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

207 lines
8 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 EnemyCamoGoblin : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly DrawShadowCSpriteComponent _shadowComponent;
private readonly BodyDrawComponent _bodyDrawComponent;
private readonly DamageFieldComponent _damageField;
private readonly AiDamageState _damageState;
private readonly Animator _animator;
private readonly AnimationComponent _animationComponent;
private readonly float _movementSpeed;
private readonly string _strColor;
public EnemyCamoGoblin() : base("camo goblin") { }
// color: 0 = red, 1 = green, 2 = blue
public EnemyCamoGoblin(Map.Map map, int posX, int posY, int color) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -24, 16, 24);
if (color == 0)
{
_strColor = "red";
_movementSpeed = 1;
}
else if (color == 1)
{
_strColor = "green";
_movementSpeed = 0.75f;
}
else
{
_strColor = "blue";
_movementSpeed = 1; // TODO: look at real speed
}
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/camo goblin");
var sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -7, -14, 14, 14, 8)
{
HoleOnPull = OnHolePull,
CollisionTypes = Values.CollisionTypes.Normal,
AvoidTypes = Values.CollisionTypes.Hole,
FieldRectangle = map.GetField(posX, posY, 16),
Bounciness = 0.25f,
Drag = 0.85f,
};
var stateIdle = new AiState(UpdateIdle) { Init = InitIdle };
var stateMove = new AiState { Init = InitMove };
stateMove.Trigger.Add(new AiTriggerRandomTime(EndMove, 500, 800));
var stateSpawn = new AiState(UpdateSpawn) { Init = InitSpawn };
var stateWobble = new AiState(UpdateWobble) { Init = InitWobble };
var stateDespawn = new AiState(UpdateDespawn) { Init = InitDespawn };
var stateHolePull = new AiState();
stateHolePull.Trigger.Add(new AiTriggerCountdown(1000, null, () => _aiComponent.ChangeState("idle")));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("move", stateMove);
_aiComponent.States.Add("spawn", stateSpawn);
_aiComponent.States.Add("wobble", stateWobble);
_aiComponent.States.Add("despawn", stateDespawn);
_aiComponent.States.Add("holePull", stateHolePull);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause() };
new AiFallState(_aiComponent, _body, null, null, 0);
var damageBox = new CBox(EntityPosition, -6, -20, 0, 12, 20, 4);
var hittableBox = new CBox(EntityPosition, -6, -20, 0, 12, 20, 8);
var pushableBox = new CBox(EntityPosition, -6, -20, 0, 12, 20, 8);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2) { IsActive = false });
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(DrawComponent.Index, _bodyDrawComponent = new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, _shadowComponent = new DrawShadowCSpriteComponent(sprite));
_aiComponent.ChangeState("idle");
}
private void InitIdle()
{
_shadowComponent.IsActive = false;
_bodyDrawComponent.Layer = Values.LayerBottom;
_animator.Play("eyes_" + _strColor);
}
private void UpdateIdle()
{
var distance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (distance.Length() < 36 && _body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
_aiComponent.ChangeState("move");
}
private void InitMove()
{
// move towards the player
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDirection != Vector2.Zero)
{
playerDirection.Normalize();
_body.VelocityTarget = playerDirection * _movementSpeed;
}
}
private void EndMove()
{
_aiComponent.ChangeState("spawn");
}
private void InitSpawn()
{
_shadowComponent.IsActive = true;
_bodyDrawComponent.Layer = Values.LayerPlayer;
_animator.Play("spawn_" + _strColor);
_animationComponent.MirroredH = EntityPosition.X > MapManager.ObjLink.EntityPosition.X;
_body.VelocityTarget = Vector2.Zero;
}
private void UpdateSpawn()
{
if (!_animator.IsPlaying)
{
_aiComponent.ChangeState("wobble");
}
}
private void InitWobble()
{
_damageField.IsActive = true;
_animator.Play("wobble_" + _strColor);
}
private void UpdateWobble()
{
// finished wobbling?
if (!_animator.IsPlaying)
{
_damageField.IsActive = false;
_aiComponent.ChangeState("despawn");
}
}
private void InitDespawn()
{
_animator.Play("despawn_" + _strColor);
}
private void UpdateDespawn()
{
if (!_animator.IsPlaying)
{
_aiComponent.ChangeState("idle");
}
}
private void OnHolePull(Vector2 direction, float percentage)
{
_aiComponent.ChangeState("holePull");
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
// can only be hit in the wobble state
if (_aiComponent.CurrentStateId != "spawn" &&
_aiComponent.CurrentStateId != "wobble")
return Values.HitCollision.None;
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
// can only be pushed in the wobble state
if (_aiComponent.CurrentStateId != "spawn" &&
_aiComponent.CurrentStateId != "wobble")
return false;
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
return true;
}
}
}