LADXHD/InGame/GameObjects/MidBoss/MKingMoblin.cs

368 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 Microsoft.Xna.Framework.Graphics;
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.Dungeon;
using ProjectZ.InGame.GameObjects.Enemies;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.MidBoss
{
class MKingMoblin : GameObject
{
private readonly BodyComponent _body;
private readonly BodyDrawComponent _bodyDrawComponent;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly CSprite _sprite;
private readonly DamageFieldComponent _damageField;
private readonly Animator _animator;
private readonly Vector2 _spawnPosition;
private Vector2 _moveDirection;
private readonly string _triggerKey;
private readonly string _saveKey;
private const int Lives = 8;
private double _bounceTime;
private int _direction;
private bool _endWaiting;
public MKingMoblin() : base("king_moblin") { }
public MKingMoblin(Map.Map map, int posX, int posY, string triggerKey, string saveKey) : base(map)
{
// was the boss already defeated?
if (!string.IsNullOrEmpty(saveKey) && Game1.GameManager.SaveManager.GetString(saveKey) == "1")
{
IsDead = true;
return;
}
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-12, -24, 24, 24);
_triggerKey = triggerKey;
_saveKey = saveKey;
_spawnPosition = EntityPosition.Position;
_animator = AnimatorSaveLoad.LoadAnimator("MidBoss/bigMoblin");
_animator.Play("wait");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -10, -16, 20, 16, 8)
{
MoveCollision = OnCollision,
Drag = 0.65f,
DragAir = 0.95f,
Gravity = -0.15f,
FieldRectangle = map.GetField(posX, posY)
};
var stateWaiting = new AiState(UpdateWaiting);
var stateWalk = new AiState(UpdateWalk);
var stateSpear = new AiState(UpdateSpear);
var statePostSpear = new AiState();
statePostSpear.Trigger.Add(new AiTriggerCountdown(500, null, ToWalking));
var statePreAttack = new AiState(UpdatePreAttack);
var stateAttack = new AiState();
stateAttack.Trigger.Add(new AiTriggerCountdown(550, null, ToWalking));
var stateBounce = new AiState(UpdateBound);
var stateLook = new AiState(UpdateLook);
_aiComponent = new AiComponent();
_aiComponent.States.Add("waiting", stateWaiting);
_aiComponent.States.Add("walk", stateWalk);
_aiComponent.States.Add("spear", stateSpear);
_aiComponent.States.Add("postSpear", statePostSpear);
_aiComponent.States.Add("preAttack", statePreAttack);
_aiComponent.States.Add("attack", stateAttack);
_aiComponent.States.Add("bounce", stateBounce);
_aiComponent.States.Add("look", stateLook);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, Lives, true, false)
{
ExplostionWidth = 22,
ExplostionHeight = 18
};
_damageState.AddBossDamageState(OnDeath);
_aiComponent.ChangeState("waiting");
var hittableBox = new CBox(EntityPosition, -10, -14, 0, 20, 14, 8, true);
var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 8, true);
_bodyDrawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer);
if (!string.IsNullOrEmpty(_triggerKey))
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1 });
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4) { OnDamagedPlayer = OnDamagedPlayer });
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 16, ShadowHeight = 6 });
}
private void KeyChanged()
{
// activate the boss after entering the room
if (IsActive &&
_aiComponent.CurrentStateId == "waiting" &&
Game1.GameManager.SaveManager.GetString(_triggerKey) == "1")
{
_endWaiting = true;
}
}
private void OnDamagedPlayer()
{
if (_aiComponent.CurrentStateId == "attack")
{
Game1.GameManager.PlaySoundEffect("D360-11-0B");
ToWalking();
}
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type != PushableComponent.PushType.Impact)
return false;
var mult = _body.IsGrounded ? 3.5f : 1.5f;
_body.Velocity = new Vector3(direction.X * mult, direction.Y * mult, 0);
return true;
}
private void UpdateWaiting()
{
if (_body.IsGrounded)
{
if (_endWaiting)
{
ToWalking();
Game1.GameManager.StartDialogPath("mc_boss_enter");
return;
}
{
// the farther away the enemy is from the origin the more likely it becomes that he will move towards the center position
var directionToStart = _spawnPosition - EntityPosition.Position;
var radiusToCenter = MathF.Atan2(directionToStart.Y, directionToStart.X);
var maxDistanceX = 15.0f;
var maxDistanceY = 15.0f;
var distanceMultiplier = Math.Clamp(
Math.Min(
(maxDistanceX - Math.Abs(directionToStart.X)) / maxDistanceX,
(maxDistanceY - Math.Abs(directionToStart.Y)) / maxDistanceY), 0, 1);
var dir = radiusToCenter + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) * distanceMultiplier;
_body.VelocityTarget = new Vector2((float)Math.Cos(dir), (float)Math.Sin(dir)) * 0.125f * Game1.TimeMultiplier;
}
_direction = EntityPosition.X < MapManager.ObjLink.EntityPosition.X ? 2 : 0;
_animator.Play("idle_" + _direction);
_body.Velocity = new Vector3(0, 0, 1.25f);
}
}
private void ToWalking()
{
_aiComponent.ChangeState("walk");
_damageField.PushMultiplier = 1.75f;
_direction = EntityPosition.X < MapManager.ObjLink.EntityPosition.X ? 2 : 0;
_animator.Play("idle_" + _direction);
_body.Velocity = new Vector3(0, 0, 1.25f);
}
private void UpdateWalk()
{
// start new jump
if (_body.IsGrounded)
{
// if we are on the same height as the player start attacking
var distance = MapManager.ObjLink.EntityPosition.Y - EntityPosition.Y;
if (Math.Abs(distance) < 16)
{
_direction = EntityPosition.X < MapManager.ObjLink.EntityPosition.X ? 2 : 0;
if (Game1.RandomNumber.Next(0, 4) == 0)
{
ToThrowSpear();
return;
}
if (Game1.RandomNumber.Next(0, 4) == 0)
{
ToPreAttack();
return;
}
}
_animator.Play("idle_" + _direction);
var targetPosition = new Vector2(MapManager.ObjLink.EntityPosition.X + (_direction == 0 ? 50 : -50), MapManager.ObjLink.EntityPosition.Y);
_moveDirection = targetPosition - EntityPosition.Position;
if (_moveDirection != Vector2.Zero)
_moveDirection.Normalize();
_moveDirection *= 0.5f;
_body.Velocity = new Vector3(0, 0, 1.25f);
}
_body.VelocityTarget = _moveDirection;
}
private void ToThrowSpear()
{
_aiComponent.ChangeState("spear");
_body.VelocityTarget = Vector2.Zero;
_animator.Play("throw_" + _direction);
}
private void UpdateSpear()
{
if (!_animator.IsPlaying)
{
_animator.Play("idle_" + _direction);
_aiComponent.ChangeState("postSpear");
// spawn spear
var spear = new EnemySpear(Map, new Vector3(EntityPosition.X, EntityPosition.Y - 9, 3), AnimationHelper.DirectionOffset[_direction] * 2f);
Map.Objects.SpawnObject(spear);
}
}
private void ToPreAttack()
{
_aiComponent.ChangeState("preAttack");
_body.VelocityTarget = Vector2.Zero;
_animator.Play("arm_" + _direction);
}
private void UpdatePreAttack()
{
Game1.GameManager.PlaySoundEffect("D360-09-09", false);
// start attacking
if (!_animator.IsPlaying)
ToAttack();
}
private void ToAttack()
{
_aiComponent.ChangeState("attack");
_damageField.PushMultiplier = 3.5f;
_body.VelocityTarget = new Vector2(_direction == 0 ? -1 : 1, 0) * 2.5f;
_animator.Play("attack_" + _direction);
}
private void ToBounce()
{
_aiComponent.ChangeState("bounce");
Game1.GameManager.PlaySoundEffect("D360-11-0B");
_animator.Play("wall");
_damageField.PushMultiplier = 1.75f;
_body.VelocityTarget = Vector2.Zero;
_body.Velocity = new Vector3(_direction == 0 ? 1.0f : -1.0f, 0, 1.75f);
_bounceTime = Game1.TotalGameTime;
// shake the screen
Game1.GameManager.ShakeScreen(800, 4, 1, 5, 5);
}
private void UpdateBound()
{
if (_bounceTime + 1500 < Game1.TotalGameTime)
ToLook();
}
private void ToLook()
{
_aiComponent.ChangeState("look");
_animator.Play("look_" + _direction);
}
private void UpdateLook()
{
if (!_animator.IsPlaying)
ToWalking();
}
private void OnDeath()
{
if (!string.IsNullOrEmpty(_saveKey))
Game1.GameManager.SaveManager.SetString(_saveKey, "1");
Game1.GameManager.StartDialogPath("mc_boss_defeat");
// spawn fairy
Game1.GameManager.PlaySoundEffect("D360-27-1B");
Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 8));
Map.Objects.DeleteObjects.Add(this);
}
private void Draw(SpriteBatch spriteBatch)
{
_bodyDrawComponent.Draw(spriteBatch);
if (_aiComponent.CurrentStateId == "bounce" || _aiComponent.CurrentStateId == "damage")
{
var sourceRectangle = new Rectangle(188, 11, 4, 4);
var distance = new Vector2((float)Math.Sin(Game1.TotalGameTime / 100f) * 8, (float)Math.Cos(Game1.TotalGameTime / 100f) * 3);
spriteBatch.Draw(Resources.SprMidBoss, new Vector2(
EntityPosition.X + distance.X - 2, EntityPosition.Y - EntityPosition.Z - 18 + distance.Y - 2), sourceRectangle, Color.White);
spriteBatch.Draw(Resources.SprMidBoss, new Vector2(
EntityPosition.X - distance.X - 2, EntityPosition.Y - EntityPosition.Z - 18 - distance.Y - 2), sourceRectangle, Color.White);
}
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_aiComponent.CurrentStateId == "damage")
return Values.HitCollision.Enemy;
if (_aiComponent.CurrentStateId != "bounce")
return Values.HitCollision.RepellingParticle;
Game1.GameManager.PlaySoundEffect("D370-07-07");
_damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
return Values.HitCollision.Enemy;
}
private void OnCollision(Values.BodyCollision direction)
{
if ((direction & Values.BodyCollision.Horizontal) != 0 && _aiComponent.CurrentStateId == "attack")
ToBounce();
}
}
}