LADXHD/InGame/GameObjects/Enemies/EnemyBuzzBlob.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;
using ProjectZ.InGame.GameObjects.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyBuzzBlob : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly AiStunnedState _sunnedState;
private readonly float _moveSpeed = 0.33f;
private const int ShockTime = 550;
private bool _isCukeman;
public EnemyBuzzBlob() : base("buzz blob") { }
public EnemyBuzzBlob(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-10, -16, 20, 20);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/buzzblob");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-6, -16));
var fieldRectangle = map.GetField(posX, posY);
_body = new BodyComponent(EntityPosition, -4, -10, 8, 10, 8)
{
AvoidTypes = Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
FieldRectangle = fieldRectangle
};
var stateWalking = new AiState() { Init = InitWalking };
stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1000));
var stateShocking = new AiState(UpdateShocking);
stateShocking.Trigger.Add(new AiTriggerCountdown(ShockTime, null, () => _aiComponent.ChangeState("postShock")));
var statePostShock = new AiState() { Init = InitPostShock };
statePostShock.Trigger.Add(new AiTriggerCountdown(350, null, () => _aiComponent.ChangeState("walking")));
_aiComponent = new AiComponent();
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.States.Add("shocking", stateShocking);
_aiComponent.States.Add("postShock", statePostShock);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 4, false) { OnDeath = OnDeath, OnBurn = () => _animator.Pause() };
_sunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900) { ShakeOffset = 1, SilentStateChange = false, ReturnState = "walking" };
new AiFallState(_aiComponent, _body, OnHolePull, OnHoleDeath, 400);
_aiComponent.ChangeState("walking");
var interactionBox = new CBox(EntityPosition, -10, -16, 20, 20, 8);
var hittableBox = new CBox(EntityPosition, -6, -14, 12, 14, 8);
var damageBox = new CBox(EntityPosition, -5, -12, 0, 10, 12, 4);
var pushableBox = new CBox(EntityPosition, -4, -11, 0, 8, 11, 4);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(InteractComponent.Index, new InteractComponent(interactionBox, OnInteract));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void OnDeath(bool pieceOfPower)
{
Game1.GameManager.UseShockEffect = false;
_damageState.BaseOnDeath(pieceOfPower);
}
private void UpdateShocking()
{
MapManager.ObjLink.CanWalk = false;
}
private void InitPostShock()
{
Game1.GameManager.UseShockEffect = false;
}
private void InitWalking()
{
_animator.Play(_isCukeman ? "cukeman" : "walk");
// new random direction
var directionIndex = Game1.RandomNumber.Next(0, 8);
var radius = directionIndex / 4.0 * Math.PI;
_body.VelocityTarget = new Vector2((float)Math.Sin(radius), (float)Math.Cos(radius)) * _moveSpeed;
}
private void OnHolePull()
{
_animator.Play("walk");
_animator.SpeedMultiplier = 2.0f;
}
private void OnHoleDeath()
{
Game1.GameManager.UseShockEffect = false;
}
private bool OnInteract()
{
if (!_isCukeman)
return false;
Game1.GameManager.StartDialogPath("cukeman");
return true;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z) * 2f;
return true;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_damageState.IsInDamageState())
return Values.HitCollision.None;
if ((damageType & HitType.Hookshot) != 0)
{
_animator.Pause();
_sunnedState.StartStun();
_body.Velocity.X = direction.X * 5;
_body.Velocity.Y = direction.Y * 5;
_body.VelocityTarget = Vector2.Zero;
return Values.HitCollision.Enemy;
}
else if (damageType == HitType.MagicPowder)
{
_isCukeman = true;
_animator.Play("cukeman");
Game1.GameManager.PlaySoundEffect("D360-03-03");
// spawn explosion effect
ObjAnimator animator;
Map.Objects.SpawnObject(animator = new ObjAnimator(Map, 0, 0, Values.LayerBottom, "Particles/spawn", "run", true));
animator.EntityPosition.Set(new Vector2(EntityPosition.X - 8, EntityPosition.Y - 16));
return Values.HitCollision.Enemy;
}
else if (!_sunnedState.IsStunned() && ((damageType & HitType.Sword) != 0 || damageType == HitType.PegasusBootsSword))
{
StartShock();
return Values.HitCollision.Enemy;
}
if ((damageType & HitType.Sword) == 0 && damageType != HitType.PegasusBootsSword && damageType != HitType.SwordShot)
damage *= 2;
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
private void StartShock()
{
if (_aiComponent.CurrentStateId == "shocking")
return;
MapManager.ObjLink.ShockPlayer(ShockTime);
Game1.GameManager.PlaySoundEffect("D378-28-1C");
_body.VelocityTarget = Vector2.Zero;
_aiComponent.ChangeState("shocking");
_animator.Play("shock");
}
}
}