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

235 lines
8.5 KiB
C#

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 EnemyMoblinSword : GameObject
{
public BodyComponent Body;
private readonly CSprite _sprite;
private readonly EnemyMoblinSwordSword _sword;
private readonly Animator _animator;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private Rectangle _fieldRectangle;
private const float MoveSpeed = 0.5f;
private const float AttackMoveSpeed = 0.55f;
private const int AttackRange = 80;
private int _direction;
private bool _isActive = true;
public override bool IsActive
{
set
{
_isActive = value;
_sword.IsActive = value;
}
get => _isActive;
}
public EnemyMoblinSword() : base("moblin sword") { }
public EnemyMoblinSword(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/moblin sword");
_animator.Play("walk_1");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
_fieldRectangle = map.GetField(posX, posY);
Body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy,
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
FieldRectangle = _fieldRectangle,
Bounciness = 0.25f,
AbsorbPercentage = 0.9f,
Drag = 0.85f
};
var stateIdle = new AiState { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(EndIdle, 300, 500));
var stateWalk = new AiState { Init = InitWalking };
stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 550, 850));
var stateAttack = new AiState(UpdateAttack);
_aiComponent = new AiComponent();
_aiComponent.Trigger.Add(new AiTriggerUpdate(UpdateDamageTick));
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walking", stateWalk);
_aiComponent.States.Add("attack", stateAttack);
new AiFallState(_aiComponent, Body, OnHoleAbsorb, OnAbsorbDeath);
_damageState = new AiDamageState(this, Body, _aiComponent, _sprite, 2)
{
OnDeath = OnDeath,
OnBurn = OnBurn
};
var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4);
var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
var pushableBox = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, _damageState.OnHit));
AddComponent(BodyComponent.Index, Body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(Body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
_sword = new EnemyMoblinSwordSword(Map, this);
}
public override void Init()
{
// add the sword to the map
Map.Objects.SpawnObject(_sword);
// make sure to update the animation to look at the player when he enters the goblin cave
var playerDirection = MapManager.ObjLink.NextMapPositionEnd.Value - EntityPosition.Position;
if (playerDirection.Length() < AttackRange)
{
_aiComponent.ChangeState("attack");
UpdateDirection(playerDirection);
}
else
{
// start randomly idle or walking facing a random direction
_direction = Game1.RandomNumber.Next(0, 4);
_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "walking" : "idle");
}
}
private void OnBurn()
{
_animator.Pause();
_sword.Animator.Pause();
}
private void UpdateDamageTick()
{
_sword.Sprite.SpriteShader = _sprite.SpriteShader;
}
private void OnDeath(bool pieceOfPower)
{
_damageState.BaseOnDeath(pieceOfPower);
Map.Objects.DeleteObjects.Add(_sword);
}
private void InitIdle()
{
Body.VelocityTarget = Vector2.Zero;
_animator.Play("stand_" + _direction);
_sword.Animator.Play("stand_" + _direction);
}
private void EndIdle()
{
var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) && distance.Length() < AttackRange)
_aiComponent.ChangeState("attack");
else
_aiComponent.ChangeState("walking");
}
private void InitWalking()
{
ChangeDirection();
}
private void ChangeDirection()
{
// random new direction
_direction = Game1.RandomNumber.Next(0, 4);
_animator.Play("walk_" + _direction);
_sword.Animator.Play("walk_" + _direction);
Body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * MoveSpeed;
}
private void UpdateAttack()
{
var playerDirection = (MapManager.ObjLink.EntityPosition.Position + AnimationHelper.DirectionOffset[_direction] * 3) - EntityPosition.Position;
if (!_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) ||
playerDirection.Length() > AttackRange)
{
_aiComponent.ChangeState("idle");
return;
}
if (playerDirection != Vector2.Zero)
playerDirection.Normalize();
Body.VelocityTarget = playerDirection * AttackMoveSpeed;
UpdateDirection(playerDirection);
_animator.SpeedMultiplier = 2f;
_sword.Animator.SpeedMultiplier = 2f;
}
private void UpdateDirection(Vector2 direction)
{
_direction = AnimationHelper.GetDirection(direction);
_animator.Play("walk_" + _direction);
_sword.Animator.Play("walk_" + _direction);
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
Body.Velocity = new Vector3(direction.X, direction.Y, Body.Velocity.Z);
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId != "walking")
return;
// stop walking
_aiComponent.ChangeState("idle");
}
private void OnHoleAbsorb()
{
_animator.Play("walk_" + _direction);
_sword.Animator.Play("walk_" + _direction);
_animator.SpeedMultiplier = 3f;
_sword.Animator.SpeedMultiplier = 3f;
}
private void OnAbsorbDeath()
{
Map.Objects.DeleteObjects.Add(_sword);
}
}
}