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.GameObjects.Things; using ProjectZ.InGame.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyRiverZora : GameObject { private readonly AiComponent _aiComponent; private readonly AiDamageState _damageState; private readonly BodyComponent _body; private readonly Animator _animator; private readonly CSprite _sprite; private readonly Rectangle _fieldPosition; private float _floatCount; public EnemyRiverZora() : base("river zora") { } public EnemyRiverZora(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY - 2 + 8, 0); EntitySize = new Rectangle(-8, -8, 16, 16); _fieldPosition = map.GetField(posX, posY); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/river zora"); _animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -8)); _body = new BodyComponent(EntityPosition, -6, -5, 12, 10, 8) { DragWater = 0.9f }; var stateWaiting = new AiState(); stateWaiting.Trigger.Add(new AiTriggerCountdown(4000, null, () => _aiComponent.ChangeState("positioning"))); var statePositioning = new AiState(UpdatePositioning); var stateSpawning = new AiState() { Init = InitSpawning }; stateSpawning.Trigger.Add(new AiTriggerCountdown(2000, null, ToIdle)); var stateIdle = new AiState(UpdateIdle); stateIdle.Trigger.Add(new AiTriggerCountdown(500, null, ToAttacking)); var stateAttacking = new AiState(UpdateAttacking); stateAttacking.Trigger.Add(new AiTriggerCountdown(600, null, ToDespawning)); var stateDespawning = new AiState(UpdateDespawning); stateDespawning.Trigger.Add(new AiTriggerCountdown(500, null, ToWait)); _aiComponent = new AiComponent(); _aiComponent.States.Add("waiting", stateWaiting); _aiComponent.States.Add("positioning", statePositioning); _aiComponent.States.Add("spawning", stateSpawning); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("attacking", stateAttacking); _aiComponent.States.Add("despawning", stateDespawning); _damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1) { HitMultiplierX = 1.5f, HitMultiplierY = 1.5f, FlameOffset = new Point(0, 2) }; ToWait(); AddComponent(BodyComponent.Index, _body); AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, _damageState.OnHit)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(AiComponent.Index, _aiComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer) { WaterOutline = false }); } private void ToWait() { _aiComponent.ChangeState("waiting"); _floatCount = 0; _sprite.DrawOffset.Y = -8; _sprite.IsVisible = false; _body.IsGrounded = false; _damageState.IsActive = false; // splash effect var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 3, Values.LayerPlayer, "Particles/splash", "idle", true); splashAnimator.EntityPosition.Set(new Vector2( _body.Position.X + _body.OffsetX + _body.Width / 2f, _body.Position.Y + _body.OffsetY + _body.Height - _body.Position.Z - 3)); Map.Objects.SpawnObject(splashAnimator); } private void UpdatePositioning() { // try to find a new position for (var i = 0; i < 25; i++) { // find new position var newPosition = new Vector2( _fieldPosition.X + Game1.RandomNumber.Next(0, 10) * 16 + 8, _fieldPosition.Y + Game1.RandomNumber.Next(0, 8) * 16 + 8 - 2); var fieldState = Map.GetFieldState(newPosition); if ((fieldState & MapStates.FieldStates.DeepWater) != 0) { EntityPosition.Set(newPosition); _aiComponent.ChangeState("spawning"); return; } } } private void InitSpawning() { _sprite.IsVisible = true; _animator.Play("spawn"); } private void ToIdle() { _aiComponent.ChangeState("idle"); _animator.Play("idle"); _damageState.IsActive = true; } private void UpdateIdle() { UpdateOffset(); } private void ToAttacking() { var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position; if (distance.Length() > 90) { ToDespawning(); return; } _aiComponent.ChangeState("attacking"); _animator.Play("attack"); // spawn a fireball Map.Objects.SpawnObject(new EnemyFireball(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 1.5f)); } private void UpdateAttacking() { UpdateOffset(); } private void ToDespawning() { _aiComponent.ChangeState("despawning"); _animator.Play("idle"); } private void UpdateDespawning() { UpdateOffset(); } private void UpdateOffset() { _floatCount += Game1.DeltaTime; _sprite.DrawOffset.Y = -8 - (float)Math.Sin(_floatCount / 200f); } } }