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

154 lines
6 KiB
C#

using System;
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 EnemyRaven : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly AiTriggerTimer _followTimer;
private readonly Box _activationBox;
private double _dirRadius;
private int _dirIndex;
public EnemyRaven() : base("raven") { }
public EnemyRaven(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 12, 0);
EntitySize = new Rectangle(-8, -32, 16, 32);
_activationBox = new Box(posX + 8 - 20, posY - 32, 0, 40, 90, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/raven");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -16));
_body = new BodyComponent(EntityPosition, -6, -14, 12, 14, 8)
{
CollisionTypes = Values.CollisionTypes.None,
IgnoreHoles = true,
IgnoresZ = true
};
var stateWaiting = new AiState(UpdateWaiting);
var stateStart = new AiState(UpdateStart);
var stateFlying = new AiState(UpdateFlying);
stateFlying.Trigger.Add(_followTimer = new AiTriggerTimer(1000));
_aiComponent = new AiComponent();
_aiComponent.States.Add("waiting", stateWaiting);
_aiComponent.States.Add("start", stateStart);
_aiComponent.States.Add("flying", stateFlying);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2, true, false);
_aiComponent.ChangeState("waiting");
// the player can jump over the enemy...
var damageCollider = new CBox(EntityPosition, -6, -14, 0, 12, 14, 8, true);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(damageCollider, OnHit));
AddComponent(PushableComponent.Index, new PushableComponent(damageCollider, OnPush));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerTop));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (damageType == HitType.MagicPowder)
return Values.HitCollision.None;
if (damageType == HitType.Bow || damageType == HitType.MagicRod)
damage /= 2;
// start attacking?
if (_aiComponent.CurrentStateId == "waiting" && (damageType == HitType.Bomb || damageType == HitType.ThrownObject))
{
_aiComponent.ChangeState("start");
return Values.HitCollision.None;
}
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
private void UpdateWaiting()
{
_dirIndex = MapManager.ObjLink.PosX < EntityPosition.X ? 0 : 1;
_animator.Play("idle_" + _dirIndex);
// activate the crow
if (MapManager.ObjLink._body.BodyBox.Box.Intersects(_activationBox))
{
_aiComponent.ChangeState("start");
}
}
private void UpdateStart()
{
_animator.Play("fly_" + _dirIndex);
EntityPosition.Set(new Vector3(
EntityPosition.X,
EntityPosition.Y,
EntityPosition.Z + 0.5f * Game1.TimeMultiplier));
if (EntityPosition.Z >= 15)
{
EntityPosition.Z = 15;
_aiComponent.ChangeState("flying");
_dirRadius = Math.Atan2(MapManager.ObjLink.PosY - EntityPosition.Y, MapManager.ObjLink.PosX - EntityPosition.X);
}
}
private void UpdateFlying()
{
var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - EntityPosition.Z);
var directionRadius = Math.Atan2(direction.Y, direction.X);
if (direction.Length() < 80)
{
var followSpeed = 0.02f;
if (directionRadius < _dirRadius - followSpeed || _followTimer.State)
_dirRadius -= followSpeed * Game1.TimeMultiplier;
else if (directionRadius > _dirRadius + followSpeed)
_dirRadius += followSpeed * Game1.TimeMultiplier;
}
var velocity = new Vector2((float)Math.Cos(_dirRadius), (float)Math.Sin(_dirRadius));
_body.VelocityTarget = velocity * 1.25f;
_dirIndex = velocity.X < 0 ? 0 : 1;
_animator.Play("fly_" + _dirIndex);
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction * 1.75f, _body.Velocity.Z);
return true;
}
}
}