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

151 lines
6 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 EnemyZombie : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly DamageFieldComponent _damageField;
public EnemyZombie() : base("zombie") { }
public EnemyZombie(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/zombie");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
MoveCollision = OnCollision,
HoleAbsorb = OnHoleAbsorb,
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
Drag = 0.8f
};
// ai states
var stateSpawn = new AiState(UpdateSpawn) { Init = InitSpawn };
var walkingState = new AiState() { Init = InitWalking };
walkingState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("despawn"), 1000, 4000));
var stateDespawn = new AiState(UpdateDespawning) { Init = InitDespawning };
_aiComponent = new AiComponent();
_aiComponent.States.Add("spawn", stateSpawn);
_aiComponent.States.Add("walking", walkingState);
_aiComponent.States.Add("despawn", stateDespawn);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause(), IsActive = false };
new AiFallState(_aiComponent, _body, OnHoleAbsorb);
_aiComponent.ChangeState("spawn");
var hittableBox = new CBox(EntityPosition, -6, -15, 0, 12, 15, 8);
var damageBox = new CBox(EntityPosition, -6, -14, 0, 12, 14, 4);
var pushableBox = new CBox(EntityPosition, -6, -13, 0, 12, 13, 8);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void InitSpawn()
{
_animator.Play("spawn");
}
private void UpdateSpawn()
{
if (!_animator.IsPlaying)
_aiComponent.ChangeState("walking");
}
private void InitWalking()
{
if (_animator.CurrentFrameIndex > 0)
_damageState.IsActive = true;
_damageField.IsActive = true;
_animator.Play("walk");
// start walking towards the player
var walkDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (walkDirection != Vector2.Zero)
walkDirection.Normalize();
_body.VelocityTarget = walkDirection * Game1.RandomNumber.Next(50, 80) / 100f;
}
private void InitDespawning()
{
// start despawn animation and stop moving
_animator.Play("despawn");
_body.Velocity = Vector3.Zero;
_body.VelocityTarget = Vector2.Zero;
_damageField.IsActive = false;
}
private void UpdateDespawning()
{
if (_animator.CurrentFrameIndex > 0)
_damageState.IsActive = false;
if (!_animator.IsPlaying)
Map.Objects.DeleteObjects.Add(this);
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (_aiComponent.CurrentStateId == "despawn")
return false;
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
return true;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId == "walking")
{
if ((direction & Values.BodyCollision.Horizontal) != 0 &&
Math.Abs(_body.VelocityTarget.X) > Math.Abs(_body.VelocityTarget.Y) * 3 ||
(direction & Values.BodyCollision.Vertical) != 0 &&
Math.Abs(_body.VelocityTarget.Y) > Math.Abs(_body.VelocityTarget.X) * 3)
_aiComponent.ChangeState("despawn");
}
}
public void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 2f;
}
}
}