using System; using System.Collections.Generic; 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.SaveLoad; using ProjectZ.InGame.Things; using ProjectZ.InGame.GameObjects.Dungeon; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyGhini : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _damageState; private readonly DamageFieldComponent _damageField; private readonly CSprite _sprite; private readonly Rectangle _triggerField; private readonly Vector2 _centerPosition; private Vector2 _velocity; private double _direction; private float _flyHeight = 14; private float _rotationDirection; private float _dirChangeCount; private float _transparency; private bool _mainGhini; public EnemyGhini() : base("ghini") { } public EnemyGhini(Map.Map map, int posX, int posY, bool mainGhini, bool spawnAnimation) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16, spawnAnimation ? 0 : _flyHeight); EntitySize = new Rectangle(-8, -32, 16, 32); _mainGhini = mainGhini; _triggerField = map.GetField(posX, posY); _centerPosition = new Vector2(_triggerField.Center.X, _triggerField.Center.Y + 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/ghini"); _animator.Play("fly_1"); _sprite = new CSprite(EntityPosition) { Color = spawnAnimation ? Color.Transparent : Color.White }; var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero); _body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8) { CollisionTypes = Values.CollisionTypes.None, IgnoreHoles = true, IgnoresZ = true, }; var stateInit = new AiState(); stateInit.Trigger.Add(new AiTriggerCountdown(64, null, () => _aiComponent.ChangeState("spawning"))); var stateSpawning = new AiState(UpdateSpawning); var stateFlying = new AiState(UpdateFlying); _aiComponent = new AiComponent(); _aiComponent.States.Add("init", stateInit); _aiComponent.States.Add("spawning", stateSpawning); _aiComponent.States.Add("flying", stateFlying); _damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 8, true, false) { IsActive = !spawnAnimation }; _damageState.OnDeath = OnDeath; _aiComponent.ChangeState(spawnAnimation ? "init" : "flying"); var damageCollider = new CBox(EntityPosition, -6, -14, 0, 12, 14, 8, true); AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4) { IsActive = !spawnAnimation }); AddComponent(HittableComponent.Index, new HittableComponent(damageCollider, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new ShadowBodyDrawComponent(EntityPosition)); } private void UpdateSpawning() { _transparency = AnimationHelper.MoveToTarget(_transparency, 1, Game1.TimeMultiplier * 0.15f); _sprite.Color = Color.White * _transparency; EntityPosition.Z += Game1.TimeMultiplier * 0.25f; if (EntityPosition.Z >= _flyHeight) { EntityPosition.Z = _flyHeight; _aiComponent.ChangeState("flying"); _damageState.IsActive = true; _damageField.IsActive = true; } } private void UpdateFlying() { _dirChangeCount -= Game1.DeltaTime; // change the direction if (_dirChangeCount <= 0) { // the farther away the enemy is from the origin the more likely it becomes that he will move towards the center position var directionToStart = _centerPosition - EntityPosition.Position; var radiusToCenter = Math.Atan2(directionToStart.Y, directionToStart.X); var maxDistanceX = 85.0f; var maxDistanceY = 55.0f; var distanceMultiplier = Math.Clamp( Math.Min( (maxDistanceX - Math.Abs(directionToStart.X)) / maxDistanceX, (maxDistanceY - Math.Abs(directionToStart.Y)) / maxDistanceY), 0, 1); _direction = radiusToCenter + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) * distanceMultiplier; // new direction + new rotation speed _dirChangeCount = Game1.RandomNumber.Next(750, 1500) * (distanceMultiplier * 0.5f + 0.5f); _rotationDirection = Game1.RandomNumber.Next(-100, 100) / 1000f * distanceMultiplier; } _velocity *= (float)Math.Pow(0.95f, Game1.TimeMultiplier); _velocity += new Vector2((float)Math.Cos(_direction), (float)Math.Sin(_direction)) * 0.035f * Game1.TimeMultiplier; _direction += _rotationDirection * Game1.TimeMultiplier; // clamp the speed if (_velocity.Length() > 1.75f) { _velocity.Normalize(); _velocity *= 1.75f; } _body.VelocityTarget = _velocity; _animator.Play("fly_" + (_body.VelocityTarget.X < 0 ? -1 : 1)); } private void OnDeath(bool pieceOfPower) { if (_mainGhini) KillOtherGhinies(); if (Game1.RandomNumber.Next(0, 100) < 75) { _damageState.SpawnItems = false; // spawns a fairy Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, (int)EntityPosition.Z)); } _damageState.BaseOnDeath(pieceOfPower); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { if (type == HitType.MagicPowder) return Values.HitCollision.None; if (type == HitType.Bomb || type == HitType.Bow || type == HitType.MagicRod) damage *= 2; return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower); } private void KillOtherGhinies() { var enemyList = new List(); Map.Objects.GetGameObjectsWithTag(enemyList, Values.GameObjectTag.Enemy, _triggerField.X, _triggerField.Y, _triggerField.Width, _triggerField.Height); foreach (var enemy in enemyList) { if (enemy != this && enemy.IsActive && (enemy.GetType() == typeof(EnemyGhini) || enemy.GetType() == typeof(EnemyGhiniGiant))) { var aiComponent = (AiComponent)enemy.Components[AiComponent.Index]; aiComponent?.ChangeState("damageDeath"); } } } } }