things/enemies/Zombie.cs
using Sandbox;
using Sandbox.Diagnostics;
using SpriteTools;
using System.Reflection;
public class Zombie : Enemy
{
private TimeSince _damageTime;
private const float DAMAGE_TIME = 0.5f;
public bool IsWandering { get; set; }
private Vector2 _wanderPos;
public override float HeightVariance => 0.065f;
public override float WidthVariance => 0.035f;
[Property] public Sprite EvolvedSprite { get; set; }
[Property] public Sprite EvolvedBloodySprite { get; set; }
private bool _hasHitPlayer;
private float _movespeed;
private float _movespeedAttacking;
private int _behaviourNum;
private TimeSince _timeSinceHurt;
private float _behaviourRand0;
private float _behaviourRand1;
private float _behaviourRandSpeed0;
private float _behaviourRandSpeed1;
protected override void OnAwake()
{
ShadowScale = 0.95f;
ShadowFullOpacity = 0.8f;
ShadowOpacity = 0f;
Scale = 0.85f;
base.OnAwake();
Sprite.LocalScale = Sprite.LocalScale.WithX( Sprite.LocalScale.x * Game.Random.Float( 0.9f, 1.1f ) );
PushStrength = 10f;
Radius = 0.25f;
Health = 30f;
if ( Manager.Instance.Difficulty < 0 )
Health = 25f;
MaxHealth = Health;
DamageToPlayer = 7f;
Sprite.PlayAnimation( AnimSpawnPath );
TintDeath = new Color( 0.7f, 0.7f, 0.7f );
if ( IsProxy )
return;
CollideWith.Add( typeof( Enemy ) );
CollideWith.Add( typeof( Player ) );
_damageTime = DAMAGE_TIME;
IsWandering = Game.Random.Float(0f, 1f) < Utils.Map( Manager.Instance.ElapsedTime, 0f, 5f * 60f, 1f, 0f, EasingType.SineIn);
_wanderPos = new Vector2( Game.Random.Float( Manager.Instance.BOUNDS_MIN.x + 1f, Manager.Instance.BOUNDS_MAX.x - 1f ), Game.Random.Float( Manager.Instance.BOUNDS_MIN.y + 1f, Manager.Instance.BOUNDS_MAX.y - 2f ) );
_movespeed = 0.7f;
_movespeedAttacking = 1.3f;
if ( Manager.Instance.Difficulty >= 4 )
{
DamageToPlayer = 18f;
//Health = 32f;
//MaxHealth = Health;
Sprite.Sprite = EvolvedSprite;
//TintFullHp = new Color( 0f, 0.3f, 0f );
//TintZeroHp = new Color( 0.1f, 0.3f, 0.3f );
//TintDeath = new Color( 0.2f, 0.5f, 0.5f );
_movespeed = 1f;
_movespeedAttacking = 1.32f;
_behaviourRand0 = Game.Random.Float( 0f, 99f );
_behaviourRand1 = Game.Random.Float( 0f, 99f );
_behaviourRandSpeed0 = Game.Random.Float( 0.7f, 1.3f );
_behaviourRandSpeed1 = Game.Random.Float( 0.7f, 1.3f );
float behaviourRand = Game.Random.Float( 0f, 1f );
if ( behaviourRand < 0.65f )
_behaviourNum = 0;
else if (behaviourRand < 0.7f)
_behaviourNum = 1;
else if ( behaviourRand < 0.85f )
_behaviourNum = 2;
else if ( behaviourRand < 0.9f )
_behaviourNum = 3;
else if ( behaviourRand < 0.95f )
_behaviourNum = 4;
else
_behaviourNum = 5;
}
}
protected override void UpdatePosition( float dt )
{
base.UpdatePosition( dt );
//Gizmo.Draw.Text( $"{_behaviourNum}", new global::Transform( (Vector3)Position2D + new Vector3( 0f, -0.2f, 0f ) ) );
var manager = Manager.Instance;
var targetPos = Position2D;
if( Target.IsValid() )
{
targetPos = Target.Position2D;
//if( Target is Player player && EnemyIdNum % 2 == 0 )
//{
// var distSqr = (Target.Position2D - Position2D).LengthSquared;
// Vector2 anchor = player.Position2D + player.AverageVelocity * Utils.Map( distSqr, 0f, 10f * 10f, 0f, 1f);
// Vector2 perp = Utils.GetPerpendicularVector( player.AverageVelocity ).Normal;
// var perpA = anchor - perp * 10f;
// var perpB = anchor + perp * 10f;
// var isBehindPlayer = Utils.CheckPointSideOfLine( perpA, perpB, Position2D );
// if ( distSqr < 7f )
// {
// targetPos = Target.Position2D;
// //Gizmo.Draw.Color = Color.Yellow.WithAlpha( 0.4f );
// //Gizmo.Draw.Line( Position2D, targetPos );
// }
// else if( !isBehindPlayer || player.AverageVelocity.LengthSquared < 1f )
// {
// targetPos = player.Position2D + player.AverageVelocity * Utils.Map( distSqr, 7f, 12f, 0f, 1.2f );
// //Gizmo.Draw.Color = Color.Yellow.WithAlpha( 0.4f );
// //Gizmo.Draw.Line( Position2D, targetPos );
// }
// else
// {
// //targetPos = player.Position2D + player.AverageVelocity * Utils.Map( distSqr, 7f, 12f, 0f, 1.2f );
// targetPos = Position2D + player.AverageVelocity;
// //Gizmo.Draw.Color = Color.Blue.WithAlpha( 0.4f );
// //Gizmo.Draw.Line( Position2D, targetPos );
// }
//}
//else
//{
// targetPos = Target.Position2D;
//}
}
else if(IsCharmed)
{
targetPos = manager.Player.Position2D;
}
if ( !IsWandering )
{
if( Manager.Instance.Difficulty >= 4 )
{
switch(_behaviourNum)
{
case 0: default:
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
break;
case 1:
if(_timeSinceHurt > 0.5f && Utils.FastSin( (TimeSinceSpawn + _timeSinceHurt) * 0.5f ) > 0.85f )
Velocity += Utils.GetPerpendicularVector((targetPos - Position2D).Normal) * Utils.FastSin(TimeSinceSpawn * 0.5f) * 2f * dt * (IsFeared ? -1f : 1f);
else
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
break;
case 2:
if ( Target.IsValid() )
targetPos = Target.Position2D + Target.Velocity * 3f * (0.8f + Utils.FastSin( _behaviourRand0 + TimeSinceSpawn * _behaviourRandSpeed0 ) * 0.5f);
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
break;
case 3:
if(!IsAttacking)
targetPos = Position2D + new Vector2( Utils.FastSin( _behaviourRand0 + TimeSinceSpawn * _behaviourRandSpeed0 ), Utils.FastSin( _behaviourRand1 + TimeSinceSpawn * _behaviourRandSpeed1 ) );
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
break;
case 4:
if ( Target.IsValid() && Target.Velocity.LengthSquared > 0f )
targetPos = Position2D + Utils.GetPerpendicularVector( Target.Velocity ) * (Target.Position2D.x < Position2D.x ? -1f : 1f);
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
break;
case 5:
if ( Target.IsValid() && Target is Player player )
targetPos = player.Position2D - player.AimDir * 1f + Utils.FastSin( _behaviourRand0 + TimeSinceSpawn * _behaviourRandSpeed0 ) * 1f;
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
break;
}
//return Position2D + Utils.GetPerpendicularVector( Target.Velocity ) * (Target.Position2D.x < Position2D.x ? -1f : 1f);
}
else
{
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
}
}
else
{
var wander_dist_sqr = (_wanderPos - Position2D).LengthSquared;
if ( wander_dist_sqr < 0.25f )
{
_wanderPos = new Vector2( MathX.Clamp( targetPos.x + Game.Random.Float( -5f, 5f ), manager.BOUNDS_MIN.x + 1f, manager.BOUNDS_MAX.x - 1f ), MathX.Clamp( targetPos.y + Game.Random.Float( -5f, 5f ), manager.BOUNDS_MIN.y + 1f, manager.BOUNDS_MAX.y - 2f ) );
}
Velocity += (_wanderPos - Position2D).Normal * dt;
var timeSinceInputMove = Target is Player player ? player.TimeSinceInputMove.Relative : 0f;
float detect_dist = timeSinceInputMove < 20f ? 3.5f : Utils.Map( timeSinceInputMove, 20f, 400f, 9f, 30f, EasingType.Linear );
var player_dist_sqr = (targetPos - Position2D).LengthSquared;
if ( player_dist_sqr < detect_dist * detect_dist )
{
IsWandering = false;
if(detect_dist < 4f)
Manager.Instance.PlaySfxNearby( "zombie.spawn0", Position2D, pitch: Game.Random.Float( 0.9f, 1.1f ), volume: 1f, maxDist: 4f );
}
if ( TimeSinceSpawn > 60f )
IsWandering = false;
}
float speed = (IsAttacking ? _movespeedAttacking : _movespeed) + Utils.FastSin( MoveTimeOffset + Time.Now * (IsAttacking ? 15f : 7.5f) ) * (IsAttacking ? 0.66f : 0.35f);
if ( manager.Difficulty < 0 )
speed *= 0.85f;
//else if ( manager.Difficulty >= 4 )
// speed *= 1.5f;
WorldPosition += (Vector3)Velocity * speed * dt;
}
public override void Colliding( Thing other, float percent, float dt )
{
base.Colliding( other, percent, dt );
if ( other is Enemy enemy && !enemy.IsDying )
{
var spawnFactor = Utils.Map( enemy.TimeSinceSpawn, 0f, enemy.SpawnTime, 0f, 1f, EasingType.QuadIn );
Velocity += (Position2D - enemy.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * enemy.PushStrength * (1f + enemy.TempWeight) * spawnFactor * dt;
if ( IsAttacking && IsCharmed != enemy.IsCharmed && _damageTime > (DAMAGE_TIME / TimeScale) )
{
var dmg = DamageToPlayer;
if ( IsCharmed )
dmg *= CharmDamageDealtMultiplier;
enemy.Damage( dmg, null, addVel: Vector2.Zero, addTempWeight: 0f, isCrit: false, DamageType.Melee );
enemy.Target = this;
_damageTime = 0f;
if(enemy.TimeSinceTakeInfightingDamage > 0.25f)
Manager.Instance.PlaySfxNearby( "zombie.attack.player", Position2D, pitch: Utils.Map( enemy.Health, enemy.MaxHealth, 0f, 0.95f, 1.15f, EasingType.QuadIn ), volume: 0.6f, maxDist: 4.5f );
enemy.TimeSinceTakeInfightingDamage = 0f;
}
}
// todo: move collision check to player instead to prevent laggy hits?
else if ( other is Player player )
{
if ( !player.IsDead )
{
//var oldVel = Velocity;
Velocity += (Position2D - player.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * player.Stats[PlayerStat.PushStrength] * (1f + player.TempWeight) * dt;
//Log.Info( $"Colliding - dt: {dt} oldVel: {oldVel.Length} newVel: {Velocity.Length} now: {Time.Now} {(dt > 0.1f ? "----------------------" : "")}" );
if ( IsAttacking && _damageTime > (DAMAGE_TIME / TimeScale) && !IsCharmed )
{
float dmg = player.CheckDamageAmount( DamageToPlayer, DamageType.Melee );
if ( !player.IsInvulnerable && !player.IsTimePausedForChoosing )
{
Manager.Instance.PlaySfxNearby( "zombie.attack.player", Position2D, pitch: Utils.Map( player.Health, player.Stats[PlayerStat.MaxHp], 0f, 0.95f, 1.15f, EasingType.QuadIn ), volume: 1f, maxDist: 5.5f );
player.Damage( dmg );
if( dmg > 0f )
{
OnDamagePlayer( player, dmg );
if(!_hasHitPlayer && Manager.Instance.Difficulty >= 4 && !IsDying)
{
Sprite.Sprite = EvolvedBloodySprite;
_hasHitPlayer = true;
}
}
}
_damageTime = 0f;
}
}
}
}
public override void Damage( float damage, Player player, Vector2 addVel, float addTempWeight, bool isCrit = false, DamageType damageType = DamageType.PlayerBullet )
{
base.Damage( damage, player, addVel, addTempWeight, isCrit, damageType );
IsWandering = false;
_timeSinceHurt = 0f;
}
public override void Celebrate()
{
base.Celebrate();
CelebrateAsync();
}
async void CelebrateAsync()
{
await Task.Delay( Game.Random.Int( 0, 500 ) );
Sprite.PlaybackSpeed = Game.Random.Float( 1.5f, 3f );
Sprite.PlayAnimation( "cheer_start" );
await Task.Delay( Game.Random.Int( 200, 400 ) );
Sprite.PlayAnimation( "cheer" );
}
}