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

178 lines
6.3 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.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjMonkeyWorker : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly CSprite _sprite;
private readonly CPosition _monkeyPosition;
private readonly AiTriggerSwitch _waitTimer;
private readonly Vector2 _workPosition;
private readonly Vector2 _endPosition;
private const int FadeTime = 150;
private int _direction;
public ObjMonkeyWorker(Map.Map map, Vector2 startPosition, Vector2 workPosition, Vector2 endPosition) : base(map)
{
_monkeyPosition = new CPosition(startPosition.X + 8, startPosition.Y + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_workPosition = workPosition;
_endPosition = endPosition;
_body = new BodyComponent(_monkeyPosition, -6, -8, 12, 8, 8)
{
MaxJumpHeight = 4f,
DragAir = 0.99f,
CollisionTypes = Values.CollisionTypes.None,
Drag = 0.85f,
Gravity = -0.15f,
MoveCollision = OnCollision
};
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/monkey");
_sprite = new CSprite(_monkeyPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
_waitTimer = new AiTriggerSwitch(150);
var stateInit = new AiState();
stateInit.Trigger.Add(new AiTriggerCountdown(
Game1.RandomNumber.Next(0, 1000), null, () => _aiComponent.ChangeState("come")));
var stateCome = new AiState(UpdateCome);
stateCome.Trigger.Add(_waitTimer);
var stateWork = new AiState(UpdateWork);
stateWork.Trigger.Add(_waitTimer);
var stateLeave = new AiState(UpdateLeave);
stateLeave.Trigger.Add(_waitTimer);
var stateFade = new AiState();
stateFade.Trigger.Add(new AiTriggerCountdown(FadeTime, TickFade, () => TickFade(0)));
_aiComponent = new AiComponent();
_aiComponent.States.Add("init", stateInit);
_aiComponent.States.Add("come", stateCome);
_aiComponent.States.Add("work", stateWork);
_aiComponent.States.Add("leave", stateLeave);
_aiComponent.States.Add("fade", stateFade);
_aiComponent.ChangeState("init");
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite));
}
private void OnCollision(Values.BodyCollision moveCollision)
{
// finished jumping?
if (moveCollision.HasFlag(Values.BodyCollision.Floor))
{
_waitTimer.Reset();
if (_body.Velocity.Y > 0)
_animator.Play("idle_" + _direction);
else
_animator.Play("idle_u_" + _direction);
_body.Velocity = Vector3.Zero;
}
}
private void UpdateCome()
{
if (!_body.IsGrounded || !_waitTimer.State)
return;
var direction = _workPosition - _monkeyPosition.Position;
var distance = direction.Length();
if (distance > 16)
{
direction.Normalize();
var strength = Game1.RandomNumber.Next(150, 200) / 100.0f;
if (distance < 64)
strength -= 0.5f;
_body.Velocity = new Vector3(direction.X * strength, direction.Y * strength, 1.75f);
_direction = direction.X < 0 ? 0 : 1;
_animator.Play("jump_" + _direction);
Game1.GameManager.PlaySoundEffect("D360-36-24", false);
}
else
{
_aiComponent.ChangeState("work");
}
}
private void UpdateWork()
{
if (!_body.IsGrounded || !_waitTimer.State)
return;
var direction = _workPosition - _monkeyPosition.Position;
direction.Normalize();
var strength = Game1.RandomNumber.Next(20, 40) / 100.0f;
_body.Velocity = new Vector3(direction.X * strength, direction.Y * strength, 1.25f);
_direction = direction.X < 0 ? 0 : 1;
_animator.Play("jump_" + _direction);
}
public void ToLeave()
{
_aiComponent.ChangeState("leave");
}
private void UpdateLeave()
{
if (!_body.IsGrounded || !_waitTimer.State)
return;
var direction = _endPosition - _monkeyPosition.Position;
var distance = direction.Length();
direction.Normalize();
var strength = Game1.RandomNumber.Next(150, 200) / 100.0f;
_body.Velocity = new Vector3(direction.X * strength, direction.Y * strength, 1.75f);
_direction = direction.X < 0 ? 0 : 1;
_animator.Play("jump_" + _direction);
Game1.GameManager.PlaySoundEffect("D360-36-24", false);
// start fading away
if (distance < 48)
_aiComponent.ChangeState("fade");
}
private void TickFade(double time)
{
_sprite.Color = Color.White * (float)(time / FadeTime);
// delete the monkey after it is faded away
if (time <= 0)
Map.Objects.DeleteObjects.Add(this);
}
}
}