sessions spawn waves periodically

This commit is contained in:
Tooze 2026-05-17 00:24:00 -04:00
parent 380bd6e0fd
commit f970da0462

View file

@ -48,7 +48,7 @@ class BarbassaultSession( val activity: BarbassaultActivity ? = null) :LogoutLi
val npcTunnel: List<PenanceNpcTunnel> = listOf(
PenanceNpcTunnel(PenanceType.RUNNER,42,46,0,Direction.SOUTH),
PenanceNpcTunnel(PenanceType.HEALER,36,47,0,Direction.SOUTH),
PenanceNpcTunnel(PenanceType.FIGHTER,24,46,0,Direction.SOUTH),
PenanceNpcTunnel(PenanceType.FIGHTER,24,47,0,Direction.SOUTH),
PenanceNpcTunnel(PenanceType.RANGER,18,46,0,Direction.SOUTH),
)
val BAgroundItems = mutableListOf<GroundItem>()
@ -224,15 +224,15 @@ class BarbassaultSession( val activity: BarbassaultActivity ? = null) :LogoutLi
BarbassaultState.IN_ARENA -> {
eventBus.processEvents() // process events such as npc died to scoring
roleCallTicks--
waveSpawnTicks--
if (roleCallTicks <= 0) {
rollNewRoleCalls()
roleCallTicks = secondsToTicks(30)
}
if (waveSpawnTicks <=0 ){
//spawn npcs based on wave number
if (waveSpawnTicks <= 0 ){
spawnNpcWave()
waveSpawnTicks = secondsToTicks(6)
}
}
BarbassaultState.FORFEIT -> {endGame("left"); return true}
@ -248,7 +248,7 @@ class BarbassaultSession( val activity: BarbassaultActivity ? = null) :LogoutLi
}
return true // we do not have auto start next wave in 2009
}
BarbassaultState.DEATH -> {endGame("died");return true}
BarbassaultState.DEATH -> { endGame("died"); return true }
BarbassaultState.END -> return true
else -> return false
}