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

197 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using ProjectZ.Base;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyVacuum : GameObject
{
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private Box _absorbBox;
private Box _rangeBox;
private Rectangle _fieldRectangle;
private readonly string _roomName;
private readonly string _entryId;
private readonly bool _isPusher;
public EnemyVacuum() : base("vacuum") { }
public EnemyVacuum(Map.Map map, int posX, int posY, string roomName, string entryId, bool isPusher) : base(map)
{
Tags = Values.GameObjectTag.Trap;
EntityPosition = new CPosition(posX + 8, posY + 8, 0);
EntitySize = new Rectangle(-8, -8, 16, 16);
_roomName = roomName;
_entryId = entryId;
_isPusher = isPusher;
_rangeBox = map.GetFieldBox(posX, posY, 64, isPusher ? 0 : 8);
_fieldRectangle = map.GetField(posX, posY);
_absorbBox = new Box(posX, posY, 0, 16, 16, 32);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/vacuum");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -8));
_body = new BodyComponent(EntityPosition, -7, -7, 14, 14, 8)
{
IgnoreHoles = true
};
var stateIdle = new AiState { Init = InitIdle };
if (_isPusher)
stateIdle.Trigger.Add(new AiTriggerCountdown(1000, null, ToVacuum));
else
stateIdle.Trigger.Add(new AiTriggerRandomTime(ToVacuum, 1000, 1500));
var stateVacuum = new AiState(UpdateVacuum) { Init = InitVacuum };
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("vacuum", stateVacuum);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1)
{
MoveBody = false,
ExplosionOffsetY = 4
};
// random start position/state
_aiComponent.ChangeState("idle");
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
if (!_isPusher)
{
// POLISH: center the player when he gets absorbed
AddComponent(CollisionComponent.Index,
new BoxCollisionComponent(new CBox(posX + 3, posY + 2, 0, 10, 12, 16), Values.CollisionTypes.Hole));
AddComponent(ObjectCollisionComponent.Index,
new ObjectCollisionComponent(new Rectangle(posX + 6, posY + 6, 4, 4), OnCollision));
}
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerBottom));
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (damageType == HitType.Hookshot ||
damageType == HitType.MagicRod ||
damageType == HitType.MagicPowder ||
damageType == HitType.Bow ||
damageType == HitType.Boomerang)
return Values.HitCollision.None;
// dont draw trail particle
return _damageState.OnHit(gameObject, direction, damageType, damage, false);
}
private void OnCollision(GameObject gameObject)
{
MapManager.ObjLink.HoleResetRoom = _roomName;
MapManager.ObjLink.HoleResetEntryId = _entryId;
MapManager.ObjLink.MapTransitionStart = null;
MapManager.ObjLink.MapTransitionEnd = null;
}
private void ToVacuum()
{
// is the player in the current room?
if (_fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position))
_aiComponent.ChangeState("vacuum");
else
_aiComponent.ChangeState("idle");
}
private void InitIdle()
{
_animator.Play("idle");
}
private void InitVacuum()
{
_animator.Play("vacuum");
}
private void UpdateVacuum()
{
if (!_animator.IsPlaying)
{
_aiComponent.ChangeState("idle");
return;
}
Game1.GameManager.PlaySoundEffect("D378-31-1F", false);
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects, (int)_rangeBox.X, (int)_rangeBox.Y,
(int)_rangeBox.Width, (int)_rangeBox.Height, BodyComponent.Mask);
foreach (var collidingObject in _collidingObjects)
{
if (collidingObject == this)
continue;
var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
// absorb enemies that fully collide with the box
if (collidingObject.Tags == Values.GameObjectTag.Enemy && _absorbBox.Contains(body.BodyBox.Box))
{
Map.Objects.DeleteObjects.Add(collidingObject);
continue;
}
if (body.IsAbsorbed || !_rangeBox.Contains(body.BodyBox.Box))
continue;
var direction = EntityPosition.Position - body.BodyBox.Box.Center;
if (direction != Vector2.Zero)
direction.Normalize();
// push objects?
if (_isPusher)
{
var distance = (EntityPosition.Position - body.Position.Position).Length();
var multiplier = Math.Clamp((112 - distance) / 16, 0, 1.5f);
body.AdditionalMovementVT.X = -multiplier * direction.X;
body.AdditionalMovementVT.Y = -multiplier * direction.Y;
}
else
{
// rotate player
if (collidingObject is ObjLink)
MapManager.ObjLink.RotatePlayer();
body.AdditionalMovementVT.X = 0.5f * direction.X;
body.AdditionalMovementVT.Y = 0.5f * direction.Y;
}
body.DisableVelocityTargetMultiplier = true;
}
}
}
}