LADXHD/InGame/GameObjects/Enemies/EnemySpinyBeetle.cs

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C#
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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.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemySpinyBeetle : GameObject
{
public override bool IsActive
{
set
{
base.IsActive = value;
_carriedObject.IsActive = value;
}
}
private readonly GameObject _carriedObject;
private readonly CarriableComponent _carriableComponent;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly AiDamageState _aiDamageState;
private readonly AiTriggerTimer _hiddenTimer;
private readonly DamageFieldComponent _damageField;
private Rectangle _fieldRectangle;
// 0: grass
// 1: stone
// 2: skull
private readonly int _type;
private bool _bushDestroyed;
public EnemySpinyBeetle() : base("spiny beetle") { }
public EnemySpinyBeetle(Map.Map map, int posX, int posY, int type) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 7, 0);
EntitySize = new Rectangle(-8, -7, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/spiny beetle");
_animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -4));
_fieldRectangle = map.GetField(posX, posY);
_body = new BodyComponent(EntityPosition, -7, -2, 14, 10, 8)
{
MoveCollision = OnCollision,
HoleAbsorb = OnHoleAbsorb,
Drag = 0.8f,
AvoidTypes = Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
FieldRectangle = _fieldRectangle
};
// spawn a bush carried by the beetle
if (type == 0)
_carriedObject = new ObjBush(map, posX, posY, null, "bush_0", true, true, false, Values.LayerPlayer, null) { RespawnGras = false };
else if (type == 1)
_carriedObject = new ObjStone(map, posX, posY, "stone_0", null, null, null, false, false);
else
_carriedObject = new ObjStone(map, posX, posY, "skull", null, null, null, false, false);
_type = type;
// deactivate physics
var body = (BodyComponent)_carriedObject.Components[BodyComponent.Index];
if (body != null)
{
body.IsActive = false;
}
_carriableComponent = (CarriableComponent)_carriedObject.Components[CarriableComponent.Index];
var stateInit = new AiState();
stateInit.Trigger.Add(new AiTriggerCountdown(1500, null, () => _aiComponent.ChangeState("hiding")));
var stateHiding = new AiState(UpdateHiding);
stateHiding.Trigger.Add(_hiddenTimer = new AiTriggerTimer(500));
var stateMoving = new AiState();
stateMoving.Trigger.Add(new AiTriggerRandomTime(ToHide, 550, 850));
var stateRunning = new AiState();
stateRunning.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 550, 850));
_aiComponent = new AiComponent();
_aiComponent.States.Add("init", stateInit);
_aiComponent.States.Add("hiding", stateHiding);
_aiComponent.States.Add("moving", stateMoving);
_aiComponent.States.Add("running", stateRunning);
new AiFallState(_aiComponent, _body);
_aiDamageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1);
_aiComponent.ChangeState("moving");
var damageCollider = new CBox(EntityPosition, -7, -4, 0, 14, 10, 4);
var hittableRectangle = new CBox(EntityPosition, -6, -4, 12, 10, 8);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
EntityPosition.AddPositionListener(typeof(EnemySpinyBeetle), UpdateObjPosition);
map.Objects.SpawnObject(_carriedObject);
UpdateObjPosition(EntityPosition);
ToHide();
_aiComponent.ChangeState("init");
}
private void UpdateObjPosition(CPosition newPosition)
{
if (_aiComponent.CurrentStateId != "hiding" && _aiComponent.CurrentStateId != "moving")
return;
var offset = _aiComponent.CurrentStateId == "hiding" ? 0 : 4;
var offsetY = _type == 0 ? 1 : 6;
_carriedObject.EntityPosition.Set(new CPosition(newPosition.X, newPosition.Y + offsetY, newPosition.Z + offset));
}
private int PlayerDirection()
{
var distance = MapManager.ObjLink.EntityPosition.Position - (EntityPosition.Position + new Vector2(0, 9));
if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY))
{
// horizontally
if (Math.Abs(distance.Y) < 8 && distance.Length() < 64)
return Math.Sign(distance.X) < 0 ? 0 : 2;
// down
if (Math.Abs(distance.X) < 8 && distance.Y > 0 && distance.Y < 32)
return 3;
}
return -1;
}
private void ToHide()
{
if (_aiComponent.CurrentStateId != "moving" || (PlayerDirection() >= 0 && _body.LastVelocityCollision == 0))
return;
_damageField.IsActive = false;
_body.VelocityTarget = Vector2.Zero;
_sprite.IsVisible = false;
_aiComponent.ChangeState("hiding");
UpdateObjPosition(EntityPosition);
}
private void UpdateHiding()
{
var playerDirection = PlayerDirection();
if (playerDirection >= 0 && _hiddenTimer.State)
{
ToWalk();
_body.VelocityTarget = AnimationHelper.DirectionOffset[playerDirection];
}
// object was destroyed or picked up?
if (_carriedObject.IsDead || (_carriableComponent != null && _carriableComponent.IsPickedUp))
{
ToRunning();
_body.VelocityTarget = Vector2.Zero;
}
}
private void Show()
{
_sprite.IsVisible = true;
_damageField.IsActive = true;
}
private void ToWalk()
{
Show();
UpdateObjPosition(EntityPosition);
_aiComponent.ChangeState("moving");
}
private void ToRunning()
{
Show();
ChangeDirection();
_aiComponent.ChangeState("running");
}
private void ChangeDirection()
{
var randomDir = Game1.RandomNumber.Next(0, 100);
var directionRadius = (float)(Math.PI * 2 * (randomDir / 100.0f));
_body.VelocityTarget = new Vector2((float)Math.Cos(directionRadius), (float)Math.Sin(directionRadius));
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, _body.Velocity.Z);
return true;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (!_bushDestroyed && _type == 0)
{
_bushDestroyed = true;
if (!_carriedObject.IsDead)
((ObjBush)_carriedObject).DestroyBush(direction);
if (damageType == HitType.Bomb || damageType == HitType.Bow || damageType == HitType.Hookshot)
return Values.HitCollision.Blocking;
}
// gets repelled by the stone/skull
if (_type > 0 && _aiComponent.CurrentStateId != "running")
{
_body.Velocity = new Vector3(direction.X * 0.25f, direction.Y * 0.25f, _body.Velocity.Z);
return Values.HitCollision.RepellingParticle;
}
_sprite.IsVisible = true;
return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
private void OnCollision(Values.BodyCollision direction)
{
// collided with a wall?
if ((direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
{
ToHide();
}
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 2.0f;
}
}
}