LADXHD/InGame/GameObjects/Enemies/EnemyArmMimic.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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyArmMimic : GameObject
{
private readonly BodyComponent _body;
private readonly Animator _animator;
private readonly AiDamageState _aiDamageState;
private readonly AiTriggerTimer _repelTimer;
private readonly AiStunnedState _aiStunnedState;
private Vector2 _lastPosition;
private int _direction;
private bool _wasColliding;
public EnemyArmMimic() : base("armMimic") { }
public EnemyArmMimic(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/arm mimic");
var sprite = new CSprite(EntityPosition);
var animatorComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -5, -10, 10, 10, 8)
{
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
IsSlider = true,
MaxSlideDistance = 4.0f
};
var stateUpdate = new AiState(Update);
var aiComponent = new AiComponent();
aiComponent.Trigger.Add(_repelTimer = new AiTriggerTimer(500));
aiComponent.States.Add("idle", stateUpdate);
new AiFallState(aiComponent, _body, null, null, 300);
_aiDamageState = new AiDamageState(this, _body, aiComponent, sprite, 2);
_aiStunnedState = new AiStunnedState(aiComponent, animatorComponent, 3300, 900);
aiComponent.ChangeState("idle");
var hittableBox = new CBox(EntityPosition, -6, -15, 2, 12, 15, 8);
var damageBox = new CBox(EntityPosition, -6, -12, 2, 12, 12, 4);
var pushableBox = new CBox(EntityPosition, -5, -14, 2, 10, 14, 4);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(hittableBox, HitType.Enemy, 12));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(AiComponent.Index, aiComponent);
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, animatorComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
}
private void Update()
{
var moved = false;
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
// move when near the player
if (playerDistance.Length() < 80)
{
if (_wasColliding)
{
var direction = -MapManager.ObjLink.LastMoveVector;
var diff = (MapManager.ObjLink.EntityPosition.Position - _lastPosition) / Game1.TimeMultiplier;
// this will stop the enemy if the player is walking into an obstacle
direction = new Vector2(
Math.Min(Math.Abs(direction.X), Math.Abs(diff.X)) * Math.Sign(direction.X),
Math.Min(Math.Abs(direction.Y), Math.Abs(diff.Y)) * Math.Sign(direction.Y));
_body.VelocityTarget = direction * 0.75f;
if (direction.Length() > 0.01f)
{
moved = true;
_direction = AnimationHelper.GetDirection(direction);
if (_animator.CurrentAnimation.Id != "walk_" + _direction)
_animator.Play("walk_" + _direction);
else
_animator.Continue();
}
}
_wasColliding = true;
_lastPosition = MapManager.ObjLink.EntityPosition.Position;
}
else
{
_wasColliding = false;
_body.VelocityTarget = Vector2.Zero;
}
if (!moved)
_animator.Pause();
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
return true;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (!_repelTimer.State)
return Values.HitCollision.None;
_repelTimer.Reset();
// stun state
if (damageType == HitType.Hookshot || damageType == HitType.Boomerang)
{
_body.VelocityTarget = Vector2.Zero;
_body.Velocity.X += direction.X * 4.0f;
_body.Velocity.Y += direction.Y * 4.0f;
_aiStunnedState.StartStun();
_animator.Pause();
return Values.HitCollision.Enemy;
}
// damaged not from the front; piece of power or while using pegasus boots
if (damageType != HitType.PegasusBootsSword && damageType != HitType.SwordShot && (damageType & HitType.SwordSpin) == 0 && !pieceOfPower)
damage = 0;
return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
}
}