using System; using Microsoft.Xna.Framework; 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 EnemyBomber : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _damageState; private Vector2 _startPosition; private float _flyHeight = 14; public EnemyBomber() : base("bomber") { } public EnemyBomber(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16, _flyHeight); EntitySize = new Rectangle(-12, -32, 24, 32); _startPosition = EntityPosition.Position; _animator = AnimatorSaveLoad.LoadAnimator("Enemies/bomber"); _animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-12, -16)); _body = new BodyComponent(EntityPosition, -8, -12, 16, 12, 8) { CollisionTypes = Values.CollisionTypes.None, DragAir = 0.975f, Gravity = -0.175f, IgnoreHoles = true, IgnoresZ = true, }; var stateWaiting = new AiState() { Init = InitWaiting }; stateWaiting.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("moving"), 500, 1000)); var stateMoving = new AiState() { Init = InitMoving }; stateMoving.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("waiting"), 500, 1000)); _aiComponent = new AiComponent(); _aiComponent.States.Add("waiting", stateWaiting); _aiComponent.States.Add("moving", stateMoving); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = OnBurn }; _aiComponent.ChangeState("waiting"); var hittableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true); var damageBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 4, true); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); 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) { ShadowWidth = 12, ShadowHeight = 4 }); } private void OnBurn() { _animator.Pause(); _body.IgnoresZ = false; _body.DragAir = 0.9f; _body.Bounciness = 0.5f; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { // can only be attacked with the sword while holding it if ((damageType & HitType.Sword) != 0 && (damageType & HitType.SwordHold) == 0 && (damageType & HitType.SwordSpin) == 0) { _body.Velocity.X = direction.X * 5; _body.Velocity.Y = direction.Y * 5; return Values.HitCollision.None; } return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } private void InitWaiting() { _body.VelocityTarget = Vector2.Zero; var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; var distance = playerDistance.Length(); // bomb if (distance < 80 && Game1.RandomNumber.Next(0, 4) != 4) { Vector2 throwDirection; if (distance < 64) { // throw towards the player if (playerDistance != Vector2.Zero) playerDistance.Normalize(); throwDirection = playerDistance * (distance / 64) * 1.0f; } else { // throw into a random direction var randomRadius = Game1.RandomNumber.Next(0, 620) / 100; throwDirection = new Vector2((float)Math.Sin(randomRadius), (float)Math.Cos(randomRadius)) * 0.75f; } // spawn a bomb var bomb = new ObjBomb(Map, 0, 0, false, true); bomb.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, 20)); bomb.Body.Velocity = new Vector3(throwDirection, 0); bomb.Body.CollisionTypes = Values.CollisionTypes.None; bomb.Body.Gravity = -0.1f; bomb.Body.DragAir = 1.0f; bomb.Body.Bounciness = 0.5f; Map.Objects.SpawnObject(bomb); } } private void InitMoving() { // the farther away the enemy is from the origin the more likely it becomes that he will move towards the start position var directionToStart = _startPosition - EntityPosition.Position; var radiusToStart = Math.Atan2(directionToStart.Y, directionToStart.X); var maxDistance = 80.0f; var randomDir = radiusToStart + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) * Math.Clamp(((maxDistance - directionToStart.Length()) / maxDistance), 0, 1); _body.VelocityTarget = new Vector2((float)Math.Cos(randomDir), (float)Math.Sin(randomDir)) * 0.5f; } } }