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; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyZombie : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _damageState; private readonly DamageFieldComponent _damageField; public EnemyZombie() : base("zombie") { } public EnemyZombie(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/zombie"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16)); _body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8) { MoveCollision = OnCollision, HoleAbsorb = OnHoleAbsorb, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, Drag = 0.8f }; // ai states var stateSpawn = new AiState(UpdateSpawn) { Init = InitSpawn }; var walkingState = new AiState() { Init = InitWalking }; walkingState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("despawn"), 1000, 4000)); var stateDespawn = new AiState(UpdateDespawning) { Init = InitDespawning }; _aiComponent = new AiComponent(); _aiComponent.States.Add("spawn", stateSpawn); _aiComponent.States.Add("walking", walkingState); _aiComponent.States.Add("despawn", stateDespawn); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause(), IsActive = false }; new AiFallState(_aiComponent, _body, OnHoleAbsorb); _aiComponent.ChangeState("spawn"); var hittableBox = new CBox(EntityPosition, -6, -15, 0, 12, 15, 8); var damageBox = new CBox(EntityPosition, -6, -14, 0, 12, 14, 4); var pushableBox = new CBox(EntityPosition, -6, -13, 0, 12, 13, 8); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite)); } private void InitSpawn() { _animator.Play("spawn"); } private void UpdateSpawn() { if (!_animator.IsPlaying) _aiComponent.ChangeState("walking"); } private void InitWalking() { if (_animator.CurrentFrameIndex > 0) _damageState.IsActive = true; _damageField.IsActive = true; _animator.Play("walk"); // start walking towards the player var walkDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (walkDirection != Vector2.Zero) walkDirection.Normalize(); _body.VelocityTarget = walkDirection * Game1.RandomNumber.Next(50, 80) / 100f; } private void InitDespawning() { // start despawn animation and stop moving _animator.Play("despawn"); _body.Velocity = Vector3.Zero; _body.VelocityTarget = Vector2.Zero; _damageField.IsActive = false; } private void UpdateDespawning() { if (_animator.CurrentFrameIndex > 0) _damageState.IsActive = false; if (!_animator.IsPlaying) Map.Objects.DeleteObjects.Add(this); } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (_aiComponent.CurrentStateId == "despawn") return false; if (type == PushableComponent.PushType.Impact) _body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z); return true; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } private void OnCollision(Values.BodyCollision direction) { if (_aiComponent.CurrentStateId == "walking") { if ((direction & Values.BodyCollision.Horizontal) != 0 && Math.Abs(_body.VelocityTarget.X) > Math.Abs(_body.VelocityTarget.Y) * 3 || (direction & Values.BodyCollision.Vertical) != 0 && Math.Abs(_body.VelocityTarget.Y) > Math.Abs(_body.VelocityTarget.X) * 3) _aiComponent.ChangeState("despawn"); } } public void OnHoleAbsorb() { _animator.SpeedMultiplier = 2f; } } }