LADXHD/InGame/GameObjects/Enemies/EnemyGhini.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 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;
using ProjectZ.InGame.GameObjects.Dungeon;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyGhini : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly DamageFieldComponent _damageField;
private readonly CSprite _sprite;
private readonly Rectangle _triggerField;
private readonly Vector2 _centerPosition;
private Vector2 _velocity;
private double _direction;
private float _flyHeight = 14;
private float _rotationDirection;
private float _dirChangeCount;
private float _transparency;
private bool _mainGhini;
public EnemyGhini() : base("ghini") { }
public EnemyGhini(Map.Map map, int posX, int posY, bool mainGhini, bool spawnAnimation) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, spawnAnimation ? 0 : _flyHeight);
EntitySize = new Rectangle(-8, -32, 16, 32);
_mainGhini = mainGhini;
_triggerField = map.GetField(posX, posY);
_centerPosition = new Vector2(_triggerField.Center.X, _triggerField.Center.Y + 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/ghini");
_animator.Play("fly_1");
_sprite = new CSprite(EntityPosition) { Color = spawnAnimation ? Color.Transparent : Color.White };
var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8)
{
CollisionTypes = Values.CollisionTypes.None,
IgnoreHoles = true,
IgnoresZ = true,
};
var stateInit = new AiState();
stateInit.Trigger.Add(new AiTriggerCountdown(64, null, () => _aiComponent.ChangeState("spawning")));
var stateSpawning = new AiState(UpdateSpawning);
var stateFlying = new AiState(UpdateFlying);
_aiComponent = new AiComponent();
_aiComponent.States.Add("init", stateInit);
_aiComponent.States.Add("spawning", stateSpawning);
_aiComponent.States.Add("flying", stateFlying);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 8, true, false) { IsActive = !spawnAnimation };
_damageState.OnDeath = OnDeath;
_aiComponent.ChangeState(spawnAnimation ? "init" : "flying");
var damageCollider = new CBox(EntityPosition, -6, -14, 0, 12, 14, 8, true);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4) { IsActive = !spawnAnimation });
AddComponent(HittableComponent.Index, new HittableComponent(damageCollider, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new ShadowBodyDrawComponent(EntityPosition));
}
private void UpdateSpawning()
{
_transparency = AnimationHelper.MoveToTarget(_transparency, 1, Game1.TimeMultiplier * 0.15f);
_sprite.Color = Color.White * _transparency;
EntityPosition.Z += Game1.TimeMultiplier * 0.25f;
if (EntityPosition.Z >= _flyHeight)
{
EntityPosition.Z = _flyHeight;
_aiComponent.ChangeState("flying");
_damageState.IsActive = true;
_damageField.IsActive = true;
}
}
private void UpdateFlying()
{
_dirChangeCount -= Game1.DeltaTime;
// change the direction
if (_dirChangeCount <= 0)
{
// the farther away the enemy is from the origin the more likely it becomes that he will move towards the center position
var directionToStart = _centerPosition - EntityPosition.Position;
var radiusToCenter = Math.Atan2(directionToStart.Y, directionToStart.X);
var maxDistanceX = 85.0f;
var maxDistanceY = 55.0f;
var distanceMultiplier = Math.Clamp(
Math.Min(
(maxDistanceX - Math.Abs(directionToStart.X)) / maxDistanceX,
(maxDistanceY - Math.Abs(directionToStart.Y)) / maxDistanceY), 0, 1);
_direction = radiusToCenter + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) * distanceMultiplier;
// new direction + new rotation speed
_dirChangeCount = Game1.RandomNumber.Next(750, 1500) * (distanceMultiplier * 0.5f + 0.5f);
_rotationDirection = Game1.RandomNumber.Next(-100, 100) / 1000f * distanceMultiplier;
}
_velocity *= (float)Math.Pow(0.95f, Game1.TimeMultiplier);
_velocity += new Vector2((float)Math.Cos(_direction), (float)Math.Sin(_direction)) * 0.035f * Game1.TimeMultiplier;
_direction += _rotationDirection * Game1.TimeMultiplier;
// clamp the speed
if (_velocity.Length() > 1.75f)
{
_velocity.Normalize();
_velocity *= 1.75f;
}
_body.VelocityTarget = _velocity;
_animator.Play("fly_" + (_body.VelocityTarget.X < 0 ? -1 : 1));
}
private void OnDeath(bool pieceOfPower)
{
if (_mainGhini)
KillOtherGhinies();
if (Game1.RandomNumber.Next(0, 100) < 75)
{
_damageState.SpawnItems = false;
// spawns a fairy
Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, (int)EntityPosition.Z));
}
_damageState.BaseOnDeath(pieceOfPower);
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if (type == HitType.MagicPowder)
return Values.HitCollision.None;
if (type == HitType.Bomb || type == HitType.Bow || type == HitType.MagicRod)
damage *= 2;
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
}
private void KillOtherGhinies()
{
var enemyList = new List<GameObject>();
Map.Objects.GetGameObjectsWithTag(enemyList, Values.GameObjectTag.Enemy,
_triggerField.X, _triggerField.Y, _triggerField.Width, _triggerField.Height);
foreach (var enemy in enemyList)
{
if (enemy != this && enemy.IsActive && (enemy.GetType() == typeof(EnemyGhini) ||
enemy.GetType() == typeof(EnemyGhiniGiant)))
{
var aiComponent = (AiComponent)enemy.Components[AiComponent.Index];
aiComponent?.ChangeState("damageDeath");
}
}
}
}
}