Decimation_Mod/Content/NPCs/Bloodshot/MangledServant.cs
FyloZ 9c23e3284f Fixed Bloodshot Eye disappearing.
The Bloody Lunar Tablet can now be used the day.
2020-06-04 17:17:01 -04:00

129 lines
4.6 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Decimation.Content.NPCs.Bloodshot
{
internal class MangledServant : ModNPC
{
public override void SetDefaults()
{
npc.CloneDefaults(NPCID.Creeper);
npc.width = 52;
npc.height = 64;
npc.damage = 24;
npc.defense = 1;
npc.lifeMax = 35;
npc.knockBackResist = 0.2f;
npc.aiStyle = -1;
}
public override void ScaleExpertStats(int numPlayers, float bossLifeScale)
{
npc.lifeMax = 55;
npc.knockBackResist = 0.35f;
npc.damage = 36;
}
public override void AI()
{
int bloodshotEye = (int) npc.ai[1];
if (Main.GameUpdateCount % 60 == 0 && Main.expertMode)
if (Main.rand.NextBool(21))
{
npc.ai[3] = npc.ai[0];
npc.ai[2] = 0;
npc.ai[0] = 2f;
}
if (bloodshotEye < 0)
{
npc.active = false;
npc.netUpdate = true;
}
else if (npc.ai[0] == 0f)
{
Vector2 npcCenter = npc.Center;
float diffX = Main.npc[bloodshotEye].Center.X - npcCenter.X;
float diffY = Main.npc[bloodshotEye].Center.Y - npcCenter.Y;
float magnitude = (float) Math.Sqrt(diffX * diffX + diffY * diffY);
if (magnitude > 90f)
{
magnitude = 8f / magnitude;
diffX *= magnitude;
diffY *= magnitude;
npc.velocity.X = (npc.velocity.X * 15f + diffX) / 16f;
npc.velocity.Y = (npc.velocity.Y * 15f + diffY) / 16f;
}
else
{
if (Math.Abs(npc.velocity.X) + Math.Abs(npc.velocity.Y) < 8f)
{
npc.velocity.Y = npc.velocity.Y * 1.05f;
npc.velocity.X = npc.velocity.X * 1.05f;
}
if (Main.netMode != 1)
{
if ((!Main.expertMode || Main.rand.Next(100) != 0) && Main.rand.Next(200) != 0) return;
npc.TargetClosest();
npcCenter = new Vector2(npc.Center.X, npc.Center.Y);
diffX = Main.player[npc.target].Center.X - npcCenter.X;
diffY = Main.player[npc.target].Center.Y - npcCenter.Y;
magnitude = (float) Math.Sqrt(diffX * diffX + diffY * diffY);
magnitude = 8f / magnitude;
npc.velocity.X = diffX * magnitude;
npc.velocity.Y = diffY * magnitude;
npc.ai[0] = 1f;
npc.netUpdate = true;
}
}
}
else if (npc.ai[0] == 1f)
{
if (Main.expertMode)
{
Vector2 diff = Main.player[npc.target].Center - npc.Center;
diff.Normalize();
diff *= 9f;
npc.velocity = (npc.velocity * 99f + diff) / 100f;
}
Vector2 npcCenter = npc.Center;
float diffX = Main.npc[bloodshotEye].Center.X - npcCenter.X;
float diffY = Main.npc[bloodshotEye].Center.Y - npcCenter.Y;
float magnitude = (float) Math.Sqrt(diffX * diffX + diffY * diffY);
if (!(magnitude > 700f) && !npc.justHit) return;
npc.ai[0] = 0f;
}
else
{
if (npc.ai[2] >= 300)
{
npc.ai[0] = npc.ai[3];
npc.ai[3] = 0f;
return;
}
npc.velocity *= 0;
// Blood
if (Main.rand.NextBool(10) && Main.netMode != 1)
{
Vector2 cloudPosition = npc.position;
cloudPosition.X += Main.rand.Next(npc.width / 2) + npc.width / 4;
cloudPosition.Y += npc.height / 2f;
int proj = Projectile.NewProjectile(cloudPosition, new Vector2(0, 10), ProjectileID.BloodRain,
Main.expertMode ? 14 : 7, 0);
Main.projectile[proj].hostile = true;
Main.projectile[proj].friendly = false;
}
npc.ai[2]++;
}
}
}
}