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

188 lines
7.9 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
{
internal class EnemyWizzrobe : GameObject
{
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly BodyComponent _body;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly PushableComponent _pushComponent;
private readonly AiTriggerTimer _hiddenTimer;
private readonly DamageFieldComponent _damageField;
private readonly AiStunnedState _aiStunnedState;
private readonly Rectangle _fieldRectangle;
private const int BlinkTime = 600;
private int _direction;
public EnemyWizzrobe() : base("wizzrobe") { }
public EnemyWizzrobe(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
Tags = Values.GameObjectTag.Enemy;
_fieldRectangle = map.GetField(posX, posY);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/wizzrobe");
_animator.Play("head");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, 0));
_body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8);
var stateHidden = new AiState(UpdateHidden) { Init = InitHidden };
// will be hidden for at lease x time
stateHidden.Trigger.Add(_hiddenTimer = new AiTriggerTimer(1000));
var stateSpawn = new AiState { Init = InitSpawn };
stateSpawn.Trigger.Add(new AiTriggerCountdown(BlinkTime, BlinkTick, () => _aiComponent.ChangeState("head")));
var stateHead = new AiState { Init = InitHead };
stateHead.Trigger.Add(new AiTriggerCountdown(400, null, () => _aiComponent.ChangeState("stand")));
var stateStand = new AiState { Init = InitStand };
stateStand.Trigger.Add(new AiTriggerCountdown(300, null, Shoot));
stateStand.Trigger.Add(new AiTriggerCountdown(1000, null, () => _aiComponent.ChangeState("despawnHead")));
var stateDespawnHead = new AiState { Init = InitHead };
stateDespawnHead.Trigger.Add(new AiTriggerCountdown(400, null, () => _aiComponent.ChangeState("despawn")));
var stateDespawn = new AiState();
stateDespawn.Trigger.Add(new AiTriggerCountdown(BlinkTime, BlinkTick, () => _aiComponent.ChangeState("hidden")));
_aiComponent = new AiComponent();
_aiComponent.States.Add("hidden", stateHidden);
_aiComponent.States.Add("spawn", stateSpawn);
_aiComponent.States.Add("head", stateHead);
_aiComponent.States.Add("stand", stateStand);
_aiComponent.States.Add("despawn", stateDespawn);
_aiComponent.States.Add("despawnHead", stateDespawnHead);
_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 4, false, false);
new AiFallState(_aiComponent, _body, null, null, 100);
_aiComponent.ChangeState("hidden");
var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
var damageBox = new CBox(EntityPosition, -7, -14, 14, 14, 4);
var pushableBox = new CBox(EntityPosition, -6, -14, 12, 14, 8);
AddComponent(BodyComponent.Index, _body);
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 4) { IsActive = false });
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, _pushComponent = new PushableComponent(pushableBox, OnPush) { IsActive = false });
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
}
private void InitSpawn()
{
_animator.Play("head");
}
private void BlinkTick(double timer)
{
var sinState = (float)((BlinkTime - timer) / BlinkTime);
var state = MathF.Sin(sinState * 9f * MathF.PI * 2);
// blink
_sprite.IsVisible = state >= 0;
}
private void InitHead()
{
_animator.Play("head");
_sprite.IsVisible = true;
_damageField.IsActive = false;
_pushComponent.IsActive = false;
}
private void InitHidden()
{
_sprite.IsVisible = false;
}
private void UpdateHidden()
{
// start spawning
if (_hiddenTimer.State && _fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position))
_aiComponent.ChangeState("spawn");
}
private void InitStand()
{
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
_direction = AnimationHelper.GetDirection(playerDirection);
_damageField.IsActive = true;
_pushComponent.IsActive = true;
// look towards the player
_animator.Play("stand_" + _direction);
}
private void Shoot()
{
var projectile = new EnemyWizzrobeProjectile(Map, new Vector2(EntityPosition.X, EntityPosition.Y - 7), _direction, 2.0f);
Map.Objects.SpawnObject(projectile);
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
// can not hit the enemy while he is spawning or hidden
if (_damageState.CurrentLives <= 0 || _damageState.IsInDamageState() ||
(_aiComponent.CurrentStateId != "stand" && !_aiStunnedState.IsStunned()))
return Values.HitCollision.None;
if (type == HitType.Hookshot || type == HitType.Boomerang)
{
_aiStunnedState.StartStun();
_damageField.IsActive = false;
}
if (type == HitType.MagicPowder)
{
_aiStunnedState.StartStun();
_damageState.SetDamageState(false);
_damageField.IsActive = false;
_body.Velocity.X = direction.X * 2.5f;
_body.Velocity.Y = direction.Y * 2.5f;
return Values.HitCollision.None;
}
// @TODO: not sure if thrown object damage is right
if (type == HitType.Bomb || type == HitType.ThrownObject)
damage = 4;
else if (type == HitType.Bow || type == HitType.MagicRod)
damage = 1;
else
damage = 0;
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
if (pushType == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction * 1.75f, _body.Velocity.Z);
return true;
}
}
}