using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.GameObjects.Base.Components.AI; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyOctorok : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly Vector2[] _shotOffset = { new Vector2(-8, -1),new Vector2(0, -6), new Vector2(8, -1),new Vector2(0, 11) }; private float _walkSpeed = 0.5f; private int _direction; public EnemyOctorok() : base("octorok") { } public EnemyOctorok(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 12, 0); EntitySize = new Rectangle(-8, -15, 16, 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/octorok"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15)); _body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8) { MoveCollision = OnCollision, AbsorbPercentage = 0.9f, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Enemy | Values.CollisionTypes.Player, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, FieldRectangle = map.GetField(posX, posY), Bounciness = 0.25f, Drag = 0.85f, }; var walkingState = new AiState { Init = ToWalking }; walkingState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000)); var idleState = new AiState { Init = ToIdle }; idleState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 250, 500)); _aiComponent = new AiComponent(); _aiComponent.States.Add("walking", walkingState); _aiComponent.States.Add("idle", idleState); new AiFallState(_aiComponent, _body, OnHoleAbsorb, null); _aiComponent.ChangeState("walking"); var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = OnBurn }; var damageBox = new CBox(EntityPosition, -8, -13, 0, 16, 13, 4); var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 15, 8); var pushableBox = new CBox(EntityPosition, -7, -13, 0, 14, 13, 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(BaseAnimationComponent.Index, animationComponent); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f }); } public override void Init() { base.Init(); if (!IsActive) return; // random start position/state _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("walk_" + _direction); _aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "idle" : "walking"); } private void ToIdle() { _animator.Play("stand_" + _direction); _body.VelocityTarget = new Vector2(0, 0); // shoot if the player is in the range and in the right direction var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (playerDirection.Length() < 80) { if (playerDirection != Vector2.Zero) playerDirection.Normalize(); var direction = AnimationHelper.GetDirection(playerDirection); if (direction == _direction) { // shoot var shot = new EnemyOctorokShot(Map, EntityPosition.X + _shotOffset[_direction].X, EntityPosition.Y + _shotOffset[_direction].Y, AnimationHelper.DirectionOffset[_direction] * 2f); Map.Objects.SpawnObject(shot); } } } private void ToWalking() { // random new direction _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("walk_" + _direction); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed; } private void OnBurn() { _animator.Pause(); } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) _body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z); return true; } private void OnCollision(Values.BodyCollision direction) { if (_aiComponent.CurrentStateId == "walking") _aiComponent.ChangeState("idle"); } private void OnHoleAbsorb() { _animator.SpeedMultiplier = 3f; _animator.Play("walk_" + _direction); } } }