- Added support for animated projectiles - Refactoring - Removed useless fields - Fixed swords not dealing damages - Added Hour Hand (from Evie's PR)
98 lines
3.5 KiB
C#
98 lines
3.5 KiB
C#
using System;
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using Decimation.Content.Tiles.ShrineoftheMoltenOne;
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using Microsoft.Xna.Framework;
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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.Content.NPCs
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{
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// Check line 43861 of NPC.cs
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internal class CoreSpider : ModNPC
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{
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private int _frame;
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private readonly int shootFrame = 120;
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public override void SetStaticDefaults()
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{
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this.DisplayName.SetDefault("Core Spider");
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Main.npcFrameCount[this.npc.type] = 8;
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}
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public override void SetDefaults()
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{
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this.npc.CloneDefaults(NPCID.BlackRecluse);
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this.npc.width = 84;
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this.npc.height = 24;
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this.npc.lifeMax = 750;
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animationType = NPCID.BlackRecluse;
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this.npc.lavaImmune = true;
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this.npc.buffImmune[BuffID.OnFire] = true;
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this.npc.buffImmune[BuffID.Burning] = true;
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}
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public override void AI()
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{
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int x = (int) this.npc.Center.X / 16;
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int y = (int) this.npc.Center.Y / 16;
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bool onWall = false;
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for (int i = x - 1; i <= x + 1; i++)
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for (int j = y - 1; j <= y + 1; j++)
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if (Main.tile[i, j].wall > 0)
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onWall = true;
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if (Main.expertMode)
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{
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if (_frame >= shootFrame)
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{
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if (Main.rand.Next(4) == 0)
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{
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float mouthX = (float) (this.npc.height / 2f * Math.Cos(this.npc.rotation - Math.PI * 0.5f)) +
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this.npc.Center.X;
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float mouthY = (float) (this.npc.height / 2f * Math.Sin(this.npc.rotation - Math.PI * 0.5f)) +
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this.npc.Center.Y;
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float speedX = (float) (3 * Math.Cos(this.npc.rotation - Math.PI)) * 2;
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float speedY = (float) (3 * Math.Sin(this.npc.rotation - Math.PI)) * 2;
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Projectile.NewProjectile(new Vector2(mouthX, mouthY), new Vector2(speedX, speedY),
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ProjectileID.Fireball, 130, 30);
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}
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_frame = 0;
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}
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else
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{
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_frame++;
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}
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}
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if (onWall)
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this.npc.Transform(ModContent.NPCType<CoreSpiderWall>());
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else
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base.AI();
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}
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public override float SpawnChance(NPCSpawnInfo spawnInfo)
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{
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int x = (int) Main.LocalPlayer.position.X / 16;
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int y = (int) Main.LocalPlayer.position.Y / 16;
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int validBlockCount = 0;
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for (int i = -50 + x; i <= 50 + x; i++)
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for (int j = -50 + y; j <= 50 + y; j++)
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if (i >= 0 && i <= Main.maxTilesX && j >= 0 && j <= Main.maxTilesY)
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if (Main.tile[i, j].type == ModContent.TileType<ShrineBrick>() ||
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Main.tile[i, j].type == ModContent.TileType<LockedShrineDoor>() ||
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Main.tile[i, j].type == ModContent.TileType<ShrineDoorClosed>() ||
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Main.tile[i, j].type == ModContent.TileType<ShrineDoorOpened>() ||
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Main.tile[i, j].type == ModContent.TileType<RedHotSpike>())
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validBlockCount++;
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if (validBlockCount >= 15 && Main.hardMode)
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return SpawnCondition.Underworld.Chance * 2;
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return 0;
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}
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}
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} |