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

209 lines
7.9 KiB
C#

using Microsoft.Xna.Framework;
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.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyBombiteGreen : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly AiTriggerSwitch _damageCooldown;
private readonly AiStunnedState _aiStunnedState;
private readonly CSprite _sprite;
private const float WalkSpeed = 0.5f;
private int _direction;
private bool _startedAnimation;
private bool _follow;
public EnemyBombiteGreen() : base("bombiteGreen") { }
public EnemyBombiteGreen(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/bombiteGreen");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-7, -16));
_body = new BodyComponent(EntityPosition, -6, -12, 12, 11, 8)
{
AbsorbPercentage = 0.9f,
CollisionTypes = Values.CollisionTypes.Normal,
AvoidTypes =
Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
Bounciness = 0.25f,
Drag = 0.85f,
};
var stateIdle = new AiState(UpdateIdle) { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 250, 500));
var stateFollow = new AiState(UpdateFollow);
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("follow", stateFollow);
new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1, false);
_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900) { SilentStateChange = false };
_aiComponent.Trigger.Add(_damageCooldown = new AiTriggerSwitch(250));
_aiComponent.ChangeState("idle");
ChangeDirection();
var damageCollider = new CBox(EntityPosition, -6, -13, 0, 12, 12, 4);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite) { Height = 1.0f, Rotation = 0.1f });
}
private void InitIdle()
{
_animator.Play("idle");
}
private void UpdateIdle()
{
if (_follow && !_damageState.IsInDamageState())
_aiComponent.ChangeState("follow");
}
private void UpdateFollow()
{
// start animation when slowed down enough
if (!_startedAnimation && _body.Velocity.Length() < 0.1f)
{
_startedAnimation = true;
_animator.Play("timer");
}
if (_startedAnimation)
{
if (!_animator.IsPlaying)
Explode();
else if (_animator.CurrentFrameIndex > 2)
{
// blink
_sprite.SpriteShader = Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime ? Resources.DamageSpriteShader0 : null;
}
// move towards the player
var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
var distance = direction.Length();
if (direction != Vector2.Zero)
direction.Normalize();
if (distance > 20)
_body.VelocityTarget = direction;
else
_body.VelocityTarget = Vector2.Zero;
}
}
private void ChangeDirection()
{
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed;
}
private void Explode()
{
// spawn explosion effect
var objExplosion = new ObjBomb(Map, EntityPosition.X, EntityPosition.Y, false, false);
objExplosion.Explode();
Map.Objects.SpawnObject(objExplosion);
Map.Objects.DeleteObjects.Add(this);
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_damageState.IsInDamageState())
return Values.HitCollision.None;
if (damageType == HitType.Bomb && !(gameObject is EnemyBombite))
{
// spawn a bomb
_damageState.SpawnItem = "bomb_1";
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
// stun state
if (damageType == HitType.Hookshot || damageType == HitType.Boomerang)
{
_body.VelocityTarget = Vector2.Zero;
_body.Velocity.X += direction.X * 4.0f;
_body.Velocity.Y += direction.Y * 4.0f;
_aiStunnedState.StartStun();
_animator.Pause();
return Values.HitCollision.Enemy;
}
if (damageType != HitType.MagicPowder)
{
if (pieceOfPower)
Game1.GameManager.PlaySoundEffect("D370-17-11");
Game1.GameManager.PlaySoundEffect("D360-03-03");
if (pieceOfPower)
_damageState.HitKnockBack(gameObject, direction, damageType, pieceOfPower, false);
else
{
_body.Velocity.X += direction.X * 5.0f;
_body.Velocity.Y += direction.Y * 5.0f;
_damageState.SetDamageState(false);
}
}
else
{
_body.Velocity.X += direction.X * 1.0f;
_body.Velocity.Y += direction.Y * 1.0f;
_damageState.SetDamageState(false);
}
if (!_aiStunnedState.IsStunned())
_follow = true;
return Values.HitCollision.Enemy;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
return true;
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 3f;
_animator.Play("idle");
}
}
}