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

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