mirror of
https://github.com/Phantop/LADXHD.git
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178 lines
6.3 KiB
C#
178 lines
6.3 KiB
C#
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.NPCs
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{
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internal class ObjMonkeyWorker : GameObject
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{
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly CSprite _sprite;
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private readonly CPosition _monkeyPosition;
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private readonly AiTriggerSwitch _waitTimer;
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private readonly Vector2 _workPosition;
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private readonly Vector2 _endPosition;
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private const int FadeTime = 150;
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private int _direction;
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public ObjMonkeyWorker(Map.Map map, Vector2 startPosition, Vector2 workPosition, Vector2 endPosition) : base(map)
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{
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_monkeyPosition = new CPosition(startPosition.X + 8, startPosition.Y + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_workPosition = workPosition;
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_endPosition = endPosition;
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_body = new BodyComponent(_monkeyPosition, -6, -8, 12, 8, 8)
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{
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MaxJumpHeight = 4f,
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DragAir = 0.99f,
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CollisionTypes = Values.CollisionTypes.None,
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Drag = 0.85f,
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Gravity = -0.15f,
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MoveCollision = OnCollision
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};
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_animator = AnimatorSaveLoad.LoadAnimator("NPCs/monkey");
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_sprite = new CSprite(_monkeyPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
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_waitTimer = new AiTriggerSwitch(150);
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var stateInit = new AiState();
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stateInit.Trigger.Add(new AiTriggerCountdown(
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Game1.RandomNumber.Next(0, 1000), null, () => _aiComponent.ChangeState("come")));
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var stateCome = new AiState(UpdateCome);
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stateCome.Trigger.Add(_waitTimer);
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var stateWork = new AiState(UpdateWork);
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stateWork.Trigger.Add(_waitTimer);
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var stateLeave = new AiState(UpdateLeave);
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stateLeave.Trigger.Add(_waitTimer);
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var stateFade = new AiState();
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stateFade.Trigger.Add(new AiTriggerCountdown(FadeTime, TickFade, () => TickFade(0)));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("init", stateInit);
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_aiComponent.States.Add("come", stateCome);
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_aiComponent.States.Add("work", stateWork);
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_aiComponent.States.Add("leave", stateLeave);
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_aiComponent.States.Add("fade", stateFade);
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_aiComponent.ChangeState("init");
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite));
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}
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private void OnCollision(Values.BodyCollision moveCollision)
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{
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// finished jumping?
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if (moveCollision.HasFlag(Values.BodyCollision.Floor))
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{
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_waitTimer.Reset();
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if (_body.Velocity.Y > 0)
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_animator.Play("idle_" + _direction);
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else
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_animator.Play("idle_u_" + _direction);
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_body.Velocity = Vector3.Zero;
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}
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}
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private void UpdateCome()
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{
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if (!_body.IsGrounded || !_waitTimer.State)
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return;
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var direction = _workPosition - _monkeyPosition.Position;
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var distance = direction.Length();
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if (distance > 16)
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{
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direction.Normalize();
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var strength = Game1.RandomNumber.Next(150, 200) / 100.0f;
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if (distance < 64)
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strength -= 0.5f;
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_body.Velocity = new Vector3(direction.X * strength, direction.Y * strength, 1.75f);
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_direction = direction.X < 0 ? 0 : 1;
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_animator.Play("jump_" + _direction);
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Game1.GameManager.PlaySoundEffect("D360-36-24", false);
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}
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else
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{
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_aiComponent.ChangeState("work");
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}
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}
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private void UpdateWork()
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{
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if (!_body.IsGrounded || !_waitTimer.State)
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return;
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var direction = _workPosition - _monkeyPosition.Position;
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direction.Normalize();
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var strength = Game1.RandomNumber.Next(20, 40) / 100.0f;
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_body.Velocity = new Vector3(direction.X * strength, direction.Y * strength, 1.25f);
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_direction = direction.X < 0 ? 0 : 1;
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_animator.Play("jump_" + _direction);
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}
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public void ToLeave()
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{
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_aiComponent.ChangeState("leave");
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}
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private void UpdateLeave()
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{
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if (!_body.IsGrounded || !_waitTimer.State)
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return;
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var direction = _endPosition - _monkeyPosition.Position;
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var distance = direction.Length();
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direction.Normalize();
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var strength = Game1.RandomNumber.Next(150, 200) / 100.0f;
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_body.Velocity = new Vector3(direction.X * strength, direction.Y * strength, 1.75f);
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_direction = direction.X < 0 ? 0 : 1;
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_animator.Play("jump_" + _direction);
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Game1.GameManager.PlaySoundEffect("D360-36-24", false);
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// start fading away
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if (distance < 48)
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_aiComponent.ChangeState("fade");
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}
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private void TickFade(double time)
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{
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_sprite.Color = Color.White * (float)(time / FadeTime);
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// delete the monkey after it is faded away
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if (time <= 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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}
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