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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using V3.Data;
using V3.Map;
using V3.Objects.Movement;
using V3.Objects.Sprite;
namespace V3.Objects
{
public sealed class SkeletonHorse : AbstractCreature
{
public SkeletonHorse(ContentManager contentManager, Pathfinder pathfinder, IOptionsManager optionsManager, AchievementsAndStatistics achievementsAndStatistics) : base(contentManager, pathfinder, optionsManager, achievementsAndStatistics)
{
}
private Skeleton mSkeleton;
protected override ISpriteCreature[] Sprite { get; } = {new SkeletonHorseSprite()};
protected override IMovable MovementScheme { get; } = new PlayerMovement();
protected override CreatureType Type { get; } = CreatureType.SkeletonHorse;
public override string Name { get; protected set; } = "Totenpferd";
public override int Life { get; protected set; } = 150;
public override int MaxLife { get; protected set; } = 150;
public override int Speed { get; } = 20;
public override int Attack { get; protected set; }
public override int AttackRadius { get; protected set; }
public override int SightRadius { get; protected set; }
public override TimeSpan TotalRecovery { get; } = TimeSpan.FromSeconds(0.5);
public override TimeSpan Recovery { get; set; }
public override Faction Faction { get; } = Faction.Undead;
public override ICreature IsAttacking { get; set; }
public override IBuilding IsAttackingBuilding { get; set; }
protected override Point CreatureSize { get; } = new Point(36);
protected override Point BoundaryShift { get; } = new Point(-18, -24);
/// <summary>
/// A skeleton mounts a horse, becoming a skeleton rider.
/// </summary>
/// <param name="skeleton">The skeleton which mounts the horse.</param>
public void Mount(Skeleton skeleton)
{
if (IsDead || skeleton.IsDead || mSkeleton != null) return;
skeleton.Mounted = true;
mSkeleton = skeleton;
ChangeEquipment(EquipmentType.Body, new SkeletonRiderSprite());
Attack = skeleton.Attack;
AttackRadius = skeleton.AttackRadius * 2;
// Sight radius is higher because skeleton is mounted.
SightRadius = skeleton.SightRadius * 2;
Name = "Skelettreiter";
}
protected override void Die()
{
if (mSkeleton != null)
{
mSkeleton.Position = Position;
mSkeleton.Mounted = false;
mSkeleton = null;
ChangeEquipment(EquipmentType.Body, new SkeletonHorseSprite());
}
base.Die();
}
public override CreatureData SaveData()
{
var data = base.SaveData();
if (mSkeleton != null)
data.SkeletonId = mSkeleton.Id;
return data;
}
public override void LoadReferences(CreatureData data, Dictionary<int, ICreature> creatures)
{
base.LoadReferences(data, creatures);
if (creatures.ContainsKey(data.SkeletonId))
{
var creature = creatures[data.SkeletonId];
if (creature is Skeleton)
Mount((Skeleton) creature);
}
}
}
}
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