LADXHD/InGame/GameObjects/Bosses/BossGenieBottle.cs
2023-12-14 17:21:22 -05:00

375 lines
14 KiB
C#

using System;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
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.Bosses
{
class BossGenieBottle : GameObject
{
private readonly BossGenie _objGenie;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly DamageFieldComponent _damageField;
private readonly AiTriggerSwitch _aiDamageSwitch;
private readonly BoxCollisionComponent _collisionComponent;
private readonly AnimationComponent _animationComponent;
private readonly CarriableComponent _carriableComponent;
private readonly AiDamageState _damageState;
private readonly Vector2 _spawnTargetPosition;
private const float SpawnMoveSpeed = 0.5f;
private const float FollowSpeed = 0.75f;
private const int Lives = 3;
private bool _showedStunnedMessage;
public BossGenieBottle() : base("genie") { }
public BossGenieBottle(Map.Map map, int posX, int posY, string saveKey) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -32, 16, 32);
_spawnTargetPosition = new Vector2(EntityPosition.X, EntityPosition.Y + 24);
if (!string.IsNullOrWhiteSpace(saveKey) && Game1.GameManager.SaveManager.GetString(saveKey) == "1")
{
// respawn the heart if the player died after he killed the boss without collecting the heart
SpawnHeart();
IsDead = true;
return;
}
// add the genie to the map
_objGenie = new BossGenie(map, saveKey, new Vector3(EntityPosition.X, EntityPosition.Y, 0), this);
map.Objects.SpawnObject(_objGenie);
_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/genie bottle");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -5, -10, 10, 10, 8)
{
CollisionTypes = Values.CollisionTypes.Normal,
Bounciness = 0.0f,
Gravity = -0.15f,
Drag = 0.65f,
DragAir = 1.0f,
MoveCollision = OnCollision,
FieldRectangle = Map.GetField(posX, posY, 16)
};
var hittableBox = new CBox(EntityPosition, -8, -16, 0, 16, 16, 8, true);
var pushableBox = new CBox(EntityPosition, -8, -16, 0, 16, 16, 8, true);
var damageCollider = new CBox(EntityPosition, -7, -14, 14, 14, 8);
var carryRectangle = new CRectangle(EntityPosition, new Rectangle(-8, -16, 16, 16));
var stateIdle = new AiState(UpdateIdle);
var stateTriggered = new AiState();
stateTriggered.Trigger.Add(new AiTriggerCountdown(500, null, () => _aiComponent.ChangeState("spawn")));
var stateSpawn = new AiState(UpdateSpawn) { Init = InitSpawn };
var stateSpawnDelay = new AiState { Init = InitSpawnDelay };
stateSpawnDelay.Trigger.Add(new AiTriggerCountdown(3300, null, EndSpawnDelay));
var stateReturnDelay = new AiState();
stateReturnDelay.Trigger.Add(new AiTriggerCountdown(800, null, EndSpawnDelay));
var stateSpawned = new AiState();
var stateFollow = new AiState(UpdateFollow) { Init = InitFollow };
var stateStunned = new AiState(UpdateStunned);
stateStunned.Trigger.Add(new AiTriggerCountdown(2500, null, () => _aiComponent.ChangeState("shaking")));
var stateShaking = new AiState();
stateShaking.Trigger.Add(new AiTriggerCountdown(600, TickShake, ShakeEnd));
var stateGrabbed = new AiState();
var stateReturn = new AiState(UpdateReturn) { Init = InitReturn };
var stateThrown = new AiState(UpdateThrown);
_aiComponent = new AiComponent();
_aiComponent.Trigger.Add(_aiDamageSwitch = new AiTriggerSwitch(500));
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("triggered", stateTriggered);
_aiComponent.States.Add("spawn", stateSpawn);
_aiComponent.States.Add("spawnDelay", stateSpawnDelay);
_aiComponent.States.Add("returnDelay", stateReturnDelay);
_aiComponent.States.Add("spawned", stateSpawned);
_aiComponent.States.Add("follow", stateFollow);
_aiComponent.States.Add("stunned", stateStunned);
_aiComponent.States.Add("shaking", stateShaking);
_aiComponent.States.Add("grabbed", stateGrabbed);
_aiComponent.States.Add("return", stateReturn);
_aiComponent.States.Add("thrown", stateThrown);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, Lives) { MoveBody = false, OnDeath = OnDeath, BossHitSound = true };
_aiComponent.ChangeState("idle");
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { IsActive = false });
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(CarriableComponent.Index, _carriableComponent = new CarriableComponent(carryRectangle, CarryInit, CarryUpdate, CarryThrow) { IsActive = false });
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(BodyComponent.Index, _body);
AddComponent(CollisionComponent.Index, _collisionComponent = new BoxCollisionComponent(pushableBox, Values.CollisionTypes.Enemy) { IsActive = false });
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 12, ShadowHeight = 6 });
}
private void UpdateIdle()
{
// player entered the room?
if (_body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
{
Game1.GameManager.StartDialogPath("d2_boss");
_aiComponent.ChangeState("triggered");
}
}
private void UpdateStunned()
{
// show the message one time
if (_body.IsGrounded && !_showedStunnedMessage)
{
_showedStunnedMessage = true;
Game1.GameManager.StartDialogPath("d2_boss_2");
}
}
private void OnDeath(bool pieceOfPower)
{
// spawn the genie
_objGenie.AttackSpawn(new Vector3(EntityPosition.X, EntityPosition.Y + 38, 27));
// remove the bottle from the map
Map.Objects.DeleteObjects.Add(this);
Game1.GameManager.PlaySoundEffect("D378-41-29");
}
public void StartFollowing()
{
_aiComponent.ChangeState("follow");
}
private void EndSpawnDelay()
{
// spawn the genie
_objGenie.Spawn(new Vector3(EntityPosition.X, EntityPosition.Y + 1, 27));
_aiComponent.ChangeState("spawned");
}
private void InitSpawnDelay()
{
_collisionComponent.IsActive = true;
}
private void InitReturn()
{
_animator.Play("wobble");
// make sure to not get blocked by the lamps
_body.CollisionTypes = Values.CollisionTypes.None;
}
private void UpdateReturn()
{
var direction = _spawnTargetPosition - EntityPosition.Position;
if (!MoveTowards(direction))
{
_body.CollisionTypes = Values.CollisionTypes.Normal;
_aiComponent.ChangeState("returnDelay");
}
}
private Vector3 CarryInit()
{
_aiComponent.ChangeState("grabbed");
_carriableComponent.IsActive = false;
_body.IsActive = false;
return new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z);
}
private bool CarryUpdate(Vector3 newPosition)
{
EntityPosition.Set(newPosition);
return true;
}
private void CarryThrow(Vector2 velocity)
{
_aiComponent.ChangeState("thrown");
_body.Bounciness = 0.65f;
_body.DragAir = 0.99f;
_body.IsGrounded = false;
_body.JumpStartHeight = 0;
_body.IsActive = true;
_body.Velocity = new Vector3(velocity.X, velocity.Y, 0) * 0.85f;
}
private void UpdateThrown()
{
// stopped without hitting a wall?
if (_body.Velocity.Length() < 0.1f)
{
_aiComponent.ChangeState("return");
}
}
private void InitSpawn()
{
_animator.Play("wobble");
}
private void UpdateSpawn()
{
var direction = _spawnTargetPosition - EntityPosition.Position;
if (!MoveTowards(direction))
_aiComponent.ChangeState("spawnDelay");
}
private bool MoveTowards(Vector2 direction)
{
// jump
if (_body.IsGrounded)
{
_body.Velocity.Z = 1.25f;
Game1.GameManager.PlaySoundEffect("D360-32-20");
}
// move towards the target position
if (direction.Length() > SpawnMoveSpeed * Game1.TimeMultiplier)
{
direction.Normalize();
_body.VelocityTarget = direction * SpawnMoveSpeed;
}
else
{
EntityPosition.Set(_spawnTargetPosition);
_body.VelocityTarget = Vector2.Zero;
return false;
}
return true;
}
private void InitFollow()
{
_collisionComponent.IsActive = false;
_damageField.IsActive = true;
_animator.Play("wobble");
}
private void UpdateFollow()
{
if (!_body.IsGrounded || _body.Velocity.Z > 0)
return;
_body.Velocity.X = 0;
_body.Velocity.Y = 0;
// jump
_body.Velocity.Z = 1.25f;
Game1.GameManager.PlaySoundEffect("D360-32-20");
// follow the player
var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - 4);
if (direction != Vector2.Zero)
{
direction.Normalize();
_body.VelocityTarget = direction * FollowSpeed;
}
}
private void ToStun(Vector2 velocity)
{
_carriableComponent.IsActive = true;
_damageField.IsActive = false;
_body.Bounciness = 0f;
_body.VelocityTarget = Vector2.Zero;
_body.Velocity = new Vector3(velocity.X, velocity.Y, 2);
_collisionComponent.IsActive = true;
_animator.Play("idle");
_aiComponent.ChangeState("stunned");
}
private void TickShake(double time)
{
_animationComponent.SpriteOffset.X = (float)Math.Sin(time / 25f);
_animationComponent.UpdateSprite();
}
private void ShakeEnd()
{
_animationComponent.SpriteOffset.X = 0;
_animationComponent.UpdateSprite();
_carriableComponent.IsActive = false;
_aiComponent.ChangeState("follow");
}
private void SpawnHeart()
{
// spawn big heart
Map.Objects.SpawnObject(new ObjItem(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y, "", "d2_nHeart", "heartMeterFull", null));
}
private void OnCollision(Values.BodyCollision collision)
{
if (_aiComponent.CurrentStateId == "thrown" &&
(collision & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
{
_aiComponent.ChangeState("return");
_damageState.OnHit(MapManager.ObjLink, Vector2.Zero, HitType.ThrownObject, 1, false);
_body.Velocity.X = -_body.Velocity.X * 0.2f;
_body.Velocity.Y = -_body.Velocity.Y * 0.2f;
_body.Bounciness = 0.5f;
}
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_aiComponent.CurrentStateId == "follow")
{
_aiDamageSwitch.Reset();
ToStun(direction * 0.75f);
return Values.HitCollision.RepellingParticle;
}
if (_aiDamageSwitch.State)
return Values.HitCollision.RepellingParticle;
return Values.HitCollision.None;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type != PushableComponent.PushType.Impact)
return false;
if (_aiComponent.CurrentStateId == "follow")
{
_body.Velocity = new Vector3(direction.X, direction.Y, 1);
_body.Bounciness = 0.0f;
}
return true;
}
}
}