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

165 lines
6.4 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.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjMouse : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiTriggerSwitch _changeDirectionSwitch;
private readonly AiTriggerSwitch _hitCooldown;
private int _direction;
public ObjMouse(Map.Map map, int posX, int posY) : base(map)
{
SprEditorImage = Resources.SprNpCs;
EditorIconSource = new Rectangle(63, 280, 15, 14);
EntityPosition = new CPosition(posX + 8, posY + 8 + 4, 0);
EntitySize = new Rectangle(-9, -16, 18, 16);
_body = new BodyComponent(EntityPosition, -5, -8, 10, 8, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.Player |
Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
DragAir = 0.85f,
Drag = 0.85f,
Gravity = -0.15f
};
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/mouse");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-9, -_animator.FrameHeight));
var stateIdle = new AiState(StateIdle);
stateIdle.Trigger.Add(_hitCooldown = new AiTriggerSwitch(250));
var stateWalking = new AiState(StateWalking) { Init = InitWalk };
stateWalking.Trigger.Add(new AiTriggerRandomTime(ToIdle, 750, 1500));
stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "idle" : "walking");
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(AnimationComponent.Index, animationComponent);
AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Normal));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void ToIdle()
{
_aiComponent.ChangeState("idle");
// stop and wait
_body.VelocityTarget.X = 0;
_body.VelocityTarget.Y = 0;
_animator.Play("stand_" + _direction);
}
private void InitWalk()
{
// change the direction
var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
_body.VelocityTarget = new Vector2(
(float)Math.Sin(rotation),
(float)Math.Cos(rotation)) * Game1.RandomNumber.Next(25, 40) / 50f;
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("walk_" + _direction);
}
private void StateIdle()
{
if (!_animator.IsPlaying)
_aiComponent.ChangeState("walking");
}
private void StateWalking()
{
// jump while walking
if (_body.IsGrounded)
_body.Velocity.Z = 1f;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_aiComponent.CurrentStateId != "idle")
ToIdle();
if (!_hitCooldown.State)
return Values.HitCollision.None;
_hitCooldown.Reset();
_body.Velocity.X += direction.X * 4.0f;
_body.Velocity.Y += direction.Y * 4.0f;
return Values.HitCollision.Blocking;
}
private void OnCollision(Values.BodyCollision moveCollision)
{
if (_aiComponent.CurrentStateId != "walking")
return;
// rotate after wall collision
// top collision
if (moveCollision.HasFlag(Values.BodyCollision.Horizontal))
{
if (!_changeDirectionSwitch.State)
return;
_changeDirectionSwitch.Reset();
_body.VelocityTarget.X *= -0.5f;
_direction = (_direction + 1) % 2;
_animator.Play("walk_" + _direction);
}
// vertical collision
else if (moveCollision.HasFlag(Values.BodyCollision.Vertical))
{
_body.VelocityTarget.Y *= -0.5f;
}
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
// push the bird away
_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 1.0f;
if (_aiComponent.CurrentStateId == "walking")
return true;
_aiComponent.ChangeState("walking");
var offsetAngle = MathHelper.ToRadians(Game1.RandomNumber.Next(45, 85) * (_direction * 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;
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("walk_" + _direction);
return true;
}
}
}