1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17package com.replica.replicaisland;
18
19/**
20 * A component that implements the "pop-out" AI behavior.  Pop-out characters alternate between
21 * hiding and appearing based on their distance from the player.  They do not move or normally
22 * attack.
23 */
24public class PopOutComponent extends GameComponent {
25    private static final int DEFAULT_APPEAR_DISTANCE = 120;
26    private static final int DEFAULT_HIDE_DISTANCE = 190;
27    private static final int DEFAULT_ATTACK_DISTANCE = 0;   // No attacking by default.
28    private float mAppearDistance;
29    private float mHideDistance;
30    private float mAttackDistance;
31    private float mAttackDelay;
32    private float mAttackLength;
33    private float mAttackStartTime;
34    private Vector2 mDistance;
35    private int mState;
36    private float mLastAttackCompletedTime;
37
38    private final static int STATE_HIDDEN = 0;
39    private final static int STATE_VISIBLE = 1;
40    private final static int STATE_ATTACKING = 2;
41
42    public PopOutComponent() {
43        super();
44        setPhase(GameComponent.ComponentPhases.THINK.ordinal());
45        mDistance = new Vector2();
46        reset();
47    }
48
49    @Override
50    public void reset() {
51        mAttackDelay = 0;
52        mAttackLength = 0;
53        mAttackDistance = DEFAULT_ATTACK_DISTANCE;
54        mAppearDistance = DEFAULT_APPEAR_DISTANCE;
55        mHideDistance = DEFAULT_HIDE_DISTANCE;
56        mState = STATE_HIDDEN;
57        mLastAttackCompletedTime = 0.0f;
58    }
59
60    @Override
61    public void update(float timeDelta, BaseObject parent) {
62        GameObject parentObject = (GameObject) parent;
63
64        GameObjectManager manager = sSystemRegistry.gameObjectManager;
65        if (manager != null) {
66            GameObject player = manager.getPlayer();
67            if (player != null) {
68                mDistance.set(player.getPosition());
69                mDistance.subtract(parentObject.getPosition());
70
71                TimeSystem time = sSystemRegistry.timeSystem;
72                final float currentTime = time.getGameTime();
73
74                switch(mState) {
75                    case STATE_HIDDEN:
76                        parentObject.setCurrentAction(GameObject.ActionType.HIDE);
77                        if (mDistance.length2() < (mAppearDistance * mAppearDistance)) {
78                            mState = STATE_VISIBLE;
79                            mLastAttackCompletedTime = currentTime;
80                        }
81                        break;
82                    case STATE_VISIBLE:
83                        parentObject.setCurrentAction(GameObject.ActionType.IDLE);
84                        if (mDistance.length2() > (mHideDistance * mHideDistance)) {
85                            mState = STATE_HIDDEN;
86                        } else if (mDistance.length2() < (mAttackDistance * mAttackDistance)
87                                && currentTime > mLastAttackCompletedTime + mAttackDelay) {
88                            mAttackStartTime = currentTime;
89                            mState = STATE_ATTACKING;
90                        }
91                        break;
92                    case STATE_ATTACKING:
93                        parentObject.setCurrentAction(GameObject.ActionType.ATTACK);
94                        if (currentTime > mAttackStartTime + mAttackLength) {
95                            mState = STATE_VISIBLE;
96                            mLastAttackCompletedTime = currentTime;
97                        }
98                        break;
99                    default:
100                        assert false;
101                        break;
102                }
103
104            }
105        }
106
107    }
108
109    public void setupAttack(float distance, float delay, float duration) {
110        mAttackDistance = distance;
111        mAttackDelay = delay;
112        mAttackLength = duration;
113    }
114
115    public void setAppearDistance(float appearDistance) {
116        mAppearDistance = appearDistance;
117    }
118
119    public void setHideDistance(float hideDistance) {
120        mHideDistance = hideDistance;
121    }
122
123
124}
125
126
127