LADXHD/InGame/GameObjects/Enemies/EnemyArmos.cs

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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyArmos : GameObject
{
private readonly Animator _animator;
private readonly AnimationComponent _animationComponent;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly DamageFieldComponent _damageField;
private readonly BodyCollisionComponent _bodyCollision;
private readonly AiDamageState _aiDamageState;
private readonly AiStunnedState _sunnedState;
private readonly AiTriggerRandomTime _walkCounter;
private readonly string _animationPrefix;
private float _moveSpeed = 0.5f;
private float _counter;
private int _direction;
private bool _collided;
public EnemyArmos() : base("armos") { }
public EnemyArmos(Map.Map map, int posX, int posY, bool darkArmos) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 17);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/armos");
_animationPrefix = darkArmos ? "_dark" : "";
var sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy,
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
Bounciness = 0.25f,
Drag = 0.8f
};
var stateIdle = new AiState { Init = InitIdle };
var stateAwaking = new AiState(UpdateAwaking) { Init = InitAwaking };
var stateWalking = new AiState { Init = InitWalking };
stateWalking.Trigger.Add(_walkCounter = new AiTriggerRandomTime(ChangeDirection, 1000, 1500));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("awaking", stateAwaking);
_aiComponent.States.Add("walking", stateWalking);
new AiFallState(_aiComponent, _body, null, null);
new AiDeepWaterState(_body);
_sunnedState = new AiStunnedState(_aiComponent, _animationComponent, 3300, 900) { ShakeOffset = 1, SilentStateChange = false, ReturnState = "walking" };
_aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { SpawnItem = "arrow_1" };
_aiComponent.ChangeState("idle");
var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
var damageBox = new CBox(EntityPosition, -8, -13, 0, 16, 13, 4);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 8) { IsActive = false });
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(CollisionComponent.Index, _bodyCollision = new BodyCollisionComponent(_body, Values.CollisionTypes.Enemy));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_aiDamageState.IsInDamageState())
return Values.HitCollision.None;
if (_aiComponent.CurrentStateId == "idle" || _aiComponent.CurrentStateId == "awaking")
return Values.HitCollision.RepellingParticle;
if (damageType == HitType.MagicRod || damageType == HitType.MagicPowder)
return Values.HitCollision.Blocking;
if (damageType == HitType.Bomb || damageType == HitType.Bow)
return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
if (damageType == HitType.Boomerang)
return _aiDamageState.OnHit(gameObject, direction, damageType, 1, pieceOfPower);
if (damageType == HitType.Hookshot)
{
_body.VelocityTarget = Vector2.Zero;
_damageField.IsActive = false;
_animator.Pause();
_sunnedState.StartStun();
}
_aiDamageState.HitKnockBack(gameObject, direction, damageType, pieceOfPower, false);
Game1.GameManager.PlaySoundEffect("D360-09-09");
if (pieceOfPower)
Game1.GameManager.PlaySoundEffect("D370-17-11");
return Values.HitCollision.Blocking;
}
private void InitIdle()
{
_body.VelocityTarget = Vector2.Zero;
_animator.Play("idle" + _animationPrefix);
}
private void InitAwaking()
{
_animator.Play("awaking" + _animationPrefix);
}
private void UpdateAwaking()
{
// wobble
_counter += Game1.DeltaTime;
_animationComponent.SpriteOffset.X = -8 + 1 * MathF.Sin(MathF.PI * ((_counter / 1000) * (60 / 4f)));
if (!_animator.IsPlaying)
{
_animationComponent.SpriteOffset.X = -8;
_aiComponent.ChangeState("walking");
}
_animationComponent.UpdateSprite();
}
private void InitWalking()
{
ChangeDirection();
_animator.Play("walking" + _animationPrefix);
_damageField.IsActive = true;
_bodyCollision.IsActive = false;
_collided = false;
}
private void ChangeDirection()
{
// random new direction
_direction = Game1.RandomNumber.Next(0, 8);
var radius = (float)Math.PI * (_direction / 4f);
_body.VelocityTarget = new Vector2((float)Math.Sin(radius), (float)Math.Cos(radius)) * _moveSpeed;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
else if (_aiComponent.CurrentStateId == "idle")
_aiComponent.ChangeState("awaking");
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
// cut the time we walk into the wall
if (!_collided)
{
_walkCounter.CurrentTime /= 2;
_collided = true;
}
}
}
}