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

361 lines
13 KiB
C#

using System.Collections.Generic;
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.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjPhotoMouse : GameObject
{
struct MoveStep
{
public float MoveSpeed;
public Vector2 Offset;
}
private Queue<MoveStep> _nextMoveStep = new Queue<MoveStep>();
public readonly BodyComponent Body;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly BodyDrawShadowComponent _shadowComponent;
private readonly InteractComponent _interactComponent;
private readonly BodyCollisionComponent _collisionComponent;
private readonly string _spawnCondition;
private readonly string _dialogId;
private string _currentAnimation;
private static int SwimTime = 2000;
private Vector2 _spawnPosition;
private double _swimCounter;
private int _swimDirection = -1;
private bool _swimMode;
private bool _isPulled;
private bool _isMoving;
private Vector2 _targetPosition;
private float _moveSpeed;
private float _fadeTime;
private float _fadeCounter;
private bool _photoMode;
private bool _blockedExit;
private bool _movingToPlayer;
private bool _isActive = true;
public ObjPhotoMouse() : base("photo_mouse") { }
public ObjPhotoMouse(Map.Map map, int posX, int posY, string spawnCondition, string dialogId) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 15, 0);
EntitySize = new Rectangle(-8, -15, 16, 16);
_spawnCondition = spawnCondition;
_dialogId = dialogId;
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/photo_mouse");
_animator.Play("stand_0");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(0, 1));
Body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8);
if (map.Is2dMap)
{
Body.IgnoresZ = true;
_spawnPosition = EntityPosition.Position;
_swimMode = true;
_animator.Play("swim_" + _swimDirection);
Body.OffsetX = -5;
Body.Width = 10;
Body.DragAir = 0.95f;
}
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
AddComponent(BodyComponent.Index, Body);
// only the player should collide with the npc
AddComponent(CollisionComponent.Index, _collisionComponent = new BodyCollisionComponent(Body, Values.CollisionTypes.Enemy | Values.CollisionTypes.PushIgnore));
AddComponent(InteractComponent.Index, _interactComponent = new InteractComponent(new CBox(EntityPosition, -7, -6 - 1, 2, 2, 8), Interact));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new BodyDrawComponent(Body, _sprite, Values.LayerPlayer) { WaterOutline = false });
AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(Body, _sprite));
if (!string.IsNullOrEmpty(spawnCondition))
SetActive(false);
}
private void SetActive(bool active)
{
_isActive = active;
_collisionComponent.IsActive = active;
_sprite.IsVisible = active;
_shadowComponent.IsActive = active;
}
private void Update()
{
UpdateMoving();
UpdateFade();
UpdateSwimming();
// finished playing
if (_currentAnimation != null && !_animator.IsPlaying)
{
_currentAnimation = null;
Game1.GameManager.SaveManager.SetString(_dialogId + "Finished", "1");
}
if (!_movingToPlayer && _photoMode && MapManager.ObjLink.Direction == 3)
{
// check if the player is standing on the correct position
var positioned = Game1.GameManager.SaveManager.GetString("photo_house_positioned");
if (!string.IsNullOrEmpty(positioned) && positioned == "1")
{
_movingToPlayer = true;
// move to the player
_nextMoveStep.Enqueue(new MoveStep() { MoveSpeed = 1, Offset = new Vector2(80 - EntityPosition.X, 0) });
_nextMoveStep.Enqueue(new MoveStep() { MoveSpeed = 1, Offset = new Vector2(0, 54 - EntityPosition.Y) });
StartMoving();
Game1.GameManager.StartDialogPath("photo_mouse_photo_0");
}
}
}
private void UpdateSwimming()
{
if (!_swimMode || _isPulled)
return;
_swimCounter -= Game1.DeltaTime;
if (_swimCounter < SwimTime - 450)
{
var catchMode = Game1.GameManager.SaveManager.GetString("mouse_catch", "0");
if (EntityPosition.X < _spawnPosition.X - 8 && catchMode == "1")
{
Body.Velocity = Vector3.Zero;
_isPulled = true;
_animator.Play("pulled");
Game1.GameManager.SaveManager.SetString("mouse_pulled", "1");
}
}
if (_swimCounter < 0)
{
_swimCounter += SwimTime;
// change direction
if ((_swimDirection > 0 && _spawnPosition.X + 8 < EntityPosition.X) ||
(_swimDirection < 0 && EntityPosition.X < _spawnPosition.X - 8))
{
_swimDirection = -_swimDirection;
_animator.Play("swim_" + _swimDirection);
}
Body.Velocity.X = _swimDirection;
}
}
private void UpdateMoving()
{
if (!_isMoving)
return;
// move towards the target position
var targetDistance = _targetPosition - EntityPosition.Position;
if (targetDistance.Length() > _moveSpeed * Game1.TimeMultiplier)
{
targetDistance.Normalize();
Body.VelocityTarget = targetDistance * _moveSpeed;
if (_currentAnimation == null && !_isPulled)
{
var dir = AnimationHelper.GetDirection(targetDistance);
_animator.Play("walk_" + dir);
}
}
// finished walking
else
{
Body.VelocityTarget = Vector2.Zero;
EntityPosition.Set(_targetPosition);
_animator.Pause();
if (_nextMoveStep.Count > 0)
DequeueMove();
else
{
_isMoving = false;
SetMovingString(false);
}
}
}
private void DequeueMove()
{
var move = _nextMoveStep.Dequeue();
_moveSpeed = move.MoveSpeed;
_targetPosition = EntityPosition.Position + move.Offset;
}
private void UpdateFade()
{
if (_fadeTime < 0)
{
_fadeCounter += Game1.DeltaTime;
if (_fadeCounter >= -_fadeTime)
_fadeCounter = -_fadeTime;
var percentage = _fadeCounter / -_fadeTime;
_sprite.Color = Color.White * percentage;
_shadowComponent.Transparency = percentage;
if (_fadeCounter >= -_fadeTime)
_fadeTime = 0;
}
else if (_fadeTime > 0)
{
_fadeCounter -= Game1.DeltaTime;
if (_fadeCounter <= 0)
Map.Objects.DeleteObjects.Add(this);
else
{
var percentage = _fadeCounter / _fadeTime;
_sprite.Color = Color.White * percentage;
_shadowComponent.Transparency = percentage;
}
}
}
private bool Interact()
{
// only allow interaction from the left side to allow the pushing to work
if (!_isActive || (!_blockedExit && MapManager.ObjLink.Direction != 2))
return false;
Game1.GameManager.StartDialogPath(_dialogId);
return true;
}
private void SetVisibility(bool visible)
{
_sprite.IsVisible = visible;
_shadowComponent.IsActive = visible;
}
private void KeyChanged()
{
var photoMode = Game1.GameManager.SaveManager.GetString("photo_house_blocked");
if (!string.IsNullOrEmpty(photoMode))
{
_photoMode = photoMode == "1";
_blockedExit = true;
_interactComponent.BoxInteractabel = Body.BodyBox;
}
var photoFlash = Game1.GameManager.SaveManager.GetString("photo_flash");
if (photoFlash != null)
{
Map.Objects.SpawnObject(new ObjPhotoFlash(Map));
Game1.GameManager.SaveManager.RemoveString("photo_flash");
}
// start new animation?
var animationString = _dialogId + "Animation";
var animationValues = Game1.GameManager.SaveManager.GetString(animationString);
if (animationValues != null)
{
if (animationValues == "-")
{
_currentAnimation = null;
}
else if (animationValues != "")
{
SetVisibility(true);
_currentAnimation = animationValues;
_animator.Play(_currentAnimation);
}
else
{
SetVisibility(false);
_currentAnimation = null;
}
Game1.GameManager.SaveManager.RemoveString(animationString);
}
// start moving?
var moveString = _dialogId + "Move";
var moveValue = Game1.GameManager.SaveManager.GetString(moveString);
if (moveValue != null)
{
// offsetX; offsetY; movementSpeed
var split = moveValue.Split(',');
if (split.Length == 3)
{
var offsetX = int.Parse(split[0]);
var offsetY = int.Parse(split[1]);
var moveSpeed = float.Parse(split[2], CultureInfo.InvariantCulture);
_nextMoveStep.Enqueue(new MoveStep() { MoveSpeed = moveSpeed, Offset = new Vector2(offsetX, offsetY) });
StartMoving();
}
Game1.GameManager.SaveManager.RemoveString(moveString);
}
if (!string.IsNullOrEmpty(_spawnCondition))
{
var spawnValue = Game1.GameManager.SaveManager.GetString(_spawnCondition);
if (!string.IsNullOrEmpty(spawnValue) && spawnValue == "1")
{
SetActive(true);
Game1.GameManager.SaveManager.RemoveString(spawnValue);
}
}
// start fading away?
var fadeString = _dialogId + "Fade";
var fadeValue = Game1.GameManager.SaveManager.GetString(fadeString);
if (!string.IsNullOrEmpty(fadeValue))
{
// negative value -> fade in
// positive value -> fade out
_fadeTime = int.Parse(fadeValue);
_fadeCounter = _fadeTime;
UpdateFade();
Game1.GameManager.SaveManager.RemoveString(fadeString);
}
}
private void StartMoving()
{
if (_isMoving)
return;
_isMoving = true;
DequeueMove();
SetMovingString(true);
Body.CollisionTypes = Values.CollisionTypes.None;
}
private void SetMovingString(bool state)
{
Game1.GameManager.SaveManager.SetString(_dialogId + "Moving", state ? "1" : "0");
}
}
}