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

295 lines
11 KiB
C#

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.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyFlyingTile : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly DrawCSpriteComponent _drawComponent;
private readonly BodyDrawShadowComponent _shadowComponent;
private readonly DamageFieldComponent _damageField;
private readonly AiDamageState _damageState;
private ObjHole _objHole;
private RectangleF _triggerField;
private const float FlySpeed = 1.5f;
private readonly string _strFly = "fly";
// we use the key and the index to indicate when the tile should start moving
private readonly string _strKey;
private readonly int _index;
private float _soundCounter;
// initial time for the activation
private float _activationCounter = 1500;
private bool _stringSet;
private bool _wasActivated;
public EnemyFlyingTile() : base("flying tile") { }
public EnemyFlyingTile(Map.Map map, int posX, int posY, string strKey, int index, int mode) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 8, 0);
EntitySize = new Rectangle(-8, -24, 16, 32);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/flyingTile");
_animator.Play("idle_" + mode);
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(0, 0));
_body = new BodyComponent(EntityPosition, -5, -5, 10, 5, 8)
{
Gravity = -0.15f,
IgnoresZ = true,
CollisionTypes = Values.CollisionTypes.Normal,
MoveCollision = OnCollision
};
// the player needs to be inside the room
// mode == 1 is for the tiles used for the facade boss; in this mode the tiles should always attack
_triggerField = map.GetField(posX, posY, mode == 0 ? 16 : 0);
// mode == 2 is just the gray version for dungeon 7
if (mode == 2)
_strFly = "fly_1";
_strKey = strKey;
_index = index;
var stateIdle = new AiState(UpdateIdle);
var stateAscent = new AiState(UpdateAscent) { Init = InitAscent };
var stateWait = new AiState();
stateWait.Trigger.Add(new AiTriggerCountdown(700, null, () => _aiComponent.ChangeState("flying")));
var stateFlying = new AiState(UpdateFlying) { Init = InitFlying };
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("ascent", stateAscent);
_aiComponent.States.Add("wait", stateWait);
_aiComponent.States.Add("flying", stateFlying);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = OnBurn, FlameOffset = new Point(0, 7), ExplosionOffsetY = 7 };
_aiComponent.ChangeState("idle");
var damageCollider = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4, true);
var hittableBox = new CBox(EntityPosition, -5, -5, 0, 10, 10, 8, true);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamagedPlayer = OnDamagePlayer, IsActive = false });
AddComponent(BodyComponent.Index, _body);
AddComponent(PushableComponent.Index, new PushableComponent(hittableBox, OnPush));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, _drawComponent = new DrawCSpriteComponent(sprite, Values.LayerBottom));
AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(_body, sprite) { IsActive = false, OffsetY = 5 });
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
if (!string.IsNullOrEmpty(_strKey))
{
if (_index != 0)
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
else
Game1.GameManager.SaveManager.SetString(_strKey, "0");
}
}
public override void Init()
{
// get the hole that is under the tile
var holeList = new List<GameObject>();
Map.Objects.GetGameObjectsWithTag(holeList, Values.GameObjectTag.Hole,
(int)EntityPosition.X - 8, (int)EntityPosition.Y - 8, 16, 16);
if (holeList.Count > 0)
{
// there should only be one hole normally
_objHole = (ObjHole)holeList[0];
// disable the hole under the tile
_objHole.SetActive(false);
}
}
private void OnBurn()
{
SetSaveString();
_animator.Pause();
_body.IgnoresZ = false;
}
private void OnDamagePlayer()
{
OnDeath(new Vector3(0, 0, 0.25f));
}
private void OnKeyChange()
{
var stateValue = Game1.GameManager.SaveManager.GetString(_strKey, "-");
if (stateValue == _index.ToString())
_wasActivated = true;
// stop the tile from activating the next tile
if (stateValue == "-1")
_wasActivated = false;
}
private void SetSaveString()
{
if (_stringSet || !_wasActivated)
return;
// set the string to activate the next flying tile
_stringSet = true;
if (!string.IsNullOrEmpty(_strKey))
Game1.GameManager.SaveManager.SetString(_strKey, (_index + 1).ToString());
}
private void UpdateIdle()
{
// check if the player is inside the room
if ((_index == 0 || _wasActivated) && _triggerField.Contains(MapManager.ObjLink.BodyRectangle))
{
_activationCounter -= Game1.DeltaTime;
if (_activationCounter < 0 || _wasActivated)
{
_wasActivated = true;
_aiComponent.ChangeState("ascent");
}
}
}
private void InitAscent()
{
_drawComponent.Layer = Values.LayerPlayer;
_shadowComponent.IsActive = true;
_damageField.IsActive = true;
_animator.Play(_strFly);
// if there is a hole under the tile enable it
_objHole?.SetActive(true);
}
private void UpdateAscent()
{
PlaySound();
EntityPosition.Z += 0.25f * Game1.TimeMultiplier;
if (EntityPosition.Z > 12)
{
EntityPosition.Z = 12;
SetSaveString();
_aiComponent.ChangeState("wait");
}
}
private void InitFlying()
{
// start flying towards the player
var velocity = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - 4);
if (velocity != Vector2.Zero)
velocity.Normalize();
_body.VelocityTarget = velocity * FlySpeed;
}
private void UpdateFlying()
{
PlaySound();
}
private void PlaySound()
{
_soundCounter -= Game1.DeltaTime;
if (_soundCounter < 0)
{
_soundCounter += 225;
// @TODO: faster loop
Game1.GameManager.PlaySoundEffect("D360-63-3F");
}
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if (_aiComponent.CurrentStateId == "idle")
return Values.HitCollision.None;
// burn
if (type == HitType.MagicRod || type == HitType.MagicPowder)
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
OnDeath(new Vector3(direction * 1.0f, 0.1f));
return Values.HitCollision.Enemy;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (_aiComponent.CurrentStateId == "idle")
return false;
if (_aiComponent.CurrentStateId != "flying")
return true;
if (type == PushableComponent.PushType.Impact)
OnDeath(new Vector3(direction * 0.35f, 0.1f));
return true;
}
private void OnCollision(Values.BodyCollision collision)
{
if (_aiComponent.CurrentStateId != "flying")
return;
OnDeath(new Vector3(0, 0, 0.25f));
}
private void OnDeath(Vector3 bodyVelocity)
{
SetSaveString();
Game1.GameManager.PlaySoundEffect("D378-09-09");
// spawn stone particles
var rndMin = 50;
var rndMax = 75;
var diff = 200f;
var vector0 = new Vector3(-1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
var vector1 = new Vector3(-1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
var vector2 = new Vector3(1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
var vector3 = new Vector3(1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
var stone0 = new ObjSmallStone(Map, (int)EntityPosition.X - 2, (int)EntityPosition.Y - 7, (int)EntityPosition.Z, vector0, true);
var stone1 = new ObjSmallStone(Map, (int)EntityPosition.X - 2, (int)EntityPosition.Y - 2, (int)EntityPosition.Z, vector1, true);
var stone2 = new ObjSmallStone(Map, (int)EntityPosition.X + 3, (int)EntityPosition.Y - 7, (int)EntityPosition.Z, vector2, false);
var stone3 = new ObjSmallStone(Map, (int)EntityPosition.X + 3, (int)EntityPosition.Y - 2, (int)EntityPosition.Z, vector3, false);
Map.Objects.SpawnObject(stone0);
Map.Objects.SpawnObject(stone1);
Map.Objects.SpawnObject(stone2);
Map.Objects.SpawnObject(stone3);
// remove the object
Map.Objects.DeleteObjects.Add(this);
}
}
}