added to target. //HACK if (Group1Hash != -1 && !((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.ContainsKey(MarkerKeys.Group1Hash)) { ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.Add(MarkerKeys.Group1Hash, new TagMapEntry(MarkerKeys.Group1Hash.ID, Group1Hash, 5)); } if (Group2Hash != -1 && !((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.ContainsKey(MarkerKeys.Group2Hash)) { ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.Add(MarkerKeys.Group2Hash, new TagMapEntry(MarkerKeys.Group2Hash.ID, Group2Hash, 5)); } Mooege.Core.GS.Generators.WorldGenerator.loadActor(ActorToSpawnSNO, location, this.World, ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap); //once target spawned this can be destroyed this.Destroy(); }