mirror of
https://github.com/Phantop/LADXHD.git
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282 lines
11 KiB
C#
282 lines
11 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.GameObjects.Base.Systems;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.NPCs
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{
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internal class ObjDog : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _damageState;
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private readonly AiTriggerSwitch _changeDirectionSwitch;
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private readonly Animator _animator;
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private readonly DamageFieldComponent _damageField;
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private Vector2 _marinPosition;
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private int _direction;
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public ObjDog() : base("dog") { }
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public ObjDog(Map.Map map, int posX, int posY) : base(map)
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{
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_body = new BodyComponent(EntityPosition, -6, -8, 12, 8, 8)
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{
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MoveCollision = OnCollision,
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Gravity = -0.15f,
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Drag = 0.75f,
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DragAir = 0.95f,
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AvoidTypes = Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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};
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_animator = AnimatorSaveLoad.LoadAnimator("NPCs/dog");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
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var stateIdle = new AiState() { Init = InitIdle };
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stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1500));
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var stateWalking = new AiState(UpdateWalking) { Init = InitWalking };
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stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1500));
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stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
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var stateListening = new AiState(UpdateListening);
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var statePreAttack = new AiState();
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statePreAttack.Trigger.Add(new AiTriggerCountdown(500, null, () => _aiComponent.ChangeState("attack")));
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var stateAttack = new AiState(UpdateAttack) { Init = InitAttack };
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("listening", stateListening);
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_aiComponent.States.Add("preAttack", statePreAttack);
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_aiComponent.States.Add("attack", stateAttack);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2);
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_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 10) < 5 ? "idle" : "walking");
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var box = new CBox(EntityPosition, -7, -14, 14, 14, 8);
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AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(box, HitType.Enemy, 2) { IsActive = false });
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(InteractComponent.Index, new InteractComponent(_body.BodyBox, Interact));
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AddComponent(HittableComponent.Index, new HittableComponent(box, OnHit));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 10 });
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}
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private void OnKeyChange()
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{
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var marinPosition = Game1.GameManager.SaveManager.GetString("marin_sing_position");
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if (!string.IsNullOrEmpty(marinPosition))
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{
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var splitString = marinPosition.Split(',');
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if (splitString.Length == 2)
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{
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int.TryParse(splitString[0], out int posX);
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int.TryParse(splitString[1], out int posY);
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_marinPosition = new Vector2(posX, posY);
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}
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}
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else
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{
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_marinPosition = Vector2.Zero;
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}
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}
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private void InitIdle()
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{
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// stop and wait
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_body.VelocityTarget.X = 0;
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_body.VelocityTarget.Y = 0;
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_body.CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall;
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_animator.Play("idle_" + _direction);
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}
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private void InitWalking()
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{
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// change the direction
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var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
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var speed = Game1.RandomNumber.Next(40, 55) / 100f;
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_body.VelocityTarget = new Vector2((float)Math.Sin(rotation), (float)Math.Cos(rotation)) * speed;
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UpdateAnimation();
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}
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private void UpdateWalking()
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{
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// jump up and down while walking
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if (_body.IsGrounded)
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{
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_body.Velocity.Z = 0.85f;
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if (_marinPosition != Vector2.Zero)
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{
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var direction = _marinPosition - EntityPosition.Position;
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var distance = direction.Length();
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if (distance < 24)
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{
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_body.Velocity.Z = 0;
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_body.VelocityTarget = Vector2.Zero;
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_direction = direction.X < 0 ? 0 : 1;
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_animator.Play("idle_" + _direction);
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_aiComponent.ChangeState("listening");
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}
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else if (distance < 64)
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{
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if (direction != Vector2.Zero)
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direction.Normalize();
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_body.VelocityTarget = direction * 0.5f;
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UpdateAnimation();
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}
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}
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}
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}
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private void UpdateListening()
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{
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if (_marinPosition == Vector2.Zero)
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_aiComponent.ChangeState("walking");
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}
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private void InitAttack()
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{
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection != Vector2.Zero)
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playerDirection.Normalize();
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_body.VelocityTarget = playerDirection * 3;
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_body.CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall;
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_body.IsGrounded = false;
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_body.Velocity.Z = 1.45f;
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_damageField.IsActive = true;
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UpdateAnimation();
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}
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private void UpdateAttack()
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{
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// finished attacking?
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if (_body.IsGrounded)
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{
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_damageField.IsActive = false;
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_aiComponent.ChangeState("idle");
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}
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}
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private void UpdateAnimation()
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{
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("idle_" + _direction);
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (_aiComponent.CurrentStateId == "preAttack" ||
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_aiComponent.CurrentStateId == "attack")
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return false;
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if (type == PushableComponent.PushType.Continues)
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{
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// push the dog away
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SystemBody.MoveBody(_body, new Vector2(direction.X, direction.Y) * 0.33f * Game1.TimeMultiplier, _body.CollisionTypes, false, false, false);
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_body.Position.NotifyListeners();
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if (_aiComponent.CurrentStateId == "walking")
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return true;
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// start moving away from the pusher
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_aiComponent.ChangeState("walking");
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var offsetAngle = MathHelper.ToRadians(Game1.RandomNumber.Next(55, 85) * (Game1.RandomNumber.Next(0, 2) * 2 - 1));
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var newDirection = new Vector2(
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direction.X * (float)Math.Cos(offsetAngle) - direction.Y * (float)Math.Sin(offsetAngle),
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direction.X * (float)Math.Sin(offsetAngle) + direction.Y * (float)Math.Cos(offsetAngle)) * 0.5f;
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_body.VelocityTarget = newDirection;
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UpdateAnimation();
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}
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else if (type == PushableComponent.PushType.Impact)
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{
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_aiComponent.ChangeState("idle");
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_body.VelocityTarget = Vector2.Zero;
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_body.Velocity = new Vector3(direction.X, direction.Y, 0.25f);
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}
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return true;
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}
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private void OnCollision(Values.BodyCollision moveCollision)
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{
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if (_aiComponent.CurrentStateId == "attack")
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return;
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// rotate after wall collision
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// horizontal collision
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if ((moveCollision & Values.BodyCollision.Horizontal) != 0)
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{
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if (!_changeDirectionSwitch.State)
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return;
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_changeDirectionSwitch.Reset();
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_body.VelocityTarget.X = -_body.VelocityTarget.X;
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UpdateAnimation();
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}
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// vertical collision
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else if ((moveCollision & Values.BodyCollision.Vertical) != 0)
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{
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
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}
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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if (_aiComponent.CurrentStateId == "idle" ||
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_aiComponent.CurrentStateId == "walking")
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{
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Game1.GameManager.PlaySoundEffect("D360-03-03");
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_aiComponent.ChangeState("preAttack");
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_damageState.SetDamageState();
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_body.Velocity = new Vector3(direction * 1.5f, 0);
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return Values.HitCollision.Enemy;
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}
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return Values.HitCollision.None;
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}
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private bool Interact()
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{
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if (_aiComponent.CurrentStateId == "listening")
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Game1.GameManager.StartDialogPath("animals_absorbed");
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else
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Game1.GameManager.StartDialogPath("dog");
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return true;
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}
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}
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} |