LADXHD/InGame/GameObjects/NPCs/ObjPersonNew.cs

380 lines
13 KiB
C#
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2023-12-14 22:21:22 +00:00
using System.Collections.Generic;
using System.Globalization;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjPersonNew : GameObject
{
struct MoveStep
{
public float MoveSpeed;
public Vector2 Offset;
}
private Queue<MoveStep> _nextMoveStep = new Queue<MoveStep>();
public BodyComponent Body;
public readonly Animator Animator;
private readonly CSprite _sprite;
private readonly BodyDrawComponent _drawComponent;
private readonly BodyDrawShadowComponent _shadowComponent;
private readonly BodyCollisionComponent _collisionComponent;
private readonly InteractComponent _interactionComponent;
private readonly string _dialogId;
private string _currentAnimation;
private string _spawnCondition;
private float _lookCounter;
private int _lookRange = 32;
private bool _directionMode = true;
private bool _isMoving;
private Vector2 _targetPosition;
private float _moveSpeed;
private float _fadeTime;
private float _fadeCounter;
private float _jumpTime;
private float _jumpCounter;
public ObjPersonNew() : base("person") { }
public ObjPersonNew(Map.Map map, int posX, int posY, string spawnCondition, string animationId, string dialogId, string animationName, Rectangle bodyRectangle) : base(map)
{
if (string.IsNullOrEmpty(animationId))
{
IsDead = true;
return;
}
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(bodyRectangle.X - bodyRectangle.Width / 2, bodyRectangle.Y - bodyRectangle.Height, bodyRectangle.Width, bodyRectangle.Height);
_spawnCondition = spawnCondition;
_dialogId = dialogId;
Animator = AnimatorSaveLoad.LoadAnimator("NPCs/" + animationId);
if (Animator == null)
{
IsDead = true;
return;
}
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(Animator, _sprite, Vector2.Zero);
Body = new BodyComponent(EntityPosition,
bodyRectangle.X - bodyRectangle.Width / 2, bodyRectangle.Y - bodyRectangle.Height, bodyRectangle.Width, bodyRectangle.Height, bodyRectangle.Height)
{
Gravity = -0.15f,
};
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
AddComponent(BodyComponent.Index, Body);
// only the player should collide with the npc
AddComponent(CollisionComponent.Index, _collisionComponent = new BodyCollisionComponent(Body, Values.CollisionTypes.Enemy | Values.CollisionTypes.PushIgnore));
if (!string.IsNullOrEmpty(_dialogId))
AddComponent(InteractComponent.Index, _interactionComponent = new InteractComponent(Body.BodyBox, Interact));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, _drawComponent = new BodyDrawComponent(Body, _sprite, Values.LayerPlayer) { WaterOutline = false });
AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(Body, _sprite));
if (animationName == "pHidden")
{
SetVisibility(false);
}
else if (!string.IsNullOrEmpty(animationName))
{
_directionMode = false;
Animator.Play(animationName);
}
else
{
Animator.Play("stand_3");
}
if (!string.IsNullOrEmpty(_spawnCondition))
{
var spawnValue = Game1.GameManager.SaveManager.GetString(_spawnCondition);
if (spawnValue != "1")
SetActive(false);
}
}
private void SetActive(bool isActive)
{
_collisionComponent.IsActive = isActive;
_interactionComponent.IsActive = isActive;
_drawComponent.IsActive = isActive;
_shadowComponent.IsActive = isActive;
}
private void Update()
{
UpdateMoving();
UpdateFade();
JumpMode();
_lookCounter -= Game1.DeltaTime;
if (!_isMoving && _directionMode && _lookCounter < 0)
{
_lookCounter += 750;
UpdateLookAnimation();
}
// finished playing
if (_currentAnimation != null && !Animator.IsPlaying)
{
_currentAnimation = null;
Game1.GameManager.SaveManager.SetString(_dialogId + "Finished", "1");
}
}
private void UpdateLookAnimation()
{
var playerDistance = new Vector2(
MapManager.ObjLink.EntityPosition.X - (EntityPosition.X),
MapManager.ObjLink.EntityPosition.Y - (EntityPosition.Y - 4));
var dir = 3;
// rotate in the direction of the player
if (playerDistance.Length() < _lookRange)
dir = AnimationHelper.GetDirection(playerDistance);
// look at the player
if (_currentAnimation == null)
{
var animationIndex = Animator.GetAnimationIndex("stand_" + dir);
if (animationIndex >= 0)
Animator.Play(animationIndex);
else
Animator.Play("stand_" + (playerDistance.Y < 0 ? "1" : "3"));
}
}
private void UpdateMoving()
{
if (!_isMoving)
return;
// move towards the target position
var targetDistance = _targetPosition - EntityPosition.Position;
if (targetDistance.Length() > _moveSpeed * Game1.TimeMultiplier)
{
targetDistance.Normalize();
Body.VelocityTarget = targetDistance * _moveSpeed;
if (_currentAnimation == null)
{
var dir = AnimationHelper.GetDirection(targetDistance);
Animator.Play("walk_" + dir);
}
}
// finished walking
else
{
_lookCounter = 0;
Body.VelocityTarget = Vector2.Zero;
EntityPosition.Set(_targetPosition);
if (_nextMoveStep.Count > 0)
DequeueMove();
else
{
_isMoving = false;
SetMovingString(false);
}
}
}
private void DequeueMove()
{
var move = _nextMoveStep.Dequeue();
_moveSpeed = move.MoveSpeed;
_targetPosition = EntityPosition.Position + move.Offset;
}
private void UpdateFade()
{
if (_fadeTime < 0)
{
_fadeCounter += Game1.DeltaTime;
if (_fadeCounter >= -_fadeTime)
_fadeCounter = -_fadeTime;
var percentage = _fadeCounter / -_fadeTime;
_sprite.Color = Color.White * percentage;
_shadowComponent.Transparency = percentage;
if (_fadeCounter >= -_fadeTime)
_fadeTime = 0;
}
else if (_fadeTime > 0)
{
_fadeCounter -= Game1.DeltaTime;
if (_fadeCounter <= 0)
Map.Objects.DeleteObjects.Add(this);
else
{
var percentage = _fadeCounter / _fadeTime;
_sprite.Color = Color.White * percentage;
_shadowComponent.Transparency = percentage;
}
}
}
private void JumpMode()
{
if (_jumpTime <= 0)
return;
_jumpCounter -= Game1.DeltaTime;
if (_jumpCounter < 0)
{
_jumpCounter += _jumpTime;
Body.Velocity.Z = 1.125f;
}
}
public void DisableRotating()
{
_directionMode = false;
}
private bool Interact()
{
if (!_isMoving && _directionMode)
UpdateLookAnimation();
Game1.GameManager.StartDialogPath(_dialogId);
return true;
}
private void SetVisibility(bool visible)
{
_sprite.IsVisible = visible;
_shadowComponent.IsActive = visible;
}
private void OnKeyChange()
{
if (!string.IsNullOrEmpty(_spawnCondition))
{
var spawnValue = Game1.GameManager.SaveManager.GetString(_spawnCondition);
if (spawnValue == "1")
SetActive(true);
}
// start new animation?
var animationString = _dialogId + "Animation";
var animationValues = Game1.GameManager.SaveManager.GetString(animationString);
if (animationValues != null)
{
if (animationValues == "-")
{
_currentAnimation = null;
}
else if (animationValues != "")
{
SetVisibility(true);
_currentAnimation = animationValues;
Animator.Play(_currentAnimation);
}
else
{
SetVisibility(false);
_currentAnimation = null;
}
Game1.GameManager.SaveManager.RemoveString(animationString);
}
// start moving?
var moveString = _dialogId + "Move";
var moveValue = Game1.GameManager.SaveManager.GetString(moveString);
if (moveValue != null)
{
// offsetX; offsetY; movementSpeed
var split = moveValue.Split(',');
if (split.Length == 3)
{
var offsetX = int.Parse(split[0]);
var offsetY = int.Parse(split[1]);
var moveSpeed = float.Parse(split[2], CultureInfo.InvariantCulture);
_nextMoveStep.Enqueue(new MoveStep() { MoveSpeed = moveSpeed, Offset = new Vector2(offsetX, offsetY) });
if (!_isMoving)
{
_isMoving = true;
DequeueMove();
SetMovingString(true);
Body.CollisionTypes = Values.CollisionTypes.None;
}
}
Game1.GameManager.SaveManager.RemoveString(moveString);
}
// start jumping?
var jumpString = _dialogId + "Jump";
var jumpValue = Game1.GameManager.SaveManager.GetString(jumpString);
if (!string.IsNullOrEmpty(jumpValue))
{
var split = jumpValue.Split(',');
if (split.Length == 1)
{
_jumpTime = int.Parse(jumpValue);
}
else
{
// jump one time
Body.Velocity.Z = float.Parse(split[0], CultureInfo.InvariantCulture);
Body.Gravity = float.Parse(split[1], CultureInfo.InvariantCulture);
}
Game1.GameManager.SaveManager.RemoveString(jumpString);
}
// change look range?
var rangeString = _dialogId + "Range";
var rangeValue = Game1.GameManager.SaveManager.GetString(rangeString);
if (!string.IsNullOrEmpty(rangeValue))
{
_lookRange = int.Parse(rangeValue);
Game1.GameManager.SaveManager.RemoveString(rangeString);
}
// start fading away?
var fadeString = _dialogId + "Fade";
var fadeValue = Game1.GameManager.SaveManager.GetString(fadeString);
if (!string.IsNullOrEmpty(fadeValue))
{
// negative value -> fade in
// positive value -> fade out
_fadeTime = int.Parse(fadeValue);
_fadeCounter = _fadeTime;
UpdateFade();
Game1.GameManager.SaveManager.RemoveString(fadeString);
}
}
private void SetMovingString(bool state)
{
Game1.GameManager.SaveManager.SetString(_dialogId + "Moving", state ? "1" : "0");
}
}
}