LADXHD/InGame/GameObjects/Enemies/EnemyKarakoro.cs

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C#
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2023-12-14 22:21:22 +00:00
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.Base;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyKarakoro : GameObject
{
private readonly Color[] _colors = { new Color(17, 172, 66), new Color(255, 8, 42), new Color(25, 132, 255) };
private readonly List<GameObject> _holeList = new List<GameObject>();
private readonly BoxCollisionComponent _boxCollision;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly DamageFieldComponent _damageField;
private readonly CarriableComponent _carriableComponent;
private readonly AiDamageState _damageState;
private ObjHole _hole;
private readonly string _strKey;
private readonly string _strAllSetKey;
private const float WalkSpeed = 0.25f;
private const float RotateSpeed = 0.85f;
private const int ShakeTime = 900;
private int _direction;
private readonly int _colorIndex;
private float _initShakeSpriteOffsetX;
private bool _smallBody;
private bool _throwDamage;
private Vector2 _holeStartPosition;
private Vector2 _holeTargetPosition;
private const int HoleTime = 350;
private bool _inHole;
public EnemyKarakoro() : base("karakoro") { }
public EnemyKarakoro(Map.Map map, int posX, int posY, int colorIndex, string strKey, string strAllSetKey) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 12, 0);
EntitySize = new Rectangle(-12, -15, 24, 16);
_colorIndex = MathHelper.Clamp(colorIndex, 0, 2);
_strKey = strKey;
_strAllSetKey = strAllSetKey;
// the strAllSetKey is meant to be set if all karakoro are in there hole
// if it is not set we reset each karakoro individually so the player has to start
// over if he dies or leaves after settings only some karakoros but not all
if (!string.IsNullOrEmpty(strKey) &&
(string.IsNullOrEmpty(strAllSetKey) ||
Game1.GameManager.SaveManager.GetString(strAllSetKey) != "1"))
{
Game1.GameManager.SaveManager.SetString(strKey, "0");
}
else
{
IsDead = true;
return;
}
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/karakoro");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
{
MoveCollision = OnMoveCollision,
HoleOnPull = OnHolePull,
HoleAbsorb = () => OnHolePull(Vector2.Zero, 100),
IgnoreHoles = true,
AbsorbPercentage = 0.9f,
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.NPCWall,
AvoidTypes = Values.CollisionTypes.Hole,
FieldRectangle = map.GetField(posX, posY, 8),
Bounciness = 0.55f,
Drag = 0.9f,
DragAir = 1.0f
};
var stateWalk = new AiState { Init = InitWalk };
stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000));
var stateRotate = new AiState { Init = InitRotate };
stateRotate.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 500, 750));
var stateIdle = new AiState { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(EndIdle, 250, 500));
var stateBall = new AiState(UpdateBall) { Init = InitBall };
stateBall.Trigger.Add(new AiTriggerCountdown(3300, null, () => _aiComponent.ChangeState("shake")));
var stateCarried = new AiState() { Init = InitCarried };
var stateShake = new AiState { Init = InitShake };
stateShake.Trigger.Add(new AiTriggerCountdown(ShakeTime, ShakeTick, ShakeEnd));
var stateHoleJump = new AiState { Init = InitHoleJump };
stateHoleJump.Trigger.Add(new AiTriggerCountdown(HoleTime, HoleJumpTick, HoleJumpEnd));
var stateHole = new AiState();
var stateWrongHole = new AiState();
stateWrongHole.Trigger.Add(new AiTriggerCountdown(400, null, EndWrongHole));
_aiComponent = new AiComponent();
_aiComponent.States.Add("walk", stateWalk);
_aiComponent.States.Add("rotate", stateRotate);
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("ball", stateBall);
_aiComponent.States.Add("carried", stateCarried);
_aiComponent.States.Add("shake", stateShake);
_aiComponent.States.Add("holeJump", stateHoleJump);
_aiComponent.States.Add("hole", stateHole);
_aiComponent.States.Add("wrongHole", stateWrongHole);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2) { HitMultiplierX = 2.5f, HitMultiplierY = 2.5f };
_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "idle" : "walk");
_aiComponent.ChangeState("walk");
var damageBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 4);
var hittableBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 8);
var pushableBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 8);
if (!string.IsNullOrEmpty(_strAllSetKey))
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
AddComponent(CarriableComponent.Index, _carriableComponent = new CarriableComponent(
new CRectangle(EntityPosition, new Rectangle(-8, -15, 16, 16)), CarryInit, CarryUpdate, CarryThrow)
{ IsActive = false });
AddComponent(CollisionComponent.Index, _boxCollision = new BoxCollisionComponent(new CBox(EntityPosition, -8, -14, 16, 14, 8), Values.CollisionTypes.Enemy) { IsActive = false });
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, DrawSprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { Height = 1.0f, Rotation = 0.1f, ShadowWidth = 10, ShadowHeight = 5 });
}
private void OnKeyChange()
{
if (Game1.GameManager.SaveManager.GetString(_strAllSetKey, "0") == "1")
Despawn();
}
private void Despawn()
{
_hole.IsActive = true;
Map.Objects.SpawnObject(new ObjAnimator(Map,
(int)EntityPosition.X - 8, (int)EntityPosition.Y - 16, Values.LayerPlayer, "Particles/spawn", "run", true));
Map.Objects.DeleteObjects.Add(this);
}
private void UpdateBall()
{
if (_throwDamage)
{
var box = _body.BodyBox.Box;
var hitCollision = Map.Objects.Hit(this, box.Center, box, HitType.ThrownObject, 2, false);
if (hitCollision != 0)
{
_body.Velocity.X = -_body.Velocity.X * 0.5f;
_body.Velocity.Y = -_body.Velocity.Y * 0.5f;
}
}
}
private void EndIdle()
{
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDistance.Length() < 38)
_aiComponent.ChangeState("rotate");
else
_aiComponent.ChangeState("walk");
}
private void InitRotate()
{
var lastFrame = _animator.CurrentFrameIndex;
if (_animator.CurrentAnimation.Id == "rotate")
{
_animator.Continue();
}
else
{
_animator.Play("rotate");
// make sure to start the animation at the same frame as the current walk animation
var directionFrame = _direction;
if (directionFrame == 1)
directionFrame = 2;
if (directionFrame == 2)
directionFrame = 1;
_animator.SetFrame(directionFrame * 2 + lastFrame);
}
var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (direction != Vector2.Zero)
direction.Normalize();
_body.VelocityTarget = direction * RotateSpeed;
}
private void InitCarried()
{
if (_aiComponent.LastStateId == "shake")
_sprite.DrawOffset.X = _initShakeSpriteOffsetX;
}
private void InitBall()
{
_carriableComponent.IsActive = true;
_damageField.IsActive = false;
_body.IgnoreHoles = false;
_body.VelocityTarget = Vector2.Zero;
_animator.Play("ball");
}
private void InitWalk()
{
// walk into a random direction
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed;
_animator.Play("walk_" + _direction);
}
private void InitIdle()
{
_animator.Pause();
_body.VelocityTarget = Vector2.Zero;
// @HACK: the gets smaller when thrown;
// if this would not be the case the enemy could be moved into a wall because he has a smaller collision box
// so after the body was thrown we try to restore the original size
if (_smallBody)
{
var box = new Box(EntityPosition.Position.X - 7, EntityPosition.Position.Y - 12, 0, 14, 12, 8);
var cBox = Box.Empty;
if (!Map.Objects.Collision(
box, Box.Empty, _body.CollisionTypes, _body.CollisionTypesIgnore, 0, _body.Level, ref cBox))
{
_smallBody = false;
_body.OffsetX = -7;
_body.OffsetY = -12;
_body.Width = 14;
_body.Height = 12;
}
}
}
private void InitShake()
{
_initShakeSpriteOffsetX = _sprite.DrawOffset.X;
}
private void ShakeTick(double counter)
{
_sprite.DrawOffset.X = _initShakeSpriteOffsetX + (float)Math.Sin((ShakeTime - counter) / 1000 * (60 / 4f) * Math.PI) * 2;
}
private void ShakeEnd()
{
_carriableComponent.IsActive = false;
_damageField.IsActive = true;
_body.IgnoreHoles = true;
_sprite.DrawOffset.X = _initShakeSpriteOffsetX;
_aiComponent.ChangeState("walk");
}
private Vector3 CarryInit()
{
_smallBody = true;
_body.OffsetX = -4;
_body.OffsetY = -10;
_body.Width = 8;
_body.Height = 10;
_aiComponent.ChangeState("carried");
// the stone was picked up
_body.IsActive = false;
return EntityPosition.ToVector3();
}
private bool CarryUpdate(Vector3 newPosition)
{
if (!_body.FieldRectangle.Contains(new RectangleF(
newPosition.X + _body.OffsetX, newPosition.Y + _body.OffsetY, _body.Width, _body.Height)))
return false;
EntityPosition.X = newPosition.X;
EntityPosition.Y = newPosition.Y;
EntityPosition.Z = newPosition.Z;
EntityPosition.NotifyListeners();
return true;
}
private void CarryThrow(Vector2 velocity)
{
_aiComponent.ChangeState("ball");
_throwDamage = true;
_body.IsActive = true;
_body.IsGrounded = false;
_body.JumpStartHeight = 0;
var throwMultiplier = 0.75f;
_body.Velocity.X = velocity.X * throwMultiplier;
_body.Velocity.Y = velocity.Y * throwMultiplier;
_body.Velocity.Z = 1.0f;
}
private void InitHoleJump()
{
// activate the collision so we can not walk into the ball in the hole
_boxCollision.IsActive = true;
_inHole = true;
_carriableComponent.IsActive = false;
_body.IsActive = false;
}
private void HoleJumpTick(double counter)
{
var lerpAmount = 1 - (float)(counter / HoleTime);
var newPosition = Vector2.Lerp(_holeStartPosition, _holeTargetPosition, lerpAmount);
EntityPosition.Set(newPosition);
EntityPosition.Z = MathF.Sin(lerpAmount * MathF.PI) * 8;
}
private void HoleJumpEnd()
{
HoleJumpTick(0);
// check if we are in the right hole
if (_hole.Color == _colorIndex)
{
if (!string.IsNullOrEmpty(_strKey))
Game1.GameManager.SaveManager.SetString(_strKey, "1");
Game1.GameManager.PlaySoundEffect("D378-04-04");
_aiComponent.ChangeState("hole");
}
else
{
Game1.GameManager.PlaySoundEffect("D360-29-1D");
_aiComponent.ChangeState("wrongHole");
}
EntityPosition.Set(_holeTargetPosition);
}
private void EndWrongHole()
{
// jump out of the hole
_boxCollision.IsActive = false;
_hole.IsActive = true;
_inHole = false;
_carriableComponent.IsActive = true;
_body.IsActive = true;
_body.Velocity.X = _body.FieldRectangle.Center.X < EntityPosition.X ? -1.25f : 1.25f;
_body.Velocity.Z = 1.75f;
_aiComponent.ChangeState("ball");
}
private void OnHolePull(Vector2 direction, float percentage)
{
if (!_inHole && percentage > 0.50f && _aiComponent.CurrentStateId == "ball")
{
// get the hole we are falling into
var bodyBox = _body.BodyBox.Box;
_holeList.Clear();
Map.Objects.GetComponentList(
_holeList, (int)bodyBox.X, (int)bodyBox.Y, (int)bodyBox.Width, (int)bodyBox.Height, CollisionComponent.Mask);
foreach (var gameObjectHole in _holeList)
{
var collisionComponent = gameObjectHole.Components[CollisionComponent.Index] as CollisionComponent;
var collidingBox = Box.Empty;
if (collisionComponent == null ||
(collisionComponent.CollisionType & Values.CollisionTypes.Hole) == 0 ||
!collisionComponent.Collision(bodyBox, 0, 0, ref collidingBox))
continue;
if (gameObjectHole is ObjHole holeObject)
{
_hole = holeObject;
_hole.IsActive = false;
_holeStartPosition = EntityPosition.Position;
_holeTargetPosition = new Vector2(holeObject.Center.X, holeObject.Center.Y + 8);
_aiComponent.ChangeState("holeJump");
return;
}
}
}
}
private void DrawSprite(SpriteBatch spriteBatch)
{
_sprite.Draw(spriteBatch);
// draw the colored part of the sprite
var sourceX = _sprite.SourceRectangle.X;
_sprite.SourceRectangle.X += (int)(28 / _sprite.Scale);
_sprite.Color = _colors[_colorIndex];
_sprite.Draw(spriteBatch);
_sprite.SourceRectangle.X = sourceX;
_sprite.Color = Color.White;
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if (_damageState.IsInDamageState() || originObject == this)
return Values.HitCollision.None;
if (!_inHole)
{
Game1.GameManager.PlaySoundEffect("D360-03-03");
_aiComponent.ChangeState("ball");
_damageState.HitKnockBack(originObject, direction, type, pieceOfPower, false);
return Values.HitCollision.Blocking;
}
if (type == HitType.Bow)
return Values.HitCollision.Repelling;
return Values.HitCollision.Particle | Values.HitCollision.Blocking;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
var pushStrength = 1f;
if (!_inHole && type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * pushStrength, direction.Y * pushStrength, _body.Velocity.Z);
return true;
}
private void OnMoveCollision(Values.BodyCollision direction)
{
if ((direction & Values.BodyCollision.Horizontal) != 0)
_body.Velocity.X = -_body.Velocity.X * 0.5f;
if ((direction & Values.BodyCollision.Vertical) != 0)
_body.Velocity.Y = -_body.Velocity.Y * 0.5f;
if ((direction & Values.BodyCollision.Floor) != 0)
{
// stop dealing damage after hitting the floor
_throwDamage = false;
if (_body.Velocity.Z == 0)
_body.Velocity *= 0.5f;
else
{
_body.Velocity.X *= 0.8f;
_body.Velocity.Y *= 0.8f;
}
}
}
}
}