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

220 lines
8.1 KiB
C#

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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyLeever : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly BodyDrawComponent _bodyDrawComponent;
private readonly DamageFieldComponent _damageField;
private readonly AiDamageState _damageState;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly Rectangle _fieldPosition;
private const float MoveSpeed = 0.5f;
public EnemyLeever() : base("leever") { }
public EnemyLeever(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-50, -50 - 8, 100, 100);
_fieldPosition = map.GetField(posX, posY);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/leever");
_animator.Play("move");
_sprite = new CSprite(EntityPosition);
_sprite.IsVisible = false;
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
{
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy |
Values.CollisionTypes.Player,
AvoidTypes =
Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
Bounciness = 0.25f,
Drag = 0.85f,
};
var stateInit = new AiState();
stateInit.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("hidden"), 750, 1500));
var stateHidden = new AiState();
var stateSpawning = new AiState(UpdateSpawning);
var stateMoving = new AiState(UpdateMoving);
stateMoving.Trigger.Add(new AiTriggerRandomTime(ToLeaving, 2000, 3000));
var stateLeaving = new AiState(UpdateLeaving);
var stateWaiting = new AiState();
stateWaiting.Trigger.Add(new AiTriggerRandomTime(Spawn, 1000, 2000));
_aiComponent = new AiComponent();
_aiComponent.States.Add("init", stateInit);
_aiComponent.States.Add("hidden", stateHidden);
_aiComponent.States.Add("spawning", stateSpawning);
_aiComponent.States.Add("moving", stateMoving);
_aiComponent.States.Add("leaving", stateLeaving);
_aiComponent.States.Add("waiting", stateWaiting);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2) { OnBurn = OnBurn };
_aiComponent.ChangeState("init");
var damageBox = new CBox(EntityPosition, -8, -13, 0, 16, 14, 4);
var hittableBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 8);
var spawnRectangle = new Rectangle(posX + 8 + EntitySize.X, posY + 16 + EntitySize.Y, EntitySize.Width, EntitySize.Height);
AddComponent(ObjectCollisionComponent.Index, new ObjectCollisionComponent(spawnRectangle, OnEnterSpawnArea));
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(BaseAnimationComponent.Index, animationComponent);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(DrawComponent.Index, _bodyDrawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer) { IsActive = false });
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
Deactivate();
}
private void OnBurn()
{
_animator.Pause();
}
private void OnEnterSpawnArea(GameObject gameObject)
{
// spawn if the player enters the spawnRectangle
if (_aiComponent.CurrentStateId == "hidden")
Spawn();
}
private void Activate()
{
_damageField.IsActive = true;
_body.IsActive = true;
}
private void Deactivate()
{
_damageState.IsActive = false;
_damageField.IsActive = false;
_body.IsActive = false;
}
private void Spawn()
{
// find new position
var newPosition = new Vector2(
_fieldPosition.X + Game1.RandomNumber.Next(0, 10) * 16,
_fieldPosition.Y + Game1.RandomNumber.Next(0, 8) * 16);
// make sure to not spawn directly at the player
var playerDistance = MapManager.ObjLink.EntityPosition.Position - new Vector2(newPosition.X + 8, newPosition.Y + 16);
if (playerDistance.Length() < 24)
return;
// respawn if the position is free
var collidingRectangle = Box.Empty;
var fieldState = Map.GetFieldState(newPosition);
if ((fieldState & (MapStates.FieldStates.Water | MapStates.FieldStates.DeepWater)) == 0 &&
!Map.Objects.Collision(new Box(newPosition.X, newPosition.Y, 0, 16, 16, 16), Box.Empty,
Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall | Values.CollisionTypes.Enemy | Values.CollisionTypes.Player, 0, 0, ref collidingRectangle))
{
EntityPosition.Set(newPosition + new Vector2(8, 16));
ToSpawning();
}
}
private void ToSpawning()
{
_aiComponent.ChangeState("spawning");
_bodyDrawComponent.IsActive = true;
_sprite.IsVisible = true;
_animator.Play("spawn");
}
private void UpdateSpawning()
{
if (_animator.CurrentFrameIndex > 0)
_damageState.IsActive = true;
if (!_animator.IsPlaying)
ToMoving();
}
private void ToMoving()
{
_aiComponent.ChangeState("moving");
Activate();
_animator.Play("move");
}
private void UpdateMoving()
{
// move in the direction of the player
var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
direction.Normalize();
_body.VelocityTarget = direction * MoveSpeed;
}
private void ToLeaving()
{
_aiComponent.ChangeState("leaving");
Deactivate();
_body.VelocityTarget = Vector2.Zero;
_animator.Play("leave");
}
private void UpdateLeaving()
{
if (_animator.CurrentFrameIndex > 1)
_damageState.IsActive = false;
if (!_animator.IsPlaying)
ToWaiting();
}
private void ToWaiting()
{
_aiComponent.ChangeState("waiting");
_bodyDrawComponent.IsActive = false;
_sprite.IsVisible = false;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (!_body.IsActive)
return false;
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
return true;
}
}
}