Decimation_Mod/Content/NPCs/AncientTombCrawlerHead.cs
FyloZ ec4585bed5 - Changed Bloodshot Eye's music to Boss 1 Orchestra ( https://www.youtube.com/watch?time_continue=120&v=r-9nKGc85FQ )
- Added support for animated projectiles
- Refactoring
- Removed useless fields
- Fixed swords not dealing damages
- Added Hour Hand (from Evie's PR)
2020-03-21 00:11:07 -04:00

319 lines
16 KiB
C#

using System;
using Decimation.Content.Items.Misc.Souls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Decimation.Content.NPCs
{
public class AncientTombCrawlerHead : ModNPC
{
public override void SetStaticDefaults()
{
this.DisplayName.SetDefault("Ancient Tomb Crawler");
}
public override void SetDefaults()
{
this.npc.lifeMax = 2500; //this is the npc health
this.npc.damage = 50; //this is the npc damage
this.npc.defense = 1; //this is the npc defense
this.npc.knockBackResist = 0f;
this.npc.scale = 0.7f;
this.npc.width = 83; //this is where you put the npc sprite width. important
this.npc.height = 83; //this is where you put the npc sprite height. important
this.npc.lavaImmune = true; //this make the npc immune to lava
this.npc.noGravity = true; //this make the npc float
this.npc.noTileCollide = true; //this make the npc go tru walls
this.npc.HitSound = SoundID.NPCHit1;
this.npc.behindTiles = true;
this.npc.DeathSound = SoundID.NPCDeath1;
Main.npcFrameCount[this.npc.type] = 1;
this.npc.value = Item.buyPrice(0, 0, 1);
this.npc.npcSlots = 1f;
this.npc.netAlways = true;
this.npc.boss = true;
}
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
{
if (Main.rand.NextBool(20)) target.AddBuff(BuffID.Darkness, 600);
}
public override void OnHitPlayer(Player target, int damage, bool crit)
{
if (Main.rand.NextBool(20)) target.AddBuff(BuffID.Darkness, 600);
}
public override void NPCLoot()
{
Item.NewItem(npc.Center, ModContent.ItemType<SoulofTime>(), Main.rand.Next(5, 11));
}
public override void BossLoot(ref string name, ref int potionType)
{
name = "An Ancient Tomb Crawler";
potionType = ItemID.HealingPotion;
base.BossLoot(ref name, ref potionType);
}
public override bool PreAI()
{
if (Main.netMode != 1)
// So, we start the AI off by checking if npc.ai[0] is 0.
// This is practically ALWAYS the case with a freshly spawned NPC, so this means this is the first update.
// Since this is the first update, we can safely assume we need to spawn the rest of the worm (bodies + tail).
if (this.npc.ai[0] == 0)
{
// So, here we assing the npc.realLife value.
// The npc.realLife value is mainly used to determine which NPC loses life when we hit this NPC.
// We don't want every single piece of the worm to have its own HP pool, so this is a neat way to fix that.
this.npc.realLife = this.npc.whoAmI;
// LatestNPC is going to be used later on and I'll explain it there.
int latestNPC = this.npc.whoAmI;
// Here we determine the length of the worm.
// In this case the worm will have a length of 10 to 14 body parts.
int wormLength = 20;
for (int i = 0; i < wormLength; ++i)
{
// We spawn a new NPC, setting latestNPC to the newer NPC, whilst also using that same variable
// to set the parent of this new NPC. The parent of the new NPC (may it be a tail or body part)
// will determine the movement of this new NPC.
// Under there, we also set the realLife value of the new NPC, because of what is explained above.
latestNPC = NPC.NewNPC((int) this.npc.Center.X, (int) this.npc.Center.Y,
ModContent.NPCType<AncientTombCrawlerBody>(), this.npc.whoAmI, 0, latestNPC);
Main.npc[latestNPC].realLife = this.npc.whoAmI;
Main.npc[latestNPC].ai[3] = this.npc.whoAmI;
}
// When we're out of that loop, we want to 'close' the worm with a tail part!
latestNPC = NPC.NewNPC((int) this.npc.Center.X, (int) this.npc.Center.Y,
ModContent.NPCType<AncientTombCrawlerTail>(), this.npc.whoAmI, 0, latestNPC);
Main.npc[latestNPC].realLife = this.npc.whoAmI;
Main.npc[latestNPC].ai[3] = this.npc.whoAmI;
// We're setting npc.ai[0] to 1, so that this 'if' is not triggered again.
this.npc.ai[0] = 1;
this.npc.netUpdate = true;
}
int minTilePosX = (int) (this.npc.position.X / 16.0) - 1;
int maxTilePosX = (int) ((this.npc.position.X + this.npc.width) / 16.0) + 2;
int minTilePosY = (int) (this.npc.position.Y / 16.0) - 1;
int maxTilePosY = (int) ((this.npc.position.Y + this.npc.height) / 16.0) + 2;
if (minTilePosX < 0)
minTilePosX = 0;
if (maxTilePosX > Main.maxTilesX)
maxTilePosX = Main.maxTilesX;
if (minTilePosY < 0)
minTilePosY = 0;
if (maxTilePosY > Main.maxTilesY)
maxTilePosY = Main.maxTilesY;
bool collision = false;
// This is the initial check for collision with tiles.
for (int i = minTilePosX; i < maxTilePosX; ++i)
for (int j = minTilePosY; j < maxTilePosY; ++j)
if (Main.tile[i, j] != null &&
(Main.tile[i, j].nactive() && (Main.tileSolid[Main.tile[i, j].type] ||
Main.tileSolidTop[Main.tile[i, j].type] &&
Main.tile[i, j].frameY == 0) || Main.tile[i, j].liquid > 64))
{
Vector2 vector2;
vector2.X = i * 16;
vector2.Y = j * 16;
if (this.npc.position.X + this.npc.width > vector2.X && this.npc.position.X < vector2.X + 16.0 &&
this.npc.position.Y + this.npc.height > (double) vector2.Y &&
this.npc.position.Y < vector2.Y + 16.0)
{
collision = true;
if (Main.rand.Next(100) == 0 && Main.tile[i, j].nactive())
WorldGen.KillTile(i, j, true, true);
}
}
// If there is no collision with tiles, we check if the distance between this NPC and its target is too large, so that we can still trigger 'collision'.
if (!collision)
{
Rectangle rectangle1 = new Rectangle((int) this.npc.position.X, (int) this.npc.position.Y,
this.npc.width, this.npc.height);
int maxDistance = 1000;
bool playerCollision = true;
for (int index = 0; index < 255; ++index)
if (Main.player[index].active)
{
Rectangle rectangle2 = new Rectangle((int) Main.player[index].position.X - maxDistance,
(int) Main.player[index].position.Y - maxDistance, maxDistance * 2, maxDistance * 2);
if (rectangle1.Intersects(rectangle2))
{
playerCollision = false;
break;
}
}
if (playerCollision)
collision = true;
}
// speed determines the max speed at which this NPC can move.
// Higher value = faster speed.
float speed = 15f;
// acceleration is exactly what it sounds like. The speed at which this NPC accelerates.
float acceleration = 0.12f;
Vector2 npcCenter = new Vector2(this.npc.position.X + this.npc.width * 0.5f,
this.npc.position.Y + this.npc.height * 0.5f);
float targetXPos = Main.player[this.npc.target].position.X + Main.player[this.npc.target].width / 2f;
float targetYPos = Main.player[this.npc.target].position.Y + Main.player[this.npc.target].height / 2f;
float targetRoundedPosX = (int) (targetXPos / 16.0) * 16;
float targetRoundedPosY = (int) (targetYPos / 16.0) * 16;
npcCenter.X = (int) (npcCenter.X / 16.0) * 16;
npcCenter.Y = (int) (npcCenter.Y / 16.0) * 16;
float dirX = targetRoundedPosX - npcCenter.X;
float dirY = targetRoundedPosY - npcCenter.Y;
float length = (float) Math.Sqrt(dirX * dirX + dirY * dirY);
// If we do not have any type of collision, we want the NPC to fall down and de-accelerate along the X axis.
if (!collision)
{
this.npc.TargetClosest();
this.npc.velocity.Y = this.npc.velocity.Y + 0.11f;
if (this.npc.velocity.Y > speed) this.npc.velocity.Y = speed;
if (Math.Abs(this.npc.velocity.X) + Math.Abs(this.npc.velocity.Y) < speed * 0.4)
{
if (this.npc.velocity.X < 0.0)
this.npc.velocity.X = this.npc.velocity.X - acceleration * 1.1f;
else
this.npc.velocity.X = this.npc.velocity.X + acceleration * 1.1f;
}
else if (this.npc.velocity.Y == speed)
{
if (this.npc.velocity.X < dirX)
this.npc.velocity.X = this.npc.velocity.X + acceleration;
else if (this.npc.velocity.X > dirX) this.npc.velocity.X = this.npc.velocity.X - acceleration;
}
else if (this.npc.velocity.Y > 4.0)
{
if (this.npc.velocity.X < 0.0)
this.npc.velocity.X = this.npc.velocity.X + acceleration * 0.9f;
else
this.npc.velocity.X = this.npc.velocity.X - acceleration * 0.9f;
}
}
// Else we want to play some audio (soundDelay) and move towards our target.
else
{
if (this.npc.soundDelay == 0)
{
this.npc.soundDelay = 120;
Main.PlaySound(this.mod.GetLegacySoundSlot(SoundType.Custom, "Sounds/Custom/Earthquake"),
this.npc.Center);
}
float absDirX = Math.Abs(dirX);
float absDirY = Math.Abs(dirY);
float newSpeed = speed / length;
dirX = dirX * newSpeed;
dirY = dirY * newSpeed;
if (this.npc.velocity.X > 0.0 && dirX > 0.0 || this.npc.velocity.X < 0.0 && dirX < 0.0 ||
this.npc.velocity.Y > 0.0 && dirY > 0.0 || this.npc.velocity.Y < 0.0 && dirY < 0.0)
{
if (this.npc.velocity.X < dirX)
this.npc.velocity.X = this.npc.velocity.X + acceleration;
else if (this.npc.velocity.X > dirX) this.npc.velocity.X = this.npc.velocity.X - acceleration;
if (this.npc.velocity.Y < dirY)
this.npc.velocity.Y = this.npc.velocity.Y + acceleration;
else if (this.npc.velocity.Y > dirY) this.npc.velocity.Y = this.npc.velocity.Y - acceleration;
if (Math.Abs(dirY) < speed * 0.2 &&
(this.npc.velocity.X > 0.0 && dirX < 0.0 || this.npc.velocity.X < 0.0 && dirX > 0.0))
{
if (this.npc.velocity.Y > 0.0)
this.npc.velocity.Y = this.npc.velocity.Y + acceleration * 2f;
else
this.npc.velocity.Y = this.npc.velocity.Y - acceleration * 2f;
}
if (Math.Abs(dirX) < speed * 0.2 &&
(this.npc.velocity.Y > 0.0 && dirY < 0.0 || this.npc.velocity.Y < 0.0 && dirY > 0.0))
{
if (this.npc.velocity.X > 0.0)
this.npc.velocity.X = this.npc.velocity.X + acceleration * 2f;
else
this.npc.velocity.X = this.npc.velocity.X - acceleration * 2f;
}
}
else if (absDirX > absDirY)
{
if (this.npc.velocity.X < dirX)
this.npc.velocity.X = this.npc.velocity.X + acceleration * 1.1f;
else if (this.npc.velocity.X > dirX)
this.npc.velocity.X = this.npc.velocity.X - acceleration * 1.1f;
if (Math.Abs(this.npc.velocity.X) + Math.Abs(this.npc.velocity.Y) < speed * 0.5)
{
if (this.npc.velocity.Y > 0.0)
this.npc.velocity.Y = this.npc.velocity.Y + acceleration;
else
this.npc.velocity.Y = this.npc.velocity.Y - acceleration;
}
}
else
{
if (this.npc.velocity.Y < dirY)
this.npc.velocity.Y = this.npc.velocity.Y + acceleration * 1.1f;
else if (this.npc.velocity.Y > dirY)
this.npc.velocity.Y = this.npc.velocity.Y - acceleration * 1.1f;
if (Math.Abs(this.npc.velocity.X) + Math.Abs(this.npc.velocity.Y) < speed * 0.5)
{
if (this.npc.velocity.X > 0.0)
this.npc.velocity.X = this.npc.velocity.X + acceleration;
else
this.npc.velocity.X = this.npc.velocity.X - acceleration;
}
}
}
// Set the correct rotation for this NPC.
this.npc.rotation = (float) Math.Atan2(this.npc.velocity.Y, this.npc.velocity.X) + 1.57f;
// Some netupdate stuff (multiplayer compatibility).
if (collision)
{
if (this.npc.localAI[0] != 1) this.npc.netUpdate = true;
this.npc.localAI[0] = 1f;
}
else
{
if (this.npc.localAI[0] != 0.0) this.npc.netUpdate = true;
this.npc.localAI[0] = 0.0f;
}
if ((this.npc.velocity.X > 0.0 && this.npc.oldVelocity.X < 0.0 ||
this.npc.velocity.X < 0.0 && this.npc.oldVelocity.X > 0.0 ||
this.npc.velocity.Y > 0.0 && this.npc.oldVelocity.Y < 0.0 ||
this.npc.velocity.Y < 0.0 && this.npc.oldVelocity.Y > 0.0) &&
!this.npc.justHit) this.npc.netUpdate = true;
return false;
}
public override bool PreDraw(SpriteBatch spriteBatch, Color drawColor)
{
Texture2D texture = Main.npcTexture[this.npc.type];
Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f);
Main.spriteBatch.Draw(texture, this.npc.Center - Main.screenPosition, new Rectangle?(), drawColor,
this.npc.rotation, origin, this.npc.scale, SpriteEffects.None, 0);
return false;
}
public override bool? DrawHealthBar(byte hbPosition, ref float scale, ref Vector2 position)
{
scale = 1.9f; //this make the NPC Health Bar biger
return null;
}
}
}