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