LADXHD/InGame/GameObjects/Enemies/EnemyIronMask.cs

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C#
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2023-12-14 22:21:22 +00:00
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;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyIronMask : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private float _moveSpeed = 0.5f;
private float _moveSpeedUnprotected = 0.75f;
private int _direction;
private bool _isUnprotected;
public EnemyIronMask() : base("iron mask") { }
public EnemyIronMask(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/iron mask");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15));
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy,
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
Bounciness = 0.25f,
Drag = 0.85f
};
var stateIdle = new AiState { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 350, 750));
var stateWalking = new AiState { Init = InitWalking };
stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000));
var stateStunned = new AiState { Init = InitStunned };
stateStunned.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 1000, 1200));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.States.Add("stunned", stateStunned);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() };
new AiFallState(_aiComponent, _body, OnHoleAbsorb);
new AiDeepWaterState(_body);
_aiComponent.ChangeState("idle");
// stand in a random direction
_direction = Game1.RandomNumber.Next(0, 4);
_animator.Play("walk_" + _direction);
_animator.IsPlaying = false;
var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4);
var hittableBox = new CBox(EntityPosition, -7, -14, 14, 14, 8);
var pushableBox = new CBox(EntityPosition, -7, -12, 14, 12, 8);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void InitStunned()
{
if (!_isUnprotected)
_animator.IsPlaying = false;
_body.VelocityTarget = Vector2.Zero;
}
private void InitIdle()
{
if (!_isUnprotected)
_animator.IsPlaying = false;
_body.VelocityTarget = Vector2.Zero;
}
private void InitWalking()
{
ChangeDirection();
}
private void ChangeDirection()
{
// random new direction
_direction = Game1.RandomNumber.Next(0, 4);
if (!_isUnprotected)
_animator.Play("walk_" + _direction);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] *
(_isUnprotected ? _moveSpeedUnprotected : _moveSpeed);
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
// can be hit if the damage source is coming from the back
var dir = AnimationHelper.GetDirection(direction);
if (!_isUnprotected && type == HitType.Hookshot && dir == (_direction + 2) % 4 &&
_aiComponent.CurrentStateId != "stunned")
{
_isUnprotected = true;
_animator.Play("unprotected");
_damageState.SetDamageState(false);
return Values.HitCollision.Repelling;
}
// throw objects will kill him directly
if (type == HitType.ThrownObject || type == HitType.Bomb || type == HitType.MagicPowder || type == HitType.MagicRod)
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
// gets attacked from behind or is unprotected?
if (dir == (_direction) % 4 || _isUnprotected || type == HitType.Hookshot)
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
// gets attacked from behind/sides by a bow
if ((dir != (_direction + 2) % 4) && (type == HitType.Bow || type == HitType.Boomerang))
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
if (_aiComponent.CurrentStateId != "stunned")
{
_body.Velocity = new Vector3(direction, 0);
_aiComponent.ChangeState("stunned");
}
return Values.HitCollision.RepellingParticle;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId != "walking")
return;
// stop walking
_aiComponent.ChangeState("idle");
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 3f;
if (!_isUnprotected)
_animator.Play("walk_" + _direction);
}
}
}