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

169 lines
6.8 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.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
class ObjBowWowSmall : GameObject
{
private readonly Animator _animator;
private readonly AiComponent _aiComponent;
private readonly BodyComponent _body;
private readonly AiTriggerSwitch _changeDirectionSwitch;
private string _traded;
private string _name;
private int _direction;
public ObjBowWowSmall() : base("smallBowWow") { }
public ObjBowWowSmall(Map.Map map, int posX, int posY, string name) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_name = name;
_body = new BodyComponent(EntityPosition, -5, -8, 10, 8, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
Gravity = -0.15f
};
OnKeyChange();
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/bowWowSmall");
_animator.Play("walk_" + _traded + "0");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
var stateIdle = new AiState();
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1500));
var stateWalking = new AiState(UpdateWalking) { Init = InitWalk };
stateWalking.Trigger.Add(new AiTriggerRandomTime(ToIdle, 750, 1500));
stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 10) < 5 ? "idle" : "walking");
if (!string.IsNullOrEmpty(_name))
{
var interactionBox = new CBox(EntityPosition, -8, -16, 16, 16, 8);
AddComponent(InteractComponent.Index, new InteractComponent(interactionBox, Interact));
}
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(_body.BodyBox, Values.CollisionTypes.Normal));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
}
private void OnKeyChange()
{
// show the ribbon on the head?
_traded = (_name == "bowWow3" && Game1.GameManager.SaveManager.GetString("trade1") == "1") ? "r_" : "";
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
_body.Velocity.X += direction.X;
_body.Velocity.Y += direction.Y;
return Values.HitCollision.Blocking;
}
private void ToIdle()
{
_aiComponent.ChangeState("idle");
// stop and wait
_body.VelocityTarget.X = 0;
_body.VelocityTarget.Y = 0;
}
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) / 50f;
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("walk_" + _traded + _direction);
}
private void UpdateWalking()
{
// jump up and down while walking
if (_body.IsGrounded)
_body.Velocity.Z = 0.85f;
}
private void OnCollision(Values.BodyCollision moveCollision)
{
// rotate after wall collision
// top collision
if (moveCollision.HasFlag(Values.BodyCollision.Horizontal))
{
if (!_changeDirectionSwitch.State)
return;
_changeDirectionSwitch.Reset();
_body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f;
_direction = (_direction + 1) % 2;
_animator.Play("walk_" + _traded + _direction);
}
// vertical collision
else if (moveCollision.HasFlag(Values.BodyCollision.Vertical))
{
_body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f;
}
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
// push bowwow away
_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 0.65f;
if (_aiComponent.CurrentStateId == "walking")
return false;
_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;
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("walk_" + _traded + _direction);
return true;
}
private bool Interact()
{
Game1.GameManager.PlaySoundEffect("D370-24-18");
Game1.GameManager.StartDialogPath(_name);
return true;
}
}
}