using System; 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 EnemyBeamos : GameObject { private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiTriggerSwitch _shootCooldown; private readonly CSprite _sprite; private readonly Rectangle _fieldRectangle; private Vector2 _shootDirection; private Vector2 _shootOrigin; private float _shootCounter; private float _beamosRotation; private int _shootsFired; public EnemyBeamos() : base("beamos") { } public EnemyBeamos(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Trap; EntityPosition = new CPosition(posX + 8, posY + 14, 0); EntitySize = new Rectangle(-8, -14, 16, 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/beamos"); _animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero); var body = new BodyComponent(EntityPosition, -7, -12, 14, 14, 8); _fieldRectangle = Map.GetField(posX, posY); var stateIdle = new AiState(UpdateIdle); stateIdle.Trigger.Add(_shootCooldown = new AiTriggerSwitch(1000)); var statePreShoot = new AiState(); statePreShoot.Trigger.Add(new AiTriggerCountdown(16000 / 60, TickPreShoot, PreShootEnd)); var stateShoot = new AiState(UpdateShoot); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("preShoot", statePreShoot); _aiComponent.States.Add("shoot", stateShoot); _aiComponent.ChangeState("idle"); var hittableBox = new CBox(EntityPosition, -5, -12, 0, 10, 14, 8); var damageBox = new CBox(EntityPosition, -5, -12, 0, 10, 14, 4); AddComponent(BodyComponent.Index, body); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 1)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(AiComponent.Index, _aiComponent); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush)); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer)); } private Vector2 GetOrigin() { return new Vector2(EntityPosition.X, EntityPosition.Y - 8) + new Vector2(-MathF.Cos(_beamosRotation), -MathF.Sin(_beamosRotation)) * 4; } private void UpdateIdle() { if (!_shootCooldown.State) return; // get the direction of the beamos from the current animation frame (8 frames for a full rotation) var animationFrame = _animator.CurrentFrameIndex; _beamosRotation = animationFrame * (MathF.PI * 2) / 8f; _shootOrigin = new Vector2(EntityPosition.X, EntityPosition.Y - 8) + new Vector2(-MathF.Cos(_beamosRotation), -MathF.Sin(_beamosRotation)) * 4; var playerPosition = MapManager.ObjLink.EntityPosition.Position; var targetPosition = new Vector2(playerPosition.X, playerPosition.Y - 6); var playerDirection = targetPosition - _shootOrigin; // if we normalize a zero vector we crash // it is really unlikely (probably impossible) but we need to be careful if (playerDirection != Vector2.Zero && (playerDirection.Length() < 72 || _fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position))) { playerDirection.Normalize(); // there is probably a nicer way to calculate the difference between two angles var playerRotation = MathF.Atan2(-playerDirection.Y, -playerDirection.X); if (playerRotation < 0) playerRotation += MathF.PI * 2; var rotationDistance = MathF.Abs(_beamosRotation - playerRotation); if (rotationDistance > MathF.PI) rotationDistance = MathF.PI - rotationDistance % MathF.PI; // start shooting if the beamos is looking at the player // we do not divide by 8 because we offset the shoot origin and do not get 8 perfect angles if (rotationDistance < MathF.PI / 7.5f) { _shootDirection = playerDirection; if (!CheckForCollision(_shootOrigin, targetPosition)) ToPreShoot(); } } } private bool CheckForCollision(Vector2 startPosition, Vector2 endPosition) { var direction = endPosition - startPosition; var distance = direction.Length(); direction.Normalize(); var currentPosition = startPosition; var steps = 15; while (true) { steps--; var modX = currentPosition.X % Values.TileSize; var modY = currentPosition.Y % Values.TileSize; // move to the next tile edge on the x or y axis // could probably be written in a nicer way var stepX = Math.Abs((((int)(currentPosition.X / Values.TileSize) + (modX == 0 ? Math.Sign(direction.X) : direction.X < 0 ? 0 : 1)) * Values.TileSize - currentPosition.X) / direction.X); var stepY = Math.Abs((((int)(currentPosition.Y / Values.TileSize) + (modY == 0 ? Math.Sign(direction.Y) : direction.Y < 0 ? 0 : 1)) * Values.TileSize - currentPosition.Y) / direction.Y); currentPosition += direction * (stepX < stepY ? stepX : stepY); // reached the end position without encountering anything? var traveledDistance = (startPosition - currentPosition).Length(); if (distance < traveledDistance || steps < 0) return false; // check for a colliding box on the line of sight var outBox = Box.Empty; var tileX = (int)((currentPosition.X + (direction.X < 0 ? -1 : 1)) / Values.TileSize) * Values.TileSize; var tileY = (int)((currentPosition.Y + (direction.Y < 0 ? -1 : 1)) / Values.TileSize) * Values.TileSize; if (Map.Objects.Collision(new Box(tileX, tileY, 2, 16, 16, 4), Box.Empty, Values.CollisionTypes.Normal, 0, 1, ref outBox)) return true; } } private void TickPreShoot(double count) { _sprite.SpriteShader = count % (8000 / 60f) >= (4000 / 60f) ? Resources.DamageSpriteShader0 : null; } private void PreShootEnd() { Game1.GameManager.PlaySoundEffect("D378-08-08"); _aiComponent.ChangeState("shoot"); } private void ToPreShoot() { _shootCounter = 0; _shootsFired = 0; _animator.Pause(); _aiComponent.ChangeState("preShoot"); } private void UpdateShoot() { // 16 projectiles // ~4 pixels/frame // 60 projectiles/second _shootCounter += Game1.DeltaTime; // spawn projectiles // this is a little complicated because the game can run at different framerates var projectileInterval = 1 / 60f * 1000; while (_shootCounter > projectileInterval * _shootsFired) { _shootOrigin = GetOrigin(); // we calculate the position of the first projectile var spawnPosition = _shootOrigin + _shootDirection * (4 + _shootCounter / 1000f * 60 * 4); // now we go back in the opposite direction to find the exact position of the current projectile spawnPosition -= _shootDirection * _shootsFired * 4; // spawn the projectile var newProjectile = new EnemyBeamosProjectile(Map, spawnPosition, _shootDirection * 4, _shootsFired == 0); Map.Objects.SpawnObject(newProjectile); _shootsFired++; if (_shootsFired >= 16) { _animator.Continue(); _aiComponent.ChangeState("idle"); _shootCooldown.Reset(); } } } private bool OnPush(Vector2 direction, PushableComponent.PushType pushType) { if (pushType == PushableComponent.PushType.Impact) return true; return false; } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { return Values.HitCollision.RepellingParticle; } } }