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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; using ProjectZ.InGame.GameObjects.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyBuzzBlob : GameObject { private readonly Animator _animator; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly AiDamageState _damageState; private readonly AiStunnedState _sunnedState; private readonly float _moveSpeed = 0.33f; private const int ShockTime = 550; private bool _isCukeman; public EnemyBuzzBlob() : base("buzz blob") { } public EnemyBuzzBlob(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16, 0); EntitySize = new Rectangle(-10, -16, 20, 20); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/buzzblob"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-6, -16)); var fieldRectangle = map.GetField(posX, posY); _body = new BodyComponent(EntityPosition, -4, -10, 8, 10, 8) { AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, FieldRectangle = fieldRectangle }; var stateWalking = new AiState() { Init = InitWalking }; stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1000)); var stateShocking = new AiState(UpdateShocking); stateShocking.Trigger.Add(new AiTriggerCountdown(ShockTime, null, () => _aiComponent.ChangeState("postShock"))); var statePostShock = new AiState() { Init = InitPostShock }; statePostShock.Trigger.Add(new AiTriggerCountdown(350, null, () => _aiComponent.ChangeState("walking"))); _aiComponent = new AiComponent(); _aiComponent.States.Add("walking", stateWalking); _aiComponent.States.Add("shocking", stateShocking); _aiComponent.States.Add("postShock", statePostShock); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 4, false) { OnDeath = OnDeath, OnBurn = () => _animator.Pause() }; _sunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900) { ShakeOffset = 1, SilentStateChange = false, ReturnState = "walking" }; new AiFallState(_aiComponent, _body, OnHolePull, OnHoleDeath, 400); _aiComponent.ChangeState("walking"); var interactionBox = new CBox(EntityPosition, -10, -16, 20, 20, 8); var hittableBox = new CBox(EntityPosition, -6, -14, 12, 14, 8); var damageBox = new CBox(EntityPosition, -5, -12, 0, 10, 12, 4); var pushableBox = new CBox(EntityPosition, -4, -11, 0, 8, 11, 4); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(BodyComponent.Index, _body); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(AiComponent.Index, _aiComponent); AddComponent(InteractComponent.Index, new InteractComponent(interactionBox, OnInteract)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite)); } private void OnDeath(bool pieceOfPower) { Game1.GameManager.UseShockEffect = false; _damageState.BaseOnDeath(pieceOfPower); } private void UpdateShocking() { MapManager.ObjLink.CanWalk = false; } private void InitPostShock() { Game1.GameManager.UseShockEffect = false; } private void InitWalking() { _animator.Play(_isCukeman ? "cukeman" : "walk"); // new random direction var directionIndex = Game1.RandomNumber.Next(0, 8); var radius = directionIndex / 4.0 * Math.PI; _body.VelocityTarget = new Vector2((float)Math.Sin(radius), (float)Math.Cos(radius)) * _moveSpeed; } private void OnHolePull() { _animator.Play("walk"); _animator.SpeedMultiplier = 2.0f; } private void OnHoleDeath() { Game1.GameManager.UseShockEffect = false; } private bool OnInteract() { if (!_isCukeman) return false; Game1.GameManager.StartDialogPath("cukeman"); return true; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) _body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z) * 2f; return true; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (_damageState.IsInDamageState()) return Values.HitCollision.None; if ((damageType & HitType.Hookshot) != 0) { _animator.Pause(); _sunnedState.StartStun(); _body.Velocity.X = direction.X * 5; _body.Velocity.Y = direction.Y * 5; _body.VelocityTarget = Vector2.Zero; return Values.HitCollision.Enemy; } else if (damageType == HitType.MagicPowder) { _isCukeman = true; _animator.Play("cukeman"); Game1.GameManager.PlaySoundEffect("D360-03-03"); // spawn explosion effect ObjAnimator animator; Map.Objects.SpawnObject(animator = new ObjAnimator(Map, 0, 0, Values.LayerBottom, "Particles/spawn", "run", true)); animator.EntityPosition.Set(new Vector2(EntityPosition.X - 8, EntityPosition.Y - 16)); return Values.HitCollision.Enemy; } else if (!_sunnedState.IsStunned() && ((damageType & HitType.Sword) != 0 || damageType == HitType.PegasusBootsSword)) { StartShock(); return Values.HitCollision.Enemy; } if ((damageType & HitType.Sword) == 0 && damageType != HitType.PegasusBootsSword && damageType != HitType.SwordShot) damage *= 2; return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } private void StartShock() { if (_aiComponent.CurrentStateId == "shocking") return; MapManager.ObjLink.ShockPlayer(ShockTime); Game1.GameManager.PlaySoundEffect("D378-28-1C"); _body.VelocityTarget = Vector2.Zero; _aiComponent.ChangeState("shocking"); _animator.Play("shock"); } } }