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

298 lines
11 KiB
C#

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;
using System;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjMermaid : GameObject
{
private readonly Animator _animator;
private readonly AiComponent _aiComponent;
private readonly BodyComponent _body;
private readonly CSprite _sprite;
private readonly BodyDrawComponent _drawComponent;
private readonly AnimationComponent _animationComponent;
private readonly BoxCollisionComponent _collisionComponent;
private Vector2 _sitPosition;
private int _sitDirection;
private Vector2 _spawnPosition;
private int _jumpCounter = 4;
private bool _leave;
public ObjMermaid() : base("mermaid") { }
public ObjMermaid(Map.Map map, int posX, int posY, string spawnCondition) : base(map)
{
if (!string.IsNullOrEmpty(spawnCondition) && !SaveCondition.CheckCondition(spawnCondition))
{
IsDead = true;
return;
}
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_spawnPosition = EntityPosition.Position;
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/npc_mermaid");
_animator.Play("idle");
_sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -7, -10, 14, 10, 8)
{
Gravity = -0.075f,
};
_aiComponent = new AiComponent();
var stateIdle = new AiState(UpdateIdle);
var stateDive = new AiState(UpdateLeave) { Init = InitLeave };
var stateHidden = new AiState();
stateHidden.Trigger.Add(new AiTriggerCountdown(1000, null, EndHidden));
var stateJump = new AiState(UpdateJump) { Init = InitJump };
var stateJumpHidden = new AiState();
stateJumpHidden.Trigger.Add(new AiTriggerCountdown(1000, null, EndJumpHidden));
var stateSitHidden = new AiState(UpdateSitHidden) { Init = InitSitHidden };
var stateSitJump = new AiState(UpdateSitJump) { Init = InitSitJump };
var stateSit = new AiState(UpdateSit);
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("dive", stateDive);
_aiComponent.States.Add("hidden", stateHidden);
_aiComponent.States.Add("jump", stateJump);
_aiComponent.States.Add("jumpHidden", stateJumpHidden);
_aiComponent.States.Add("sitHidden", stateSitHidden);
_aiComponent.States.Add("sitJump", stateSitJump);
_aiComponent.States.Add("sit", stateSit);
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
AddComponent(BodyComponent.Index, _body);
AddComponent(CollisionComponent.Index, _collisionComponent = new BoxCollisionComponent(_body.BodyBox, Values.CollisionTypes.Enemy));
AddComponent(InteractComponent.Index, new InteractComponent(_body.BodyBox, Interact));
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DrawComponent.Index, _drawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
//AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite));
if (Game1.GameManager.SaveManager.GetString("mermaid_state", "0") == "0")
_aiComponent.ChangeState("idle");
else
_aiComponent.ChangeState("sitHidden");
}
private void InitSitHidden()
{
_drawComponent.IsActive = false;
}
private void UpdateSitHidden()
{
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDistance.Length() < 64)
_aiComponent.ChangeState("sitJump");
}
private void InitSitJump()
{
_sitPosition = new Vector2(EntityPosition.X, EntityPosition.Y - 16);
_drawComponent.IsActive = true;
_body.Velocity.Z = 1.5f;
_body.Gravity = -0.05f;
Game1.GameManager.PlaySoundEffect("D360-14-0E");
Splash();
_animator.Play("stone_spawn");
}
private void UpdateSitJump()
{
// move upwards to the sitting position
var newPosition = Vector2.Lerp(EntityPosition.Position, _sitPosition, 0.075f * Game1.TimeMultiplier);
EntityPosition.Set(newPosition);
if (_body.IsGrounded)
{
_sitDirection = MapManager.ObjLink.EntityPosition.X < EntityPosition.X ? -1 : 1;
_animator.Play("sit_" + _sitDirection);
_aiComponent.ChangeState("sit");
}
}
private void UpdateSit()
{
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDistance.Length() < 64)
{
if (MapManager.ObjLink.EntityPosition.X < EntityPosition.X - _sitDirection * 4)
{
_sitDirection = -1;
_animator.Play("sit_" + _sitDirection);
}
if (MapManager.ObjLink.EntityPosition.X > EntityPosition.X - _sitDirection * 4)
{
_sitDirection = 1;
_animator.Play("sit_" + _sitDirection);
}
}
}
private void InitJump()
{
_leave = true;
Splash();
_drawComponent.IsActive = true;
_collisionComponent.IsActive = true;
_body.IsGrounded = false;
_body.Velocity.Z = 1.25f;
// find a target spot where there is water
var tries = 10;
var velocity = Vector2.Zero;
var dirRadiant = Game1.RandomNumber.Next(0, 100) / 100f * MathF.PI * 2;
// we first try a random direction and then go clockwise around until we find a spot where there is deep water
while (tries > 0)
{
tries--;
velocity = new Vector2(MathF.Sin(dirRadiant), MathF.Cos(dirRadiant));
// is there water at the target position?
if ((Map.GetFieldState(EntityPosition.Position + new Vector2(-3, -6) + velocity * 14) & MapStates.FieldStates.DeepWater) != 0 &&
(Map.GetFieldState(EntityPosition.Position + new Vector2(3, -6) + velocity * 14) & MapStates.FieldStates.DeepWater) != 0 &&
(Map.GetFieldState(EntityPosition.Position + new Vector2(-3, 0) + velocity * 14) & MapStates.FieldStates.DeepWater) != 0 &&
(Map.GetFieldState(EntityPosition.Position + new Vector2(3, 0) + velocity * 14) & MapStates.FieldStates.DeepWater) != 0)
break;
dirRadiant += MathF.PI / 5;
}
_body.VelocityTarget = velocity * 0.45f;
_animationComponent.MirroredH = velocity.X < 0;
_animator.Play("jump");
_jumpCounter--;
Game1.GameManager.PlaySoundEffect("D360-36-24");
}
private void UpdateJump()
{
if (_body.IsGrounded)
{
_body.VelocityTarget = Vector2.Zero;
_aiComponent.ChangeState("dive");
}
}
private void EndJumpHidden()
{
_aiComponent.ChangeState("jump");
}
private void UpdateIdle()
{
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
var distance = playerDistance.Length();
if (distance < 128)
{
if (MathF.Abs(playerDistance.X) > 8)
_animationComponent.MirroredH = playerDistance.X > 0;
}
if (distance < 18)
{
if (MapManager.ObjLink.IsDiving() && !Game1.GameManager.DialogIsRunning())
{
Game1.GameManager.StartDialogPath("npc_mermaid_dive");
}
}
}
private void InitLeave()
{
_animator.Play("leave");
if (MapManager.ObjLink.IsDiving())
MapManager.ObjLink.ShortenDive();
}
private void UpdateLeave()
{
if (!_animator.IsPlaying)
{
Splash();
_drawComponent.IsActive = false;
_collisionComponent.IsActive = false;
if (!_leave)
{
_aiComponent.ChangeState("hidden");
var posX = (_spawnPosition.X - EntityPosition.X) / 48;
var offsetX = ((posX + Game1.RandomNumber.Next(1, 3)) % 3) * 48;
EntityPosition.Set(new Vector2(_spawnPosition.X - offsetX, _spawnPosition.Y));
}
else
{
if (0 < _jumpCounter)
_aiComponent.ChangeState("jumpHidden");
else
Map.Objects.DeleteObjects.Add(this);
}
}
}
private void EndHidden()
{
Splash();
_animator.Play("idle");
_drawComponent.IsActive = true;
_collisionComponent.IsActive = true;
_aiComponent.ChangeState("idle");
}
private void OnKeyChange()
{
var diveKey = Game1.GameManager.SaveManager.GetString("npc_mermaid_dive");
if (!string.IsNullOrEmpty(diveKey) && diveKey == "1")
{
Game1.GameManager.SaveManager.RemoveString("npc_mermaid_dive");
_aiComponent.ChangeState("dive");
}
var jumpKey = Game1.GameManager.SaveManager.GetString("npc_mermaid_leave");
if (!string.IsNullOrEmpty(jumpKey) && jumpKey == "1")
{
Game1.GameManager.SaveManager.RemoveString("npc_mermaid_leave");
_aiComponent.ChangeState("jump");
}
}
private bool Interact()
{
Game1.GameManager.StartDialogPath("npc_mermaid");
return true;
}
private void Splash()
{
var objSplash = new ObjAnimator(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 0, 0, Values.LayerBottom, "Particles/fishingSplash", "idle", true);
Map.Objects.SpawnObject(objSplash);
}
}
}