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