mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
261 lines
9.9 KiB
C#
261 lines
9.9 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.GameObjects.Things;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemySpinyBeetle : GameObject
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{
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public override bool IsActive
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{
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set
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{
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base.IsActive = value;
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_carriedObject.IsActive = value;
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}
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}
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private readonly GameObject _carriedObject;
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private readonly CarriableComponent _carriableComponent;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly CSprite _sprite;
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private readonly AiDamageState _aiDamageState;
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private readonly AiTriggerTimer _hiddenTimer;
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private readonly DamageFieldComponent _damageField;
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private Rectangle _fieldRectangle;
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// 0: grass
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// 1: stone
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// 2: skull
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private readonly int _type;
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private bool _bushDestroyed;
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public EnemySpinyBeetle() : base("spiny beetle") { }
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public EnemySpinyBeetle(Map.Map map, int posX, int posY, int type) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 7, 0);
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EntitySize = new Rectangle(-8, -7, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/spiny beetle");
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_animator.Play("idle");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -4));
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_fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -7, -2, 14, 10, 8)
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{
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MoveCollision = OnCollision,
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HoleAbsorb = OnHoleAbsorb,
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Drag = 0.8f,
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AvoidTypes = Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = _fieldRectangle
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};
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// spawn a bush carried by the beetle
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if (type == 0)
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_carriedObject = new ObjBush(map, posX, posY, null, "bush_0", true, true, false, Values.LayerPlayer, null) { RespawnGras = false };
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else if (type == 1)
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_carriedObject = new ObjStone(map, posX, posY, "stone_0", null, null, null, false, false);
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else
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_carriedObject = new ObjStone(map, posX, posY, "skull", null, null, null, false, false);
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_type = type;
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// deactivate physics
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var body = (BodyComponent)_carriedObject.Components[BodyComponent.Index];
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if (body != null)
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{
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body.IsActive = false;
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}
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_carriableComponent = (CarriableComponent)_carriedObject.Components[CarriableComponent.Index];
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var stateInit = new AiState();
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stateInit.Trigger.Add(new AiTriggerCountdown(1500, null, () => _aiComponent.ChangeState("hiding")));
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var stateHiding = new AiState(UpdateHiding);
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stateHiding.Trigger.Add(_hiddenTimer = new AiTriggerTimer(500));
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var stateMoving = new AiState();
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stateMoving.Trigger.Add(new AiTriggerRandomTime(ToHide, 550, 850));
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var stateRunning = new AiState();
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stateRunning.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 550, 850));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("init", stateInit);
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_aiComponent.States.Add("hiding", stateHiding);
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_aiComponent.States.Add("moving", stateMoving);
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_aiComponent.States.Add("running", stateRunning);
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new AiFallState(_aiComponent, _body);
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_aiDamageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1);
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_aiComponent.ChangeState("moving");
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var damageCollider = new CBox(EntityPosition, -7, -4, 0, 14, 10, 4);
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var hittableRectangle = new CBox(EntityPosition, -6, -4, 12, 10, 8);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
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EntityPosition.AddPositionListener(typeof(EnemySpinyBeetle), UpdateObjPosition);
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map.Objects.SpawnObject(_carriedObject);
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UpdateObjPosition(EntityPosition);
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ToHide();
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_aiComponent.ChangeState("init");
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}
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private void UpdateObjPosition(CPosition newPosition)
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{
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if (_aiComponent.CurrentStateId != "hiding" && _aiComponent.CurrentStateId != "moving")
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return;
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var offset = _aiComponent.CurrentStateId == "hiding" ? 0 : 4;
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var offsetY = _type == 0 ? 1 : 6;
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_carriedObject.EntityPosition.Set(new CPosition(newPosition.X, newPosition.Y + offsetY, newPosition.Z + offset));
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}
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private int PlayerDirection()
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{
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var distance = MapManager.ObjLink.EntityPosition.Position - (EntityPosition.Position + new Vector2(0, 9));
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if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY))
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{
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// horizontally
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if (Math.Abs(distance.Y) < 8 && distance.Length() < 64)
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return Math.Sign(distance.X) < 0 ? 0 : 2;
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// down
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if (Math.Abs(distance.X) < 8 && distance.Y > 0 && distance.Y < 32)
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return 3;
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}
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return -1;
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}
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private void ToHide()
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{
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if (_aiComponent.CurrentStateId != "moving" || (PlayerDirection() >= 0 && _body.LastVelocityCollision == 0))
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return;
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_damageField.IsActive = false;
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_body.VelocityTarget = Vector2.Zero;
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_sprite.IsVisible = false;
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_aiComponent.ChangeState("hiding");
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UpdateObjPosition(EntityPosition);
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}
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private void UpdateHiding()
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{
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var playerDirection = PlayerDirection();
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if (playerDirection >= 0 && _hiddenTimer.State)
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{
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ToWalk();
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_body.VelocityTarget = AnimationHelper.DirectionOffset[playerDirection];
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}
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// object was destroyed or picked up?
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if (_carriedObject.IsDead || (_carriableComponent != null && _carriableComponent.IsPickedUp))
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{
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ToRunning();
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_body.VelocityTarget = Vector2.Zero;
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}
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}
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private void Show()
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{
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_sprite.IsVisible = true;
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_damageField.IsActive = true;
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}
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private void ToWalk()
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{
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Show();
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UpdateObjPosition(EntityPosition);
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_aiComponent.ChangeState("moving");
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}
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private void ToRunning()
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{
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Show();
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ChangeDirection();
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_aiComponent.ChangeState("running");
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}
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private void ChangeDirection()
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{
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var randomDir = Game1.RandomNumber.Next(0, 100);
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var directionRadius = (float)(Math.PI * 2 * (randomDir / 100.0f));
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_body.VelocityTarget = new Vector2((float)Math.Cos(directionRadius), (float)Math.Sin(directionRadius));
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, _body.Velocity.Z);
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return true;
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}
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private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (!_bushDestroyed && _type == 0)
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{
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_bushDestroyed = true;
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if (!_carriedObject.IsDead)
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((ObjBush)_carriedObject).DestroyBush(direction);
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if (damageType == HitType.Bomb || damageType == HitType.Bow || damageType == HitType.Hookshot)
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return Values.HitCollision.Blocking;
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}
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// gets repelled by the stone/skull
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if (_type > 0 && _aiComponent.CurrentStateId != "running")
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{
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_body.Velocity = new Vector3(direction.X * 0.25f, direction.Y * 0.25f, _body.Velocity.Z);
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return Values.HitCollision.RepellingParticle;
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}
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_sprite.IsVisible = true;
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return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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// collided with a wall?
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if ((direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
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{
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ToHide();
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}
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}
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private void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 2.0f;
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}
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}
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} |