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

295 lines
12 KiB
C#

using System;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjBird : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly AiTriggerSwitch _changeDirectionSwitch;
private readonly DamageFieldComponent _damageField;
private readonly Animator _animator;
private readonly CSprite _sprite;
private int _direction;
private float _attackCounter;
private float _attackingCounter;
private float _attackTransparency;
private bool _attackMode;
private int _hitCounter;
public ObjBird() : base("bird") { }
public ObjBird(Map.Map map, int posX, int posY) : base(map)
{
var rectangle = new Rectangle(0, 0, 14, 8);
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -32, 16, 32);
_body = new BodyComponent(EntityPosition, -6, -8, 12, 8, 8)
{
MoveCollision = OnCollision,
Bounciness = 0.25f,
Drag = 0.9f,
Gravity = -0.1f,
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.Player |
Values.CollisionTypes.NPCWall
};
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/bird");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -15));
var stateIdle = new AiState() { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1500));
var stateWalking = new AiState(UpdateWalking) { Init = InitWalk };
stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1500));
stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
var stateFleeIdle = new AiState(UpdateFleeState) { Init = InitIdle };
stateFleeIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("fleeingWalking"), 500, 1500));
var stateFleeWalking = new AiState(UpdateFleeState) { Init = InitWalk };
stateFleeWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("fleeingIdle"), 750, 1500));
var stateFleeing = new AiState(UpdateFleeing);
var stateAttack = new AiState(UpdateAttack);
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.States.Add("fleeingIdle", stateFleeIdle);
_aiComponent.States.Add("fleeingWalking", stateFleeWalking);
_aiComponent.States.Add("fleeing", stateFleeing);
_aiComponent.States.Add("attack", stateAttack);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2);
_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 10) < 5 ? "idle" : "walking");
var box = new CBox(EntityPosition, -6, -12, 0, 12, 12, 8, true);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(box, HitType.Enemy, 2) { IsActive = false });
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 BodyDrawShadowComponent(_body, _sprite));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
}
public void InitAttackMode()
{
_aiComponent.ChangeState("attack");
// spawn around the player
var radiant = Game1.RandomNumber.Next(0, 628) / 100f;
var offset = new Vector2(MathF.Sin(radiant), MathF.Cos(radiant));
var spawnPosition = MapManager.ObjLink.EntityPosition.Position + new Vector2(0, 24) + offset * 80;
EntityPosition.Set(spawnPosition);
EntityPosition.Z = 16;
_damageField.IsActive = true;
var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.Position.X, EntityPosition.Position.Y - 16);
if (direction != Vector2.Zero)
direction.Normalize();
_body.VelocityTarget = direction * 1.5f;
_body.IgnoresZ = true;
_body.CollisionTypes = Values.CollisionTypes.None;
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("walk_" + _direction);
_animator.SpeedMultiplier = 2;
}
private void UpdateAttack()
{
_attackingCounter += Game1.DeltaTime;
var target = _attackingCounter < 2000 ? 1 : 0;
_attackTransparency = AnimationHelper.MoveToTarget(_attackTransparency, target, 0.1f * Game1.TimeMultiplier);
_sprite.Color = Color.White * _attackTransparency;
Game1.GameManager.PlaySoundEffect("D378-45-2D", false);
if (_attackTransparency == 0)
Map.Objects.DeleteObjects.Add(this);
}
private void SpawnBirds()
{
if (!_attackMode)
return;
var playerDir = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDir.Length() > 120)
{
_attackMode = false;
// change back into the normal mode
if (_aiComponent.CurrentStateId != "idle" &&
_aiComponent.CurrentStateId != "walking")
_aiComponent.ChangeState("idle");
}
Game1.GameManager.PlaySoundEffect("D370-19-13", false);
_attackCounter -= Game1.DeltaTime;
if (_attackCounter < 0)
{
_attackCounter += Game1.RandomNumber.Next(300, 550);
var objBird = new ObjBird(Map, (int)EntityPosition.X, (int)EntityPosition.Y);
objBird.InitAttackMode();
Map.Objects.SpawnObject(objBird);
}
}
private void InitIdle()
{
// stop and wait
_body.VelocityTarget = Vector2.Zero;
_animator.Play("idle_" + _direction);
}
private void InitWalk()
{
// change the direction
var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
_body.VelocityTarget = new Vector2(
(float)Math.Sin(rotation),
(float)Math.Cos(rotation)) * Game1.RandomNumber.Next(25, 40) / 100f;
UpdateAnimation();
}
private void UpdateWalking()
{
// jump while walking
if (_body.IsGrounded)
_body.Velocity.Z = 0.65f;
}
private void UpdateFleeState()
{
SpawnBirds();
// start fleeing from the player
var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
if (distance.Length() < 32)
_aiComponent.ChangeState("fleeing");
}
private void UpdateFleeing()
{
SpawnBirds();
// flee from the player
var playerDir = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
// stop fleeing
if (playerDir.Length() > 48)
{
_aiComponent.ChangeState("fleeingIdle");
return;
}
if (playerDir != Vector2.Zero)
playerDir.Normalize();
_body.VelocityTarget = playerDir;
UpdateAnimation();
}
private void UpdateAnimation()
{
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("walk_" + _direction);
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_damageState.IsInDamageState())
return Values.HitCollision.None;
_damageState.SetDamageState();
// start spawning other birds
_hitCounter++;
if (_hitCounter > 35)
_attackMode = true;
Game1.GameManager.PlaySoundEffect("D360-03-03");
Game1.GameManager.PlaySoundEffect("D370-19-13");
_aiComponent.ChangeState("fleeing");
Game1.GameManager.StartDialogPath("bird_hit");
_body.Velocity.X = direction.X * 3.5f;
_body.Velocity.Y = direction.Y * 3.5f;
return Values.HitCollision.Blocking;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Continues)
{
// push the bird away
_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 0.65f;
// try to walk away from the pusher
if (_aiComponent.CurrentStateId != "idle")
return true;
_aiComponent.ChangeState("walking");
var offsetAngle = MathHelper.ToRadians(Game1.RandomNumber.Next(45, 85) * (_direction * 2 - 1));
var newDirection = new Vector2(
direction.X * (float)Math.Cos(offsetAngle) -
direction.Y * (float)Math.Sin(offsetAngle),
direction.X * (float)Math.Sin(offsetAngle) +
direction.Y * (float)Math.Cos(offsetAngle)) * 0.5f;
_body.VelocityTarget = newDirection;
UpdateAnimation();
}
else if (type == PushableComponent.PushType.Impact)
{
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
}
return true;
}
private void OnCollision(Values.BodyCollision moveCollision)
{
if ((moveCollision & Values.BodyCollision.Floor) != 0)
return;
// can only change the direction every so often
if (!_changeDirectionSwitch.State)
return;
_changeDirectionSwitch.Reset();
// rotate after wall collision
if ((moveCollision & Values.BodyCollision.Horizontal) != 0)
_body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f;
else if ((moveCollision & Values.BodyCollision.Vertical) != 0)
_body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f;
UpdateAnimation();
}
}
}