using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using ProjectZ.Base; 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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyOctorokWinged : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _aiDamageState; private readonly BodyDrawComponent _bodyDrawComponent; private readonly AiTriggerSwitch _damageSwitch; private readonly Rectangle _wingRectangle = new Rectangle(160, 67, 8, 18); private readonly Vector2[] _shotOffset = { new Vector2(-8, -1),new Vector2(0, -6), new Vector2(8, -1),new Vector2(0, 11) }; private readonly Rectangle _fieldRectangle; private float _walkSpeed = 0.5f; private int _direction; private float _flyCounter; public EnemyOctorokWinged() : base("winged octorok") { } public EnemyOctorokWinged(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 15, 0); EntitySize = new Rectangle(-8, -15 - 16, 16, 32); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/octorok"); _fieldRectangle = map.GetField(posX, posY); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15)); _body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8) { MoveCollision = OnCollision, AbsorbPercentage = 0.9f, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Enemy, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, FieldRectangle = _fieldRectangle, Bounciness = 0.25f, Drag = 0.85f, Gravity = -0.04f, }; var stateIdle = new AiState { Init = InitIdle }; stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 250, 500)); var stateWalking = new AiState { Init = InitWalking }; stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000)); var stateFlying = new AiState(UpdateFlying) { Init = InitFlying }; _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("walking", stateWalking); _aiComponent.States.Add("flying", stateFlying); _aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause() }; _aiComponent.Trigger.Add(_damageSwitch = new AiTriggerSwitch(350)); new AiFallState(_aiComponent, _body, OnHoleAbsorb); // random start position/state _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("walk_" + _direction); _aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "idle" : "walking"); var damageCollider = new CBox(EntityPosition, -8, -13, 4, 16, 13, 4); var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 15, 8, true); var pushableBox = new CBox(EntityPosition, -7, -13, 0, 14, 13, 4, true); _bodyDrawComponent = new BodyDrawComponent(_body, sprite, Values.LayerPlayer); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition)); AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { Height = 1.0f, Rotation = 0.1f, ShadowWidth = 10, ShadowHeight = 5 }); } private void InitIdle() { _animator.Play("stand_" + _direction); _body.VelocityTarget = new Vector2(0, 0); // shoot if the player is in the range and in the right direction var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (playerDirection.Length() < 80) { if (playerDirection != Vector2.Zero) playerDirection.Normalize(); var direction = AnimationHelper.GetDirection(playerDirection); if (direction == _direction) { // shoot var shot = new EnemyOctorokShot(Map, EntityPosition.X + _shotOffset[_direction].X, EntityPosition.Y + _shotOffset[_direction].Y, AnimationHelper.DirectionOffset[_direction] * 2f); Map.Objects.SpawnObject(shot); } } } private void InitWalking() { // random new direction _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("walk_" + _direction); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed; } //private void UpdateWalking() //{ // _aiComponent.ChangeState("flying"); // _body.VelocityTarget = Vector2.Zero; //} private void InitFlying() { // fly towards the player var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; vecDirection.Normalize(); _body.VelocityTarget = vecDirection; _body.Velocity.Z = 1.25f; _body.AvoidTypes = Values.CollisionTypes.NPCWall; _body.FieldRectangle = RectangleF.Empty; } private void UpdateFlying() { _flyCounter += Game1.DeltaTime; // face the player var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; _direction = AnimationHelper.GetDirection(vecDirection); _animator.Play("walk_" + _direction); if (_body.IsGrounded && _body.Velocity.Z <= 0) { _flyCounter = 0; _aiComponent.ChangeState("idle"); _damageSwitch.Reset(); _body.AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall; _body.FieldRectangle = _fieldRectangle; } } private void Draw(SpriteBatch spriteBatch) { // draw the wings spriteBatch.Draw(Resources.SprEnemies, new Vector2(EntityPosition.X - _wingRectangle.Width - 5, EntityPosition.Y - 8 - EntityPosition.Z), _wingRectangle, Color.White, 0, new Vector2(0, 9), Vector2.One, (int)_flyCounter % 132 < 66 ? SpriteEffects.FlipVertically : SpriteEffects.None, 0); spriteBatch.Draw(Resources.SprEnemies, new Vector2(EntityPosition.X + 5, EntityPosition.Y - 8 - EntityPosition.Z), _wingRectangle, Color.White, 0, new Vector2(0, 9), Vector2.One, ((int)_flyCounter % 132 < 66 ? SpriteEffects.FlipVertically : SpriteEffects.None) | SpriteEffects.FlipHorizontally, 0); // draw the body _bodyDrawComponent.Draw(spriteBatch); } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if ((damageType & HitType.Sword) != 0 && !_body.IsGrounded) return Values.HitCollision.None; // start flying over the player if the octorok is facing him var playerDirection = AnimationHelper.GetDirection( MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position); if (_direction != (playerDirection + 2) % 4 && _damageSwitch.State && (_aiComponent.CurrentStateId == "walking" || _aiComponent.CurrentStateId == "idle") && damageType != HitType.PegasusBootsSword && damageType != HitType.Bow && damageType != HitType.Hookshot && damageType != HitType.MagicRod && damageType != HitType.MagicPowder && damageType != HitType.Boomerang) { _aiComponent.ChangeState("flying"); return Values.HitCollision.None; } return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } 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 OnCollision(Values.BodyCollision direction) { if (_aiComponent.CurrentStateId == "walking") _aiComponent.ChangeState("idle"); } private void OnHoleAbsorb() { _animator.SpeedMultiplier = 3f; _animator.Play("walk_" + _direction); } } }