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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyStalfosKnight : GameObject { public BodyComponent Body; private readonly EnemyStalfosKnightSword _sword; private readonly Animator _animator; private readonly AiComponent _aiComponent; private readonly AiDamageState _damageState; private readonly CSprite _sprite; private Rectangle _fieldRectangle; private const float MoveSpeed = 0.5f; private const float AttackSpeed = 0.55f; private const int AttackRange = 80; private int _direction; private bool _isActive = true; public override bool IsActive { set { _sword.IsActive = value; _isActive = value; } get => _isActive; } public EnemyStalfosKnight(Map.Map map, int posX, int posY) : base(map) { SprEditorImage = Resources.SprEnemies; EditorIconSource = new Rectangle(168, 272, 18, 23); Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16, 0); EntitySize = new Rectangle(-8, -16, 16, 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/stalfos knight"); _animator.Play("walk_1"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16)); _fieldRectangle = map.GetField(posX, posY); 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 = _fieldRectangle, Bounciness = 0.25f, AbsorbPercentage = 0.9f, Drag = 0.85f }; var stateIdle = new AiState { Init = InitIdle }; stateIdle.Trigger.Add(new AiTriggerRandomTime(EndIdle, 300, 500)); var stateWalk = new AiState { Init = InitWalking }; stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 550, 850)); var stateAttack = new AiState(StateAttack); _aiComponent = new AiComponent(); _aiComponent.Trigger.Add(new AiTriggerUpdate(UpdateDamageTick)); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("walking", stateWalk); _aiComponent.States.Add("attack", stateAttack); new AiFallState(_aiComponent, Body, OnHoleAbsorb, OnAbsorbDeath); _damageState = new AiDamageState(this, Body, _aiComponent, _sprite, 2) { OnDeath = OnDeath, OnBurn = OnBurn }; var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4); var hittableBox = new CBox(EntityPosition, -4, -14, 8, 12, 8); var pushableBox = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, _damageState.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)); _sword = new EnemyStalfosKnightSword(Map, this); } public override void Init() { // add the sword to the map Map.Objects.SpawnObject(_sword); // start randomly idle or walking facing a random direction _direction = Game1.RandomNumber.Next(0, 4); _aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "walking" : "idle"); } private void OnBurn() { _animator.Pause(); _sword.Animator.Pause(); } private void UpdateDamageTick() { _sword.Sprite.SpriteShader = _sprite.SpriteShader; } private void InitIdle() { _animator.Play("stand_" + _direction); _sword.Animator.Play("stand_" + _direction); Body.VelocityTarget = Vector2.Zero; } private void EndIdle() { var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position; if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) && distance.Length() < AttackRange) _aiComponent.ChangeState("attack"); else _aiComponent.ChangeState("walking"); } private void InitWalking() { ChangeDirection(); } private void StateAttack() { var direction = (MapManager.ObjLink.EntityPosition.Position + AnimationHelper.DirectionOffset[_direction] * 3) - EntityPosition.Position; if (!_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) || direction.Length() > AttackRange) { _aiComponent.ChangeState("idle"); return; } if (direction != Vector2.Zero) direction.Normalize(); Body.VelocityTarget = direction * AttackSpeed; _direction = AnimationHelper.GetDirection(direction); _animator.Play("walk_" + _direction); _sword.Animator.Play("walk_" + _direction); _animator.SpeedMultiplier = 2f; _sword.Animator.SpeedMultiplier = 2f; } private void ChangeDirection() { // random new direction _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("walk_" + _direction); _sword.Animator.Play("walk_" + _direction); Body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * MoveSpeed; } private void OnDeath(bool pieceOfPower) { _damageState.BaseOnDeath(pieceOfPower); Map.Objects.DeleteObjects.Add(_sword); } 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; _animator.Play("walk_" + _direction); _sword.Animator.SpeedMultiplier = 3f; _sword.Animator.Play("walk_" + _direction); } private void OnAbsorbDeath() { Map.Objects.DeleteObjects.Add(_sword); } } }