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

186 lines
7.1 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 EnemyLikeLike : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly CBox _collisionBox;
private readonly AiTriggerTimer _collisionTimer;
private float _moveSpeed = 0.5f;
private int _direction;
private bool _hasPlayerTrapped;
private bool _stoleShield;
public EnemyLikeLike() : base("like like") { }
public EnemyLikeLike(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntityPosition.AddPositionListener(typeof(EnemyLikeLike), UpdatePosition);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/likelike");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy,
AvoidTypes = Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
Bounciness = 0.25f,
Drag = 0.85f,
AbsorbPercentage = 0.8f
};
var stateMove = new AiState(UpdateMoving);
stateMove.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 350, 650));
stateMove.Trigger.Add(_collisionTimer = new AiTriggerTimer(1750));
var stateTrap = new AiState(UpdateTrap);
_aiComponent = new AiComponent();
_aiComponent.States.Add("moving", stateMove);
_aiComponent.States.Add("trap", stateTrap);
new AiFallState(_aiComponent, _body, OnHoleAbsorb);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2);
_damageState.OnDeath = OnDeath;
ToMoving();
// start randomly idle or walking facing a random direction
_direction = Game1.RandomNumber.Next(0, 4);
var boxHittable = new CBox(EntityPosition, -7, -14, 14, 14, 8);
_collisionBox = new CBox(EntityPosition, -5, -10, 10, 8, 2);
AddComponent(HittableComponent.Index, new HittableComponent(boxHittable, 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 DrawShadowCSpriteComponent(sprite));
}
private void UpdatePosition(CPosition newPosition)
{
if (_hasPlayerTrapped)
MapManager.ObjLink.SetPosition(newPosition.Position);
}
private void ToMoving()
{
ChangeDirection();
_animator.SpeedMultiplier = 1.0f;
_aiComponent.ChangeState("moving");
_hasPlayerTrapped = false;
}
private void UpdateMoving()
{
// collided with the player?
if (_collisionTimer.State && !MapManager.ObjLink.IsTrapped() &&
_collisionBox.Box.Intersects(MapManager.ObjLink._body.BodyBox.Box))
ToTrap();
}
private void ToTrap()
{
MapManager.ObjLink.TrapPlayer();
MapManager.ObjLink.SetPosition(EntityPosition.Position);
if (!_stoleShield)
{
_stoleShield = MapManager.ObjLink.StealShield();
if (_stoleShield)
_damageState.SpawnItem = "shieldBack";
}
_animator.SpeedMultiplier = 2.0f;
_aiComponent.ChangeState("trap");
_body.VelocityTarget = Vector2.Zero;
_hasPlayerTrapped = true;
}
private void UpdateTrap()
{
if (!MapManager.ObjLink.IsTrapped())
ToMoving();
}
private void ChangeDirection()
{
// random new direction
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_hasPlayerTrapped && (damageType & HitType.Sword) != 0)
return Values.HitCollision.None;
if (_hasPlayerTrapped && (damageType == HitType.Boomerang || damageType == HitType.Bow ||
damageType == HitType.Hookshot || damageType == HitType.MagicRod))
{
_hasPlayerTrapped = false;
MapManager.ObjLink.FreeTrappedPlayer();
direction = MapManager.ObjLink.ForwardVector;
}
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
private void OnDeath(bool pieceOfPower)
{
_damageState.BaseOnDeath(pieceOfPower);
// free the player
if (_hasPlayerTrapped)
MapManager.ObjLink.FreeTrappedPlayer();
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction * 1.5f, _body.Velocity.Z);
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId != "moving")
return;
if ((direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
{
_direction = (_direction + 2) % 4;
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed;
}
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 3f;
}
}
}