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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyShroudedStalfos : GameObject { private readonly Animator _animator; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Rectangle _fieldRectangle; private readonly Vector2[] _shotOffset = { new Vector2(-8, -1),new Vector2(0, -3), new Vector2(8, -1),new Vector2(0, 2) }; private float _moveSpeed = 0.5f; private int _direction; public EnemyShroudedStalfos() : base("shrouded stalfos") { } public EnemyShroudedStalfos(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16, 0); EntitySize = new Rectangle(-8, -16, 16, 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/shrouded stalfos"); _animator.Play("walk_1"); var 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 = map.GetField(posX, posY), Bounciness = 0.25f, Drag = 0.85f }; var walkingState = new AiState { Init = InitWalking }; walkingState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 550, 850)); var idleState = new AiState { Init = InitIdle }; idleState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 300, 500)); _aiComponent = new AiComponent(); _aiComponent.States.Add("walking", walkingState); _aiComponent.States.Add("idle", idleState); new AiFallState(_aiComponent, _body, OnHoleAbsorb); var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() }; // 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"); var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4); var hittabelBox = new CBox(EntityPosition, -7, -15, 14, 15, 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(hittabelBox, 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)); } private void InitIdle() { _animator.Pause(); _body.VelocityTarget = Vector2.Zero; ThrowSpear(); } private void InitWalking() { ChangeDirection(); } private void ChangeDirection() { // random new direction _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("walk_" + _direction); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed; } private void ThrowSpear() { if (Game1.RandomNumber.Next(0, 2) == 0 || !_fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position)) return; // shoot if the player is in the range and in the right direction var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (playerDirection.Length() < 128) { if (playerDirection != Vector2.Zero) playerDirection.Normalize(); var direction = AnimationHelper.GetDirection(playerDirection); if (direction == _direction) { var box = Box.Empty; if (!Map.Objects.Collision(new Box( EntityPosition.X + _shotOffset[_direction].X - 4, EntityPosition.Y + _shotOffset[_direction].Y - 4, 0, 8, 8, 8), Box.Empty, Values.CollisionTypes.Normal, 0, _body.Level, ref box)) { // shoot var shot = new EnemySpear(Map, new Vector3( EntityPosition.X + _shotOffset[_direction].X, EntityPosition.Y + _shotOffset[_direction].Y, 3), AnimationHelper.DirectionOffset[_direction] * 2f); Map.Objects.SpawnObject(shot); } } } } 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); } } }