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

276 lines
9.8 KiB
C#

using System;
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
{
class EnemyGreenZol : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly CSprite _sprite;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly DamageFieldComponent _damageField;
private readonly AnimationComponent _animationComponent;
private readonly bool _fallMode;
private int _jumpsLeft;
private bool _pushable = false;
public EnemyGreenZol() : base("green zol") { }
public EnemyGreenZol(Map.Map map, int posX, int posY, int posZ, bool fallMode) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 13, posZ);
EntitySize = new Rectangle(-8, -24, 16, 24);
_fallMode = fallMode;
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/green zol");
_animator.Play("walk_1");
_sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-6, -16));
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
AbsorbPercentage = 1,
AvoidTypes = Values.CollisionTypes.NPCWall |
Values.CollisionTypes.DeepWater,
Gravity = -0.15f,
Bounciness = 0f,
Drag = 0.85f
};
var stateInit = new AiState();
// small delay before possibility of spawning; needed for situation where the enemy is directly at the door
stateInit.Trigger.Add(new AiTriggerCountdown(450, null, () => _aiComponent.ChangeState("notSpawned")));
var stateHidden = new AiState();
stateHidden.Trigger.Add(new AiTriggerCountdown(2000, null, () => _aiComponent.ChangeState("notSpawned")));
var stateNotSpawned = new AiState(UpdateNotSpawned);
var stateSpawning = new AiState(UpdateSpawning);
var stateFalling = new AiState(UpdateFalling);
var stateJumping = new AiState(UpdateJumping);
var stateWaiting = new AiState(UpdateWaiting);
stateWaiting.Trigger.Add(new AiTriggerRandomTime(WaitingTrigger, 750, 1250));
var stateShaking = new AiState();
stateShaking.Trigger.Add(new AiTriggerCountdown(500, ShakingTick, ShakingEnd));
var stateDespawning = new AiState(UpdateDespawning);
var stateSpawnDelay = new AiState();
stateSpawnDelay.Trigger.Add(new AiTriggerCountdown(450, null, EndSpawnDelay));
_aiComponent = new AiComponent();
_aiComponent.States.Add("init", stateInit);
_aiComponent.States.Add("notSpawned", stateNotSpawned);
_aiComponent.States.Add("hidden", stateHidden);
_aiComponent.States.Add("spawning", stateSpawning);
_aiComponent.States.Add("fall", stateFalling);
_aiComponent.States.Add("jumping", stateJumping);
_aiComponent.States.Add("waiting", stateWaiting);
_aiComponent.States.Add("shaking", stateShaking);
_aiComponent.States.Add("despawning", stateDespawning);
_aiComponent.States.Add("spawnDelay", stateSpawnDelay);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1);
new AiFallState(_aiComponent, _body, null, null, 250);
new AiDeepWaterState(_body);
_aiComponent.ChangeState("init");
var damageBox = new CBox(EntityPosition, -6, -11, 0, 12, 11, 4);
var hittableBox = new CBox(EntityPosition, -6, -11, 0, 12, 11, 8, true);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, _damageState.OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite));
if (_fallMode)
InitFalling();
else
{
_body.IsActive = false;
_damageState.IsActive = false;
_damageField.IsActive = false;
_sprite.IsVisible = false;
}
}
/// <summary>
/// Function used by the chest to stay in the air for a little bit before falling down
/// </summary>
public void SpawnDelay()
{
_body.IgnoresZ = true;
_animator.Play("idle");
_sprite.IsVisible = true;
_aiComponent.ChangeState("spawnDelay");
}
private void EndSpawnDelay()
{
_damageState.IsActive = true;
_damageField.IsActive = true;
_body.IsActive = true;
_body.IgnoresZ = false;
_body.IsGrounded = false;
_jumpsLeft = Game1.RandomNumber.Next(3, 5);
ToJump();
}
private void InitFalling()
{
_body.IsGrounded = false;
_animator.Play("jump");
_aiComponent.ChangeState("jumping");
_sprite.Color = Color.Transparent;
}
private void UpdateNotSpawned()
{
var distVec = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
// spawn?
if (distVec.Length() < 32)
ToSpawning();
}
private void ToSpawning()
{
_jumpsLeft = Game1.RandomNumber.Next(3, 5);
_animator.Play("spawn");
_sprite.IsVisible = true;
_aiComponent.ChangeState("spawning");
}
private void UpdateSpawning()
{
// fall down
if (!_animator.IsPlaying)
ToFalling();
}
private void ToFalling()
{
Game1.GameManager.PlaySoundEffect("D360-36-24");
_pushable = true;
_body.IsActive = true;
_damageState.IsActive = true;
_damageField.IsActive = true;
// fall down
EntityPosition.Z = 5;
_animator.Play("idle");
_aiComponent.ChangeState("fall");
}
private void UpdateFalling()
{
if (_body.IsGrounded)
_aiComponent.ChangeState("shaking");
}
private void UpdateWaiting()
{
_animator.Play("idle");
}
private void WaitingTrigger()
{
if (_jumpsLeft <= 0 && !_fallMode)
ToDespawn();
else
ToJump();
}
private void ToJump()
{
_jumpsLeft--;
_aiComponent.ChangeState("jumping");
_animator.Play("jump");
Game1.GameManager.PlaySoundEffect("D360-36-24");
var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (vecDirection != Vector2.Zero)
vecDirection.Normalize();
vecDirection *= 0.75f;
_body.VelocityTarget = new Vector2(vecDirection.X, vecDirection.Y);
_body.Velocity.Z = 1.5f;
}
private void UpdateJumping()
{
_sprite.Color = Color.White * MathF.Min((100 - EntityPosition.Z) / 10f, 1);
if (_body.IsGrounded)
{
_body.VelocityTarget = Vector2.Zero;
_aiComponent.ChangeState("waiting");
}
}
private void ShakingTick(double time)
{
var shakeState = (float)Math.Sin(time / 25f);
_animationComponent.SpriteOffset.X = -6 + shakeState;
_animationComponent.UpdateSprite();
}
private void ShakingEnd()
{
_animationComponent.SpriteOffset.X = -6;
_animationComponent.UpdateSprite();
_aiComponent.ChangeState("waiting");
}
private void ToDespawn()
{
_aiComponent.ChangeState("despawning");
_animator.Play("despawn");
_pushable = false;
_body.IsActive = false;
_damageState.IsActive = false;
_damageField.IsActive = false;
}
private void UpdateDespawning()
{
// hide
if (_animator.IsPlaying)
return;
_sprite.IsVisible = false;
_aiComponent.ChangeState("hidden");
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (!_pushable || type != PushableComponent.PushType.Impact)
return false;
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
return true;
}
}
}