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

370 lines
14 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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.Enemies;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Bosses
{
class BossAnglerFish : GameObject
{
private readonly AiTriggerCountdown _damageCountdown;
private readonly AiTriggerCountdown _stoneCountdown;
private readonly AiTriggerRandomTime _fishCountdown;
private readonly AiTriggerRandomTime _blobCountdown;
private readonly CSprite _sprite;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly Color _lightColor = new Color(255, 200, 200);
private readonly Vector2 _startPosition;
private readonly string _saveKey;
private const int CooldownTime = 350;
private const int StoneSpawnTime = 1500;
private float _waitingCounter;
private float _deathCount;
private int _stoneCount;
private const int Lives = 10;
private int _currentLives = Lives;
private bool _isAlive = true;
private Vector2 _preAttackVelocity;
public BossAnglerFish() : base("angler fish") { }
public BossAnglerFish(Map.Map map, int posX, int posY, string saveKey) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 16, posY, 0);
EntitySize = new Rectangle(-26, -23 + 16, 56, 48);
_startPosition = EntityPosition.Position;
_saveKey = saveKey;
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;
}
_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/anger fish");
_animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-28, -24 + 16));
_body = new BodyComponent(EntityPosition, -20, -23 + 16, 50, 48, 8)
{
CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
Bounciness = 0.25f,
Drag = 0.85f,
IgnoresZ = true,
IsGrounded = false,
MoveCollision = OnCollision,
FieldRectangle = Map.GetField(posX, posY)
};
var hittableRectangle = new CBox(EntityPosition, -22, 0, 26, 26, 8);
var damageCollider = new CBox(EntityPosition, -18, -20 + 16, 47, 38, 8);
var stateWaiting = new AiState(UpdateWaiting);
var stateMoving = new AiState();
stateMoving.Trigger.Add(new AiTriggerRandomTime(StartAttacking, 5000, 7500));
var statePreAttack = new AiState();
statePreAttack.Trigger.Add(new AiTriggerCountdown(500, null, ToAttack));
var stateAttack = new AiState();
var stateShaking = new AiState();
stateShaking.Trigger.Add(new AiTriggerCountdown(800, null, ToRetrieving));
var statePostAttack = new AiState(UpdatePostAttack);
var stateBlink = new AiState();
stateBlink.Trigger.Add(new AiTriggerCountdown(1000, DamageTick, ToDeath));
var stateDeath = new AiState(UpdateDeath);
stateDeath.Trigger.Add(new AiTriggerCountdown(2000, DamageTick, RemoveObject));
_aiComponent = new AiComponent();
_aiComponent.Trigger.Add(_damageCountdown = new AiTriggerCountdown(CooldownTime, DamageTick, FinishDamage));
_aiComponent.Trigger.Add(_stoneCountdown = new AiTriggerCountdown(StoneSpawnTime, null, SpawnStone));
_aiComponent.Trigger.Add(_fishCountdown = new AiTriggerRandomTime(SpawnFish, 2000, 5000) { IsRunning = false });
_aiComponent.Trigger.Add(_blobCountdown = new AiTriggerRandomTime(SpawnBlob, 1000, 1500));
_aiComponent.States.Add("waiting", stateWaiting);
_aiComponent.States.Add("moving", stateMoving);
_aiComponent.States.Add("preAttack", statePreAttack);
_aiComponent.States.Add("attack", stateAttack);
_aiComponent.States.Add("shaking", stateShaking);
_aiComponent.States.Add("postAttack", statePostAttack);
_aiComponent.States.Add("blink", stateBlink);
_aiComponent.States.Add("death", stateDeath);
_aiComponent.ChangeState("waiting");
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 6));
AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, OnHit));
AddComponent(AnimationComponent.Index, animationComponent);
AddComponent(BodyComponent.Index, _body);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
}
private void UpdateWaiting()
{
_waitingCounter += Game1.DeltaTime;
// move up/down while waiting
EntityPosition.Set(new Vector2(EntityPosition.X, _startPosition.Y + MathF.Sin(_waitingCounter / 500f) * 7.5f));
if (MapManager.ObjLink.PosY > 160)
StartMoving();
}
private void StartMoving()
{
_aiComponent.ChangeState("moving");
// spawn dialog
Game1.GameManager.StartDialogPath("d4_nightmare");
// start moving and start spawning fish
_body.VelocityTarget.Y = 0.5f;
_fishCountdown.OnInit();
}
private void StartAttacking()
{
_aiComponent.ChangeState("preAttack");
_animator.SpeedMultiplier = 2.75f;
_preAttackVelocity = _body.VelocityTarget;
_body.VelocityTarget.Y = 0;
}
private void ToAttack()
{
_aiComponent.ChangeState("attack");
Game1.GameManager.PlaySoundEffect("D370-13-0D");
_body.VelocityTarget.X = -3;
}
private void ToShaking()
{
_aiComponent.ChangeState("shaking");
Game1.GameManager.PlaySoundEffect("D378-12-0C");
Game1.GameManager.ShakeScreen(750, 2, 0, 5.0f, 0);
_body.VelocityTarget.X = 0;
// start spawning stones
_stoneCount = Game1.RandomNumber.Next(2, 4); // 2-3 stones
_stoneCountdown.OnInit();
_stoneCountdown.CurrentTime = 1; // directly spawn a stone
_stoneCountdown.StartTime = StoneSpawnTime + Game1.RandomNumber.Next(0, 1000);
}
private void ToRetrieving()
{
_aiComponent.ChangeState("postAttack");
_body.VelocityTarget.X = 2;
}
private void UpdatePostAttack()
{
if (EntityPosition.X > _startPosition.X)
{
_aiComponent.ChangeState("moving");
_animator.SpeedMultiplier = 1.0f;
_body.VelocityTarget = _preAttackVelocity;
EntityPosition.Set(new Vector2(_startPosition.X, EntityPosition.Y));
}
}
private void SpawnStone()
{
_stoneCount--;
if (_stoneCount > 0 && _isAlive)
_stoneCountdown.OnInit();
var randomX = Math.Clamp(MapManager.ObjLink.EntityPosition.X,
_body.FieldRectangle.Left + 25 + 8, _body.FieldRectangle.Right - 25 - 8) + (Game1.RandomNumber.Next(0, 50) - 25);
var objStone = new AnglerFishStone(Map, (int)randomX, 16);
Map.Objects.SpawnObject(objStone);
}
private void SpawnFish()
{
if (_isAlive || _currentLives < Lives)
_fishCountdown.OnInit();
var randomDir = (Game1.RandomNumber.Next(0, 2) * 2 - 1);
var randomX = 80 + randomDir * 88;
var randomY = Math.Clamp(MapManager.ObjLink.EntityPosition.Y, 124 + 35, 256 - 35) + (Game1.RandomNumber.Next(0, 70) - 35);
var objFish = new EnemyAnglerFry(Map, randomX, (int)randomY, -randomDir);
Map.Objects.SpawnObject(objFish);
}
private void SpawnBlob()
{
if (_isAlive)
_blobCountdown.OnInit();
var posX = (int)EntityPosition.X - 20;
var posY = (int)EntityPosition.Y - 12 + 16;
var objBlob = new AngerFishBlob(Map, posX, posY);
Map.Objects.SpawnObject(objBlob);
}
private void OnCollision(Values.BodyCollision collision)
{
if ((collision & Values.BodyCollision.Vertical) != 0)
_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
else if (_aiComponent.CurrentStateId == "attack")
ToShaking();
}
private void ToDeath()
{
_aiComponent.ChangeState("death");
SetDamageSprite(false);
}
private void DamageTick(double time)
{
var useDamageSprite = time % 133 < 66;
SetDamageSprite(useDamageSprite);
}
private void SetDamageSprite(bool useDamageSprite)
{
// @HACK: not sure how this should be handled
// cant use a shader because there is no real color mapping that looks good
// in the original it does not look good and the sprites are not well connected
if (useDamageSprite && _sprite.SourceRectangle.X < 40)
_sprite.SourceRectangle.X += 64;
if (!useDamageSprite && _sprite.SourceRectangle.X > 40)
_sprite.SourceRectangle.X -= 64;
}
private void UpdateDeath()
{
_deathCount += Game1.DeltaTime;
if (_deathCount > 100)
_deathCount -= 100;
else
return;
Game1.GameManager.PlaySoundEffect("D378-19-13");
var posX = (int)EntityPosition.X + Game1.RandomNumber.Next(0, 28) - 34;
var posY = (int)EntityPosition.Y - (int)EntityPosition.Z + Game1.RandomNumber.Next(0, 28) - 10;
// spawn explosion effect
Map.Objects.SpawnObject(new ObjAnimator(Map, posX, posY, Values.LayerTop, "Particles/spawn", "run", true));
}
private void RemoveObject()
{
SetDamageSprite(false);
if (!string.IsNullOrEmpty(_saveKey))
Game1.GameManager.SaveManager.SetString(_saveKey, "1");
SpawnHeart();
Game1.GameManager.PlaySoundEffect("D378-26-1A");
// stop boss music
Game1.GameManager.SetMusic(-1, 2);
Map.Objects.DeleteObjects.Add(this);
}
private void SpawnHeart()
{
// spawn big heart
Map.Objects.SpawnObject(new ObjItem(Map,
(int)EntityPosition.X - 20, (int)EntityPosition.Y + 8, "", "d4_nHeart", "heartMeterFull", null));
}
private void FinishDamage()
{
if (_sprite.SourceRectangle.X > 40)
_sprite.SourceRectangle.X -= 64;
}
private void DrawLight(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Resources.SprLight, new Rectangle((int)EntityPosition.X - 22 - 32, (int)EntityPosition.Y - 18 - 16, 64, 64), _lightColor);
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_currentLives <= 0)
return Values.HitCollision.None;
if (damageType == HitType.Bow)
damage = 1;
if (damageType == HitType.Bomb)
damage = 4;
if (_damageCountdown.CurrentTime <= 0)
{
_currentLives -= damage;
// just died?
if (_currentLives <= 0)
{
Game1.GameManager.PlaySoundEffect("D370-16-10");
_aiComponent.ChangeState("blink");
_body.VelocityTarget = Vector2.Zero;
return Values.HitCollision.Repelling;
}
else
{
Game1.GameManager.PlaySoundEffect("D370-07-07");
}
_damageCountdown.OnInit();
return Values.HitCollision.Repelling;
}
return Values.HitCollision.None;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
return true;
}
}
}