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.GameObjects.Things; using ProjectZ.InGame.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyBombiteGreen : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _damageState; private readonly AiTriggerSwitch _damageCooldown; private readonly AiStunnedState _aiStunnedState; private readonly CSprite _sprite; private const float WalkSpeed = 0.5f; private int _direction; private bool _startedAnimation; private bool _follow; public EnemyBombiteGreen() : base("bombiteGreen") { } public EnemyBombiteGreen(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/bombiteGreen"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-7, -16)); _body = new BodyComponent(EntityPosition, -6, -12, 12, 11, 8) { AbsorbPercentage = 0.9f, CollisionTypes = Values.CollisionTypes.Normal, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, Bounciness = 0.25f, Drag = 0.85f, }; var stateIdle = new AiState(UpdateIdle) { Init = InitIdle }; stateIdle.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 250, 500)); var stateFollow = new AiState(UpdateFollow); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("follow", stateFollow); new AiFallState(_aiComponent, _body, OnHoleAbsorb, null); _damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1, false); _aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900) { SilentStateChange = false }; _aiComponent.Trigger.Add(_damageCooldown = new AiTriggerSwitch(250)); _aiComponent.ChangeState("idle"); ChangeDirection(); var damageCollider = new CBox(EntityPosition, -6, -13, 0, 12, 12, 4); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite) { Height = 1.0f, Rotation = 0.1f }); } private void InitIdle() { _animator.Play("idle"); } private void UpdateIdle() { if (_follow && !_damageState.IsInDamageState()) _aiComponent.ChangeState("follow"); } private void UpdateFollow() { // start animation when slowed down enough if (!_startedAnimation && _body.Velocity.Length() < 0.1f) { _startedAnimation = true; _animator.Play("timer"); } if (_startedAnimation) { if (!_animator.IsPlaying) Explode(); else if (_animator.CurrentFrameIndex > 2) { // blink _sprite.SpriteShader = Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime ? Resources.DamageSpriteShader0 : null; } // move towards the player var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; var distance = direction.Length(); if (direction != Vector2.Zero) direction.Normalize(); if (distance > 20) _body.VelocityTarget = direction; else _body.VelocityTarget = Vector2.Zero; } } private void ChangeDirection() { _direction = Game1.RandomNumber.Next(0, 4); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed; } private void Explode() { // spawn explosion effect var objExplosion = new ObjBomb(Map, EntityPosition.X, EntityPosition.Y, false, false); objExplosion.Explode(); Map.Objects.SpawnObject(objExplosion); Map.Objects.DeleteObjects.Add(this); } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (_damageState.IsInDamageState()) return Values.HitCollision.None; if (damageType == HitType.Bomb && !(gameObject is EnemyBombite)) { // spawn a bomb _damageState.SpawnItem = "bomb_1"; return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } // stun state if (damageType == HitType.Hookshot || damageType == HitType.Boomerang) { _body.VelocityTarget = Vector2.Zero; _body.Velocity.X += direction.X * 4.0f; _body.Velocity.Y += direction.Y * 4.0f; _aiStunnedState.StartStun(); _animator.Pause(); return Values.HitCollision.Enemy; } if (damageType != HitType.MagicPowder) { if (pieceOfPower) Game1.GameManager.PlaySoundEffect("D370-17-11"); Game1.GameManager.PlaySoundEffect("D360-03-03"); if (pieceOfPower) _damageState.HitKnockBack(gameObject, direction, damageType, pieceOfPower, false); else { _body.Velocity.X += direction.X * 5.0f; _body.Velocity.Y += direction.Y * 5.0f; _damageState.SetDamageState(false); } } else { _body.Velocity.X += direction.X * 1.0f; _body.Velocity.Y += direction.Y * 1.0f; _damageState.SetDamageState(false); } if (!_aiStunnedState.IsStunned()) _follow = true; return Values.HitCollision.Enemy; } 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 OnHoleAbsorb() { _animator.SpeedMultiplier = 3f; _animator.Play("idle"); } } }