using System; using Microsoft.Xna.Framework; using ProjectZ.Base; 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; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyRaven : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _damageState; private readonly AiTriggerTimer _followTimer; private readonly Box _activationBox; private double _dirRadius; private int _dirIndex; public EnemyRaven() : base("raven") { } public EnemyRaven(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 12, 0); EntitySize = new Rectangle(-8, -32, 16, 32); _activationBox = new Box(posX + 8 - 20, posY - 32, 0, 40, 90, 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/raven"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -16)); _body = new BodyComponent(EntityPosition, -6, -14, 12, 14, 8) { CollisionTypes = Values.CollisionTypes.None, IgnoreHoles = true, IgnoresZ = true }; var stateWaiting = new AiState(UpdateWaiting); var stateStart = new AiState(UpdateStart); var stateFlying = new AiState(UpdateFlying); stateFlying.Trigger.Add(_followTimer = new AiTriggerTimer(1000)); _aiComponent = new AiComponent(); _aiComponent.States.Add("waiting", stateWaiting); _aiComponent.States.Add("start", stateStart); _aiComponent.States.Add("flying", stateFlying); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2, true, false); _aiComponent.ChangeState("waiting"); // the player can jump over the enemy... var damageCollider = new CBox(EntityPosition, -6, -14, 0, 12, 14, 8, true); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(damageCollider, OnHit)); AddComponent(PushableComponent.Index, new PushableComponent(damageCollider, OnPush)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerTop)); AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite)); } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (damageType == HitType.MagicPowder) return Values.HitCollision.None; if (damageType == HitType.Bow || damageType == HitType.MagicRod) damage /= 2; // start attacking? if (_aiComponent.CurrentStateId == "waiting" && (damageType == HitType.Bomb || damageType == HitType.ThrownObject)) { _aiComponent.ChangeState("start"); return Values.HitCollision.None; } return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } private void UpdateWaiting() { _dirIndex = MapManager.ObjLink.PosX < EntityPosition.X ? 0 : 1; _animator.Play("idle_" + _dirIndex); // activate the crow if (MapManager.ObjLink._body.BodyBox.Box.Intersects(_activationBox)) { _aiComponent.ChangeState("start"); } } private void UpdateStart() { _animator.Play("fly_" + _dirIndex); EntityPosition.Set(new Vector3( EntityPosition.X, EntityPosition.Y, EntityPosition.Z + 0.5f * Game1.TimeMultiplier)); if (EntityPosition.Z >= 15) { EntityPosition.Z = 15; _aiComponent.ChangeState("flying"); _dirRadius = Math.Atan2(MapManager.ObjLink.PosY - EntityPosition.Y, MapManager.ObjLink.PosX - EntityPosition.X); } } private void UpdateFlying() { var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - EntityPosition.Z); var directionRadius = Math.Atan2(direction.Y, direction.X); if (direction.Length() < 80) { var followSpeed = 0.02f; if (directionRadius < _dirRadius - followSpeed || _followTimer.State) _dirRadius -= followSpeed * Game1.TimeMultiplier; else if (directionRadius > _dirRadius + followSpeed) _dirRadius += followSpeed * Game1.TimeMultiplier; } var velocity = new Vector2((float)Math.Cos(_dirRadius), (float)Math.Sin(_dirRadius)); _body.VelocityTarget = velocity * 1.25f; _dirIndex = velocity.X < 0 ? 0 : 1; _animator.Play("fly_" + _dirIndex); } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) _body.Velocity = new Vector3(direction * 1.75f, _body.Velocity.Z); return true; } } }