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

267 lines
10 KiB
C#

using System;
using System.Globalization;
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.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjGhost : GameObjectFollower
{
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly BodyComponent _body;
private readonly BodyDrawShadowComponent _shadowComponent;
private readonly AiComponent _aiComponent;
private Vector2 _followVelocity;
private Vector2 _targetPosition;
private float _moveSpeed;
private float _fadeTime;
private float _fadeCounter;
private const int FlyHeight = 14;
private bool _returning;
private bool _fadingIn;
// @TODO: 2d maps?
// the position when the position dialog was started the last time
private Vector2 _lastDialogPosition;
public ObjGhost() : base("ghost") { }
public ObjGhost(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 16, FlyHeight);
EntitySize = new Rectangle(-8, -32, 16, 32);
var ghostState = Game1.GameManager.SaveManager.GetString("ghost_state");
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/ghost");
_sprite = new CSprite(EntityPosition);
_sprite.Color = Color.White * 0.75f;
var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -4, -10, 8, 10, 8)
{
IgnoreHoles = true,
IgnoresZ = true,
Gravity = -0.15f,
CollisionTypes = Values.CollisionTypes.None
};
_aiComponent = new AiComponent();
var stateFade = new AiState(UpdateFade);
var stateMove = new AiState(UpdateMoving);
var stateStartFollow = new AiState(UpdateFollowPlayer);
var stateFollow = new AiState(UpdateFollowPlayer);
var stateReturn = new AiState(UpdateMoving) { Init = InitReturn };
_aiComponent.States.Add("fade", stateFade);
_aiComponent.States.Add("move", stateMove);
_aiComponent.States.Add("startFollow", stateStartFollow);
_aiComponent.States.Add("follow", stateStartFollow);
_aiComponent.States.Add("return", stateReturn);
_aiComponent.ChangeState("follow");
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(_body, _sprite));
}
public override void Init()
{
_shadowComponent.IsActive = !Map.Is2dMap;
}
public void StartFollowing()
{
// offset the position in a random direction
var radiant = Game1.RandomNumber.Next(0, 314 * 2) / 100f;
var offset = new Vector2(MathF.Sin(radiant), MathF.Cos(radiant)) * 48;
EntityPosition.Offset(offset);
_lastDialogPosition = EntityPosition.Position;
_fadingIn = true;
_fadeCounter = 0;
_fadeTime = 500;
// set up variables
Game1.GameManager.StartDialogPath("ghost_start_following");
_aiComponent.ChangeState("startFollow");
}
public override void SetPosition(Vector2 position)
{
_lastDialogPosition = position;
EntityPosition.Set(position);
}
private void InitReturn()
{
var graveStone = Map.Objects.GetObjectOfType(
(int)MapManager.ObjLink.EntityPosition.X - 32,
(int)MapManager.ObjLink.EntityPosition.Y - 32, 64, 64, typeof(ObjMoveStone));
if (graveStone != null)
{
_targetPosition = new Vector2(graveStone.EntityPosition.X + 8, graveStone.EntityPosition.Y);
_moveSpeed = 0.5f;
}
}
private void UpdateFollowPlayer()
{
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
var playerDistance = playerDirection.Length();
if (playerDirection != Vector2.Zero)
playerDirection.Normalize();
var movementSpeed = MathHelper.Clamp((playerDistance - 16) / 32, 0, 2);
// move towards the player
_followVelocity = AnimationHelper.MoveToTarget(_followVelocity, playerDirection * movementSpeed, 0.1f * Game1.DeltaTime);
_body.VelocityTarget = _followVelocity;
// fly up and down
var targetPosZ = FlyHeight + MathF.Sin(((float)Game1.TotalGameTime / 1000) * MathF.PI * 2) * 1.5f;
EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, targetPosZ, 1 * Game1.TimeMultiplier);
// play walk/stand animation
if (_followVelocity.Length() > 0.1f)
UpdateAnimation(_followVelocity);
// start the dialog if we walked some amount
var dialogDistance = _lastDialogPosition - EntityPosition.Position;
if (dialogDistance.Length() > 160)
{
_lastDialogPosition = EntityPosition.Position;
Game1.GameManager.StartDialogPath("ghost_return");
}
// fade in
if (_fadingIn)
{
_fadeCounter += Game1.DeltaTime;
if (_fadeCounter >= _fadeTime)
{
_fadeCounter = _fadeTime;
_fadingIn = false;
}
var percentage = _fadeCounter / _fadeTime;
_sprite.Color = Color.White * percentage;
_shadowComponent.Transparency = percentage;
}
}
private void UpdateMoving()
{
// move towards the target position
var targetDirection = _targetPosition - EntityPosition.Position;
if (targetDirection.Length() > _moveSpeed * Game1.TimeMultiplier)
{
targetDirection.Normalize();
_body.VelocityTarget = targetDirection * _moveSpeed;
UpdateAnimation(targetDirection * _moveSpeed);
}
// finished walking
else
{
_body.VelocityTarget = Vector2.Zero;
EntityPosition.Set(_targetPosition);
if (_returning)
_animator.Play("right");
}
}
private void UpdateFade()
{
if (_fadeTime <= 0)
return;
_fadeCounter -= Game1.DeltaTime;
if (_fadeCounter <= 0)
Map.Objects.DeleteObjects.Add(this);
else
{
EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, 0, 0.5f * Game1.TimeMultiplier);
var percentage = _fadeCounter / _fadeTime;
_sprite.Color = Color.White * percentage;
_shadowComponent.Transparency = percentage;
}
}
private void UpdateAnimation(Vector2 direction)
{
var dir = Math.Abs(direction.X) / Math.Abs(direction.Y);
if (direction.Y >= 0 || dir > 0.75f)
_animator.Play(direction.X < 0 ? "left" : "right");
else
_animator.Play(direction.X < 0 ? "up_left" : "up_right");
}
private void KeyChanged()
{
if (!IsActive)
return;
// start following
var followValue = Game1.GameManager.SaveManager.GetString("ghost_follow");
if (!string.IsNullOrEmpty(followValue))
{
_aiComponent.ChangeState("follow");
Game1.GameManager.SaveManager.RemoveString("ghost_follow");
}
// start fading away?
var fadeValue = Game1.GameManager.SaveManager.GetString("ghost_fade");
if (!string.IsNullOrEmpty(fadeValue))
{
_fadeTime = int.Parse(fadeValue);
_fadeCounter = _fadeTime;
_aiComponent.ChangeState("fade");
Game1.GameManager.SaveManager.RemoveString("ghost_fade");
}
// start moving? [set:ghost_move,-16,32,1]
var moveValue = Game1.GameManager.SaveManager.GetString("ghost_move");
if (!string.IsNullOrEmpty(moveValue))
{
var split = moveValue.Split(',');
var offsetX = int.Parse(split[0]);
var offsetY = int.Parse(split[1]);
_moveSpeed = float.Parse(split[2], CultureInfo.InvariantCulture);
_targetPosition = new Vector2(EntityPosition.X + offsetX, EntityPosition.Y + offsetY);
_aiComponent.ChangeState("move");
Game1.GameManager.SaveManager.RemoveString("ghost_move");
}
// return to the grave
var returnValue = Game1.GameManager.SaveManager.GetString("ghost_return");
if (!string.IsNullOrEmpty(returnValue))
{
_returning = true;
_aiComponent.ChangeState("return");
Game1.GameManager.SaveManager.RemoveString("ghost_return");
}
}
}
}