using System.Collections.Generic; using Microsoft.Xna.Framework; using ProjectZ.Base; 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.GameObjects.Things; using ProjectZ.InGame.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyFlyingTile : GameObject { private readonly Animator _animator; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly DrawCSpriteComponent _drawComponent; private readonly BodyDrawShadowComponent _shadowComponent; private readonly DamageFieldComponent _damageField; private readonly AiDamageState _damageState; private ObjHole _objHole; private RectangleF _triggerField; private const float FlySpeed = 1.5f; private readonly string _strFly = "fly"; // we use the key and the index to indicate when the tile should start moving private readonly string _strKey; private readonly int _index; private float _soundCounter; // initial time for the activation private float _activationCounter = 1500; private bool _stringSet; private bool _wasActivated; public EnemyFlyingTile() : base("flying tile") { } public EnemyFlyingTile(Map.Map map, int posX, int posY, string strKey, int index, int mode) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 8, 0); EntitySize = new Rectangle(-8, -24, 16, 32); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/flyingTile"); _animator.Play("idle_" + mode); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(0, 0)); _body = new BodyComponent(EntityPosition, -5, -5, 10, 5, 8) { Gravity = -0.15f, IgnoresZ = true, CollisionTypes = Values.CollisionTypes.Normal, MoveCollision = OnCollision }; // the player needs to be inside the room // mode == 1 is for the tiles used for the facade boss; in this mode the tiles should always attack _triggerField = map.GetField(posX, posY, mode == 0 ? 16 : 0); // mode == 2 is just the gray version for dungeon 7 if (mode == 2) _strFly = "fly_1"; _strKey = strKey; _index = index; var stateIdle = new AiState(UpdateIdle); var stateAscent = new AiState(UpdateAscent) { Init = InitAscent }; var stateWait = new AiState(); stateWait.Trigger.Add(new AiTriggerCountdown(700, null, () => _aiComponent.ChangeState("flying"))); var stateFlying = new AiState(UpdateFlying) { Init = InitFlying }; _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("ascent", stateAscent); _aiComponent.States.Add("wait", stateWait); _aiComponent.States.Add("flying", stateFlying); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = OnBurn, FlameOffset = new Point(0, 7), ExplosionOffsetY = 7 }; _aiComponent.ChangeState("idle"); var damageCollider = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4, true); var hittableBox = new CBox(EntityPosition, -5, -5, 0, 10, 10, 8, true); AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamagedPlayer = OnDamagePlayer, IsActive = false }); AddComponent(BodyComponent.Index, _body); AddComponent(PushableComponent.Index, new PushableComponent(hittableBox, OnPush)); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, _drawComponent = new DrawCSpriteComponent(sprite, Values.LayerBottom)); AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(_body, sprite) { IsActive = false, OffsetY = 5 }); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); if (!string.IsNullOrEmpty(_strKey)) { if (_index != 0) AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange)); else Game1.GameManager.SaveManager.SetString(_strKey, "0"); } } public override void Init() { // get the hole that is under the tile var holeList = new List(); Map.Objects.GetGameObjectsWithTag(holeList, Values.GameObjectTag.Hole, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 8, 16, 16); if (holeList.Count > 0) { // there should only be one hole normally _objHole = (ObjHole)holeList[0]; // disable the hole under the tile _objHole.SetActive(false); } } private void OnBurn() { SetSaveString(); _animator.Pause(); _body.IgnoresZ = false; } private void OnDamagePlayer() { OnDeath(new Vector3(0, 0, 0.25f)); } private void OnKeyChange() { var stateValue = Game1.GameManager.SaveManager.GetString(_strKey, "-"); if (stateValue == _index.ToString()) _wasActivated = true; // stop the tile from activating the next tile if (stateValue == "-1") _wasActivated = false; } private void SetSaveString() { if (_stringSet || !_wasActivated) return; // set the string to activate the next flying tile _stringSet = true; if (!string.IsNullOrEmpty(_strKey)) Game1.GameManager.SaveManager.SetString(_strKey, (_index + 1).ToString()); } private void UpdateIdle() { // check if the player is inside the room if ((_index == 0 || _wasActivated) && _triggerField.Contains(MapManager.ObjLink.BodyRectangle)) { _activationCounter -= Game1.DeltaTime; if (_activationCounter < 0 || _wasActivated) { _wasActivated = true; _aiComponent.ChangeState("ascent"); } } } private void InitAscent() { _drawComponent.Layer = Values.LayerPlayer; _shadowComponent.IsActive = true; _damageField.IsActive = true; _animator.Play(_strFly); // if there is a hole under the tile enable it _objHole?.SetActive(true); } private void UpdateAscent() { PlaySound(); EntityPosition.Z += 0.25f * Game1.TimeMultiplier; if (EntityPosition.Z > 12) { EntityPosition.Z = 12; SetSaveString(); _aiComponent.ChangeState("wait"); } } private void InitFlying() { // start flying towards the player var velocity = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - 4); if (velocity != Vector2.Zero) velocity.Normalize(); _body.VelocityTarget = velocity * FlySpeed; } private void UpdateFlying() { PlaySound(); } private void PlaySound() { _soundCounter -= Game1.DeltaTime; if (_soundCounter < 0) { _soundCounter += 225; // @TODO: faster loop Game1.GameManager.PlaySoundEffect("D360-63-3F"); } } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { if (_aiComponent.CurrentStateId == "idle") return Values.HitCollision.None; // burn if (type == HitType.MagicRod || type == HitType.MagicPowder) return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower); OnDeath(new Vector3(direction * 1.0f, 0.1f)); return Values.HitCollision.Enemy; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (_aiComponent.CurrentStateId == "idle") return false; if (_aiComponent.CurrentStateId != "flying") return true; if (type == PushableComponent.PushType.Impact) OnDeath(new Vector3(direction * 0.35f, 0.1f)); return true; } private void OnCollision(Values.BodyCollision collision) { if (_aiComponent.CurrentStateId != "flying") return; OnDeath(new Vector3(0, 0, 0.25f)); } private void OnDeath(Vector3 bodyVelocity) { SetSaveString(); Game1.GameManager.PlaySoundEffect("D378-09-09"); // spawn stone particles var rndMin = 50; var rndMax = 75; var diff = 200f; var vector0 = new Vector3(-1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity; var vector1 = new Vector3(-1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity; var vector2 = new Vector3(1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity; var vector3 = new Vector3(1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity; var stone0 = new ObjSmallStone(Map, (int)EntityPosition.X - 2, (int)EntityPosition.Y - 7, (int)EntityPosition.Z, vector0, true); var stone1 = new ObjSmallStone(Map, (int)EntityPosition.X - 2, (int)EntityPosition.Y - 2, (int)EntityPosition.Z, vector1, true); var stone2 = new ObjSmallStone(Map, (int)EntityPosition.X + 3, (int)EntityPosition.Y - 7, (int)EntityPosition.Z, vector2, false); var stone3 = new ObjSmallStone(Map, (int)EntityPosition.X + 3, (int)EntityPosition.Y - 2, (int)EntityPosition.Z, vector3, false); Map.Objects.SpawnObject(stone0); Map.Objects.SpawnObject(stone1); Map.Objects.SpawnObject(stone2); Map.Objects.SpawnObject(stone3); // remove the object Map.Objects.DeleteObjects.Add(this); } } }