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.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyIronMask : GameObject { private readonly Animator _animator; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly AiDamageState _damageState; private float _moveSpeed = 0.5f; private float _moveSpeedUnprotected = 0.75f; private int _direction; private bool _isUnprotected; public EnemyIronMask() : base("iron mask") { } public EnemyIronMask(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/iron mask"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15)); _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 stateIdle = new AiState { Init = InitIdle }; stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 350, 750)); var stateWalking = new AiState { Init = InitWalking }; stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000)); var stateStunned = new AiState { Init = InitStunned }; stateStunned.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 1000, 1200)); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("walking", stateWalking); _aiComponent.States.Add("stunned", stateStunned); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() }; new AiFallState(_aiComponent, _body, OnHoleAbsorb); new AiDeepWaterState(_body); _aiComponent.ChangeState("idle"); // stand in a random direction _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("walk_" + _direction); _animator.IsPlaying = false; var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4); var hittableBox = new CBox(EntityPosition, -7, -14, 14, 14, 8); var pushableBox = new CBox(EntityPosition, -7, -12, 14, 12, 8); 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(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 InitStunned() { if (!_isUnprotected) _animator.IsPlaying = false; _body.VelocityTarget = Vector2.Zero; } private void InitIdle() { if (!_isUnprotected) _animator.IsPlaying = false; _body.VelocityTarget = Vector2.Zero; } private void InitWalking() { ChangeDirection(); } private void ChangeDirection() { // random new direction _direction = Game1.RandomNumber.Next(0, 4); if (!_isUnprotected) _animator.Play("walk_" + _direction); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * (_isUnprotected ? _moveSpeedUnprotected : _moveSpeed); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { // can be hit if the damage source is coming from the back var dir = AnimationHelper.GetDirection(direction); if (!_isUnprotected && type == HitType.Hookshot && dir == (_direction + 2) % 4 && _aiComponent.CurrentStateId != "stunned") { _isUnprotected = true; _animator.Play("unprotected"); _damageState.SetDamageState(false); return Values.HitCollision.Repelling; } // throw objects will kill him directly if (type == HitType.ThrownObject || type == HitType.Bomb || type == HitType.MagicPowder || type == HitType.MagicRod) return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower); // gets attacked from behind or is unprotected? if (dir == (_direction) % 4 || _isUnprotected || type == HitType.Hookshot) return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower); // gets attacked from behind/sides by a bow if ((dir != (_direction + 2) % 4) && (type == HitType.Bow || type == HitType.Boomerang)) return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower); if (_aiComponent.CurrentStateId != "stunned") { _body.Velocity = new Vector3(direction, 0); _aiComponent.ChangeState("stunned"); } return Values.HitCollision.RepellingParticle; } 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; if (!_isUnprotected) _animator.Play("walk_" + _direction); } } }