LADXHD/InGame/GameObjects/MidBoss/MBossGohma.cs

374 lines
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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.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.GameObjects.Enemies;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.MidBoss
{
class MBossGohma : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _aiDamageState;
private readonly AnimationComponent _animationComponent;
private readonly AiTriggerCountdown _attackAbortTrigger;
private readonly CSprite _sprite;
private readonly DamageFieldComponent _damageField;
private const int ShakeTime = 1500;
private const int BodyWidth = 28;
private Vector2 _attackStartPosition;
private Vector2 _attackTargetPosition;
private const float AttackSpeed = 1.5f;
private const float AttackReturnSpeed = 1f;
private const float WalkSpeed = 1.0f;
private const float RunSpeed = 1.5f;
// 0: both parts are alive
// 1: one of them is dead
// 2: both parts are dead
private int _bossState;
private string _saveKey;
private bool _isOnTop;
public MBossGohma(Map.Map map, int posX, int posY, string saveKey, bool onTop) : base(map, "gohma")
{
EntityPosition = new CPosition(posX + 16, posY + 16, 0);
EntitySize = new Rectangle(-16, -16, 32, 16);
_saveKey = saveKey;
_isOnTop = onTop;
// there is no door and this is strange because in the original you can kill only one of them and just reenter the room
if (!string.IsNullOrEmpty(_saveKey))
{
// check if the boss was already killed
var bossState = Game1.GameManager.SaveManager.GetInt(_saveKey, 0);
if (bossState == 2)
{
IsDead = true;
return;
}
else
{
Game1.GameManager.SaveManager.SetInt(_saveKey, 0);
}
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
}
_animator = AnimatorSaveLoad.LoadAnimator("MidBoss/gohma");
_sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(0, -16));
_body = new BodyComponent(EntityPosition, -BodyWidth / 2, -14, BodyWidth, 14, 8)
{
IgnoreHoles = true,
MoveCollision = OnCollision,
FieldRectangle = Map.GetField(posX, posY, 16)
};
_aiComponent = new AiComponent();
var stateIdle = new AiState(UpdateIdle);
var stateWalk = new AiState { Init = InitWalk };
stateWalk.Trigger.Add(new AiTriggerRandomTime(ChangeState, 1500, 3000));
var stateRun = new AiState { Init = InitRun };
stateRun.Trigger.Add(new AiTriggerRandomTime(ChangeState, 1500, 2500));
var stateShake = new AiState { Init = InitShake };
stateShake.Trigger.Add(new AiTriggerCountdown(ShakeTime, ShakeTick, ShakeEnd));
var stateAttack = new AiState(UpdateAttack) { Init = InitAttack };
// this trigger is used to abort the attack with a little delay so to not directly return
stateAttack.Trigger.Add(_attackAbortTrigger = new AiTriggerCountdown(65, null, () => _aiComponent.ChangeState("attackReturn"), false));
var stateAttackReturn = new AiState(UpdateAttackRevert) { Init = InitAttackReturn };
var stateWait = new AiState();
var stateEye0 = new AiState();
stateEye0.Trigger.Add(new AiTriggerCountdown(1000, null, ToEye1));
var stateEye1 = new AiState();
stateEye1.Trigger.Add(new AiTriggerCountdown(400, null, ToEye2));
var stateEye2 = new AiState();
stateEye2.Trigger.Add(new AiTriggerCountdown(350, null, ToEye3));
var stateEye3 = new AiState();
stateEye3.Trigger.Add(new AiTriggerCountdown(1000, null, () => _aiComponent.ChangeState("walk")));
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walk", stateWalk);
_aiComponent.States.Add("run", stateRun);
_aiComponent.States.Add("attackShake", stateShake);
_aiComponent.States.Add("attack", stateAttack);
_aiComponent.States.Add("attackReturn", stateAttackReturn);
_aiComponent.States.Add("wait", stateWait);
_aiComponent.States.Add("eye0", stateEye0);
_aiComponent.States.Add("eye1", stateEye1);
_aiComponent.States.Add("eye2", stateEye2);
_aiComponent.States.Add("eye3", stateEye3);
_aiDamageState = new AiDamageState(this, _body, _aiComponent, _sprite, 12, false, false)
{
BossHitSound = true,
HitMultiplierX = 0,
HitMultiplierY = 0,
ExplosionOffsetY = 8
};
_aiDamageState.AddBossDamageState(OnDeath);
_aiComponent.ChangeState("idle");
var damageCollider = new CBox(EntityPosition, -14, -14, 0, 28, 14, 8);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
// RepelMultiplier needs to be high so that the player does not end in the boss
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1.5f });
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
}
private void OnKeyChange()
{
_bossState = Game1.GameManager.SaveManager.GetInt(_saveKey, 0);
}
private void ChangeState()
{
_animator.SpeedMultiplier = 1f;
// 25% chance to start walking
var changeState = Game1.RandomNumber.Next(0, 4) < 3 &&
MapManager.ObjLink.EntityPosition.Position.Y < EntityPosition.Position.Y + 40;
if (changeState)
{
// player is standing above the boss
if (Game1.RandomNumber.Next(0, 2) == 0)
_aiComponent.ChangeState("attackShake");
else
ToEye0();
}
else
{
_aiComponent.ChangeState("walk");
}
// player left the room?
if (!_body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle))
{
Game1.GameManager.SetMusic(-1, 2);
_aiComponent.ChangeState("idle");
}
}
private void UpdateIdle()
{
// start walking
if (_body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle))
{
Game1.GameManager.SetMusic(79, 2);
_aiComponent.ChangeState("walk");
}
}
private void ToEye0()
{
// stop walking
_body.VelocityTarget = Vector2.Zero;
_animator.Play("stand");
_aiComponent.ChangeState("eye0");
}
private void ToEye1()
{
_animator.Play("eye");
_aiComponent.ChangeState("eye1");
}
private void ToEye2()
{
// spawn a fireball
Map.Objects.SpawnObject(new EnemyFireball(Map, (int)EntityPosition.X, (int)EntityPosition.Y - 8, 1.25f));
_aiComponent.ChangeState("eye2");
}
private void ToEye3()
{
_animator.Play("stand");
_aiComponent.ChangeState("eye3");
}
private void InitWalk()
{
var direction = -1 + Game1.RandomNumber.Next(0, 2) * 2;
_body.VelocityTarget = new Vector2(direction, 0) * WalkSpeed;
_animator.Play("walk");
}
private void InitRun()
{
var direction = -1 + Game1.RandomNumber.Next(0, 2) * 2;
_body.VelocityTarget = new Vector2(direction, 0) * RunSpeed;
_animator.Play("walk");
_animator.SpeedMultiplier = 1.5f;
}
private void InitShake()
{
_body.VelocityTarget = Vector2.Zero;
}
private void ShakeTick(double counter)
{
// 5 frames to go left/right
_animationComponent.SpriteOffset.X = MathF.Sin(MathF.PI * ((ShakeTime - (float)counter) / 1000 * (60 / 5f)));
_animationComponent.UpdateSprite();
}
private void ShakeEnd()
{
_animationComponent.SpriteOffset.X = 0;
// attack or start running depending on if the player is standing above the boss
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDirection.Y < 0)
_aiComponent.ChangeState("run");
else
_aiComponent.ChangeState("attack");
}
private void InitAttack()
{
_attackStartPosition = EntityPosition.Position;
// 45 if the top is the last one alive
_attackTargetPosition = EntityPosition.Position + new Vector2(0, _bossState == 1 ? 45 : 25);
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
var offset = 44;
// make sure to not leave the room
if (playerDirection.X < -22 && _body.FieldRectangle.Left <= EntityPosition.Position.X - BodyWidth / 2 - offset)
_attackTargetPosition.X -= offset;
if (playerDirection.X > 22 && EntityPosition.Position.X + BodyWidth / 2 + offset <= _body.FieldRectangle.Right)
_attackTargetPosition.X += offset;
}
private void UpdateAttack()
{
var targetDirection = _attackTargetPosition - EntityPosition.Position;
var offset = AttackSpeed * Game1.TimeMultiplier;
if (targetDirection.Length() <= offset)
{
EntityPosition.Set(_attackTargetPosition);
_aiComponent.ChangeState("attackReturn");
_attackStartPosition.X = _attackTargetPosition.X;
}
else
{
// move towards the target position
targetDirection.Normalize();
EntityPosition.Move(targetDirection * AttackSpeed);
}
}
private void InitAttackReturn()
{
Game1.GameManager.PlaySoundEffect("D370-22-16");
}
private void UpdateAttackRevert()
{
var targetDirection = _attackStartPosition - EntityPosition.Position;
var offset = AttackReturnSpeed * Game1.TimeMultiplier;
if (targetDirection.Length() <= offset)
{
EntityPosition.Set(_attackStartPosition);
_aiComponent.ChangeState("walk");
}
else
{
// move towards the target position
targetDirection.Normalize();
EntityPosition.Move(targetDirection * AttackReturnSpeed);
}
}
private void OnDeath()
{
// spawn a heart
var objItem = new ObjItem(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 16, "j", null, "heart", null);
Map.Objects.SpawnObject(objItem);
_damageField.IsActive = false;
Game1.GameManager.SaveManager.SetInt(_saveKey, _bossState + 1);
if (_bossState == 1)
{
Game1.GameManager.SaveManager.SetString(_saveKey, "1");
// stop boss music
Game1.GameManager.SetMusic(-1, 2);
}
Map.Objects.DeleteObjects.Add(this);
}
private void OnCollision(Values.BodyCollision collision)
{
// change the direction if we collide with a wall
_body.VelocityTarget.X = -_body.VelocityTarget.X;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
// abort the attack
if (_aiComponent.CurrentStateId == "attack" && !_attackAbortTrigger.IsRunning())
{
_attackAbortTrigger.OnInit();
_attackAbortTrigger.Start();
}
return true;
}
public Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
// can only hit the boss with the hookshot or an arrow
if ((damageType & (HitType.Hookshot | HitType.Bow | HitType.MagicRod | HitType.Boomerang)) == 0 ||
(_aiComponent.CurrentStateId != "eye1" && _aiComponent.CurrentStateId != "eye2") ||
_aiDamageState.IsInDamageState())
{
return Values.HitCollision.RepellingParticle;
}
if (damageType == HitType.Bow)
damage *= 2;
if (damageType == HitType.MagicRod)
damage *= 2;
if (damageType == HitType.Boomerang)
damage = 4;
return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
}
}