Example #1
0
        public override void AI()
        {
            BaseAI.AISkull(npc, ref npc.ai, false, 6f, 350f, 0.6f, 0.15f);
            Player player       = Main.player[npc.target];
            bool   playerActive = player != null && player.active && !player.dead;

            if (shootAI < 60)
            {
                BaseAI.LookAt(player.Center, npc, 3, 0, .1f, false);
            }
            if (Main.netMode != 1 && playerActive)
            {
                shootAI++;
                if (shootAI >= 90)
                {
                    shootAI = 0;
                    int projType = mod.ProjType("NeutralizerP");

                    if (Collision.CanHit(npc.position, npc.width, npc.height, player.position, player.width, player.height))
                    {
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, 0f, 0f, projType, (int)(npc.damage * 0.25f), 3f, Main.myPlayer, npc.whoAmI);
                    }
                }
            }
        }
Example #2
0
        public override void AI()
        {
            if (npc.alpha > 0)
            {
                npc.alpha -= 5;
            }
            else
            {
                npc.alpha = 0;
            }
            npc.noGravity = true;
            npc.TargetClosest(true);
            Player player = Main.player[npc.target];

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;
            BaseAI.AISkull(npc, ref npc.ai, true, 10, 350, .03f, .04f);
            if (npc.ai[1] <= 400f)
            {
                BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, ModContent.ProjectileType <Fireshot>(), ref npc.ai[2], Main.rand.Next(80, 130), npc.damage / 2, 7, true);
            }
            npc.rotation = 0;
        }
Example #3
0
        public override void AI()
        {
            npc.TargetClosest(true);
            Player player = Main.player[npc.target];

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;

            BaseAI.AISkull(npc, ref npc.ai, true, 4, 250, .2f, .26f);

            if (npc.ai[1] <= 600f)
            {
                BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, mod.ProjectileType("CurseFlame"), ref npc.ai[3], 120, npc.damage / 2, 12, false);
            }

            if (player.Center.X < npc.Center.X)
            {
                npc.direction = npc.spriteDirection = -1;
            }
            else
            {
                npc.direction = npc.spriteDirection = 1;
            }
        }
Example #4
0
        public override void AI()
        {
            BaseAI.AISkull(npc, ref npc.ai, false, 6f, 350f, 0.1f, 0.15f);
            Player player       = Main.player[npc.target];
            bool   playerActive = player != null && player.active && !player.dead;

            BaseAI.LookAt(playerActive ? player.Center : (npc.Center + npc.velocity), npc, 0);
            if (Main.netMode != 1 && playerActive)
            {
                npc.ai[2]++;
                if (npc.ai[2] >= 90)
                {
                    npc.ai[2] = 0;
                    int projType = mod.ProjType("PurityShot");
                    if (Collision.CanHit(npc.position, npc.width, npc.height, player.position, player.width, player.height))
                    {
                        BaseAI.FireProjectile(player.Center, npc, projType, (int)(npc.damage * 0.25f), 0f, 2f);
                    }
                    npc.netUpdate2 = true;
                }
            }
            if (npc.frameCounter++ > 7)
            {
                npc.frameCounter = 0;
                npc.frame.Y     += 26;
                if (npc.frame.Y > 26 * 2)
                {
                    npc.frame.Y = 0;
                }
            }
        }
Example #5
0
        public override void AI()
        {
            npc.noGravity = true;
            npc.TargetClosest(true);
            Player player = Main.player[npc.target];

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;
            BaseAI.AISkull(npc, ref npc.ai, true, 4, 350, .015f, .02f);
            if (npc.ai[1] <= 600f)
            {
                BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, ModContent.ProjectileType <Bosses.Observer.Starbeam>(), ref npc.ai[2], 100, npc.damage / 2, 7, true);
            }
            if (npc.ai[0] < 200)
            {
                BaseAI.LookAt(player.Center, npc, 1);
            }
            else
            {
                if (npc.timeLeft > 10)
                {
                    npc.timeLeft = 10;
                }
                npc.spriteDirection = -npc.direction;
            }
            npc.rotation = 0;
        }
Example #6
0
        public override void AI()
        {
            dash = false;

            npc.TargetClosest(true);

            Player player = Main.player[npc.target];

            npc.direction = npc.spriteDirection = npc.velocity.X > 0 ? 1 : -1;

            switch (npc.ai[2])
            {
            case 0:
                BaseAI.AISkull(npc, ref npc.ai, false, 4, 250, .011f, .22f);
                break;

            case 1:
                if (++npc.ai[3] > 30)
                {
                    Vector2 targetPos = player.Center;
                    targetPos.X += 600 * (npc.Center.X < targetPos.X ? -1 : 1);
                    DashMovement(targetPos, 0.8f);
                    if (npc.ai[3] > 180 || Math.Abs(npc.Center.Y - targetPos.Y) < 50)     //initiate dash
                    {
                        npc.ai[2]++;
                        npc.ai[3]       = 0;
                        npc.netUpdate   = true;
                        npc.velocity.X  = -30 * (npc.Center.X < player.Center.X ? -1 : 1);
                        npc.velocity.Y *= 0.1f;
                    }
                }
                else
                {
                    npc.velocity *= 0.9f;     //decelerate briefly
                }
                npc.rotation = 0;
                break;

            case 2:     //dashing
                dash = true;
                if (++npc.ai[3] > 240 || (Math.Sign(npc.velocity.X) > 0 ? npc.Center.X > player.Center.X + 600 : npc.Center.X < player.Center.X - 600))
                {
                    npc.ai[2]     = 0;
                    npc.ai[3]     = 0;
                    npc.netUpdate = true;
                }
                break;

            default:
                npc.ai[2] = 0;
                goto case 0;
            }
            npc.rotation = 0;
        }
Example #7
0
        public override void AI()
        {
            Player player = Main.player[npc.target];

            BaseAI.AISkull(npc, ref npc.ai, true, 4, 300, .011f, .020f);
            BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, mod.ProjType("TerraShot"), ref shootAI[0], 120, (int)(npc.damage * (Main.expertMode ? 0.25f : 0.5f)), 3f, true, new Vector2(20f, 15f));
            if (npc.alpha != 0)
            {
                for (int spawnDust = 0; spawnDust < 2; spawnDust++)
                {
                    int num935 = Dust.NewDust(new Vector2(npc.position.X, npc.position.Y), npc.width, npc.height, 107, 0f, 0f, 100, default, .8f);
Example #8
0
        public override void AI()
        {
            BaseAI.AISkull(npc, ref npc.ai, false, 6f, 350f, 0.1f, 0.15f);
            Player player       = Main.player[npc.target];
            bool   playerActive = player != null && player.active && !player.dead;

            BaseAI.LookAt(playerActive ? player.Center : (npc.Center + npc.velocity), npc, 0);
            if (Main.netMode != 1 && playerActive)
            {
                shootAI++;
                if (shootAI >= 90)
                {
                    shootAI = 0;
                    int projType = mod.ProjType("Sunbeam");
                    if (Collision.CanHit(npc.position, npc.width, npc.height, player.position, player.width, player.height))
                    {
                        BaseAI.FireProjectile(player.Center, npc, projType, (int)(npc.damage * 0.25f), 0f, 2f);
                    }
                }
            }
        }
Example #9
0
        public override void AI()
        {
            BaseAI.AISkull(npc, ref npc.ai, false, 6f, 350f, 0.1f, 0.15f);
            Player player       = Main.player[npc.target];
            bool   playerActive = player != null && player.active && !player.dead;

            BaseAI.Look(npc, ref npc.rotation, ref npc.spriteDirection, 1, 0, 0, true);
            if (Main.netMode != 1 && playerActive)
            {
                shootAI++;
                if (shootAI >= 120)
                {
                    shootAI = 0;
                    int projType = mod.ProjType("SockLaser");
                    if (Collision.CanHit(npc.position, npc.width, npc.height, player.position, player.width, player.height))
                    {
                        BaseAI.FireProjectile(player.Center, npc, projType, (int)(npc.damage * 0.25f), 0f, 2f);
                    }
                }
            }
        }
Example #10
0
        public override void AI()
        {
            if ((npc.ai[0] == 4 && NPC.CountNPCS(mod.NPCType("ZeroEcho")) > 0 && !Counterattack) || isCharging)
            {
                npc.dontTakeDamage = true;
            }
            else
            {
                npc.dontTakeDamage = false;
            }

            int Repeats;

            if (npc.life < npc.life * (2 / 3))
            {
                Counter[0]++;
                Counter[1]++;
                Repeats = 4;
            }
            else if (npc.life < npc.life / 3)
            {
                Counter[0]++;
                Counter[1]++;
                Repeats = 5;
            }
            else
            {
                Counter[0] += 2;
                Counter[1] += 2;
                Repeats     = 3;
            }
            npc.TargetClosest(true);
            Player player = Main.player[npc.target];

            if (!AliveCheck(player))
            {
                return;
            }

            if (Counter[0] >= 4000)
            {
                Counter[0] = 4000;
            }

            if (Counter[1] >= 6000)
            {
                Counter[1] = 0;
                isCharging = true;
                npc.ai[0]  = 5;
                npc.ai[1]  = 0;
                npc.ai[2]  = 0;
                npc.ai[3]  = 0;
            }

            if (Main.netMode != 1)
            {
                AAWorld.zeroUS = false;
            }

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;

            int Changerate = npc.life < npc.lifeMax / 2 ? 150 : 120;

            if (npc.ai[2]++ > Changerate && !Counterattack)
            {
                if (npc.ai[0] != 0)
                {
                    npc.velocity *= .0f;
                }
                switch (npc.ai[0])
                {
                case 0:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    float   spread = 45f * 0.0174f;
                    Vector2 dir    = Vector2.Normalize(player.Center - npc.Center);
                    dir *= 12f;
                    float  baseSpeed  = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
                    double startAngle = Math.Atan2(dir.X, dir.Y) - .1d;
                    double deltaAngle = spread / 6f;
                    if (npc.ai[2] % 30 == 0)
                    {
                        for (int i = 0; i < 3; i++)
                        {
                            if (npc.ai[2] % Main.rand.Next(10) == 0 && Main.rand.Next(2) == 0)
                            {
                                double offsetAngle = startAngle + (deltaAngle * i);
                                Projectile.NewProjectile(npc.Center.X, npc.Center.Y, baseSpeed * (float)Math.Sin(offsetAngle), baseSpeed * (float)Math.Cos(offsetAngle), ModContent.ProjectileType <StaticSphere>(), npc.damage / 4, 5, Main.myPlayer);
                            }
                        }
                    }
                    if (npc.ai[2] > 271)
                    {
                        AIChange();
                    }
                    break;

                case 1:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    if (npc.ai[2] % 30 == 0 && npc.ai[2] < 121)
                    {
                        Teleport(3);
                    }

                    if (npc.ai[2] % 60 == 30)
                    {
                        Attack(Main.rand.Next(4));
                    }

                    if (npc.ai[3] < Repeats && npc.ai[2] > 280)
                    {
                        npc.ai[3]++;
                        npc.ai[2] = Changerate;
                    }
                    else
                    {
                        AIChange();
                    }

                    break;

                case 2:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    npc.velocity *= 0;
                    if (npc.ai[2] == 160)
                    {
                        if (npc.life > npc.lifeMax / 2)
                        {
                            if (Main.rand.Next(2) == 0)
                            {
                                int dirY = player.velocity.Y > 0? 1:-1;

                                int yPos = Math.Abs(player.velocity.Y) > 4f? -300 * dirY : -900 * dirY;

                                for (int z = 0; z < 13; z++)
                                {
                                    int a1 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 0f, 0f);
                                    int a2 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 1f, 0f);
                                    Main.projectile[a1].Center = player.Center + new Vector2(-300, yPos);
                                    Main.projectile[a2].Center = player.Center + new Vector2(300, yPos);
                                    yPos += 150 * dirY;
                                }
                            }
                            else
                            {
                                int dirX = player.velocity.X > 0? 1:-1;

                                int xPos = Math.Abs(player.velocity.X) > 4f? -300 * dirX : -900 * dirX;

                                for (int z = 0; z < 13; z++)
                                {
                                    int h1 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 2f, 0f);
                                    int h2 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 3f, 0f);
                                    Main.projectile[h1].Center = player.Center + new Vector2(xPos, -300);
                                    Main.projectile[h2].Center = player.Center + new Vector2(xPos, 300);
                                    xPos += 150 * dirX;
                                }
                            }
                        }
                        else
                        {
                            int dirX = player.velocity.X > 0? 1:-1;
                            int dirY = player.velocity.Y > 0? 1:-1;

                            int xPos = Math.Abs(player.velocity.X) > 4f? -300 * dirX : -900 * dirX;
                            int yPos = Math.Abs(player.velocity.Y) > 4f? -300 * dirY : -900 * dirY;

                            for (int z = 0; z < 13; z++)
                            {
                                int a1 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 0f, 0f);
                                int a2 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 1f, 0f);
                                Main.projectile[a1].Center = player.Center + new Vector2(-300, yPos);
                                Main.projectile[a2].Center = player.Center + new Vector2(300, yPos);
                                yPos += 150 * dirY;
                            }
                            for (int z = 0; z < 13; z++)
                            {
                                int h1 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 2f, 0f);
                                int h2 = Projectile.NewProjectile(new Vector2(player.Center.X, player.Center.Y), Vector2.Zero, mod.ProjectileType("Blast"), damage, 3, Main.myPlayer, 3f, 0f);
                                Main.projectile[h1].Center = player.Center + new Vector2(xPos, -300);
                                Main.projectile[h2].Center = player.Center + new Vector2(xPos, 300);
                                xPos += 150 * dirX;
                            }
                        }
                    }
                    if (npc.ai[2] > 400)
                    {
                        npc.ai[0]++;
                        npc.ai[1] = 0;
                        npc.ai[2] = 0;
                        npc.ai[3] = 0;
                    }
                    break;

                case 3:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    if (npc.ai[2] == (npc.life < npc.lifeMax / 2 ? 200 : 300))
                    {
                        Teleport(3);
                        int a = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(0f, -12f), mod.ProjectileType("ProtoStar"), damage, 3);
                        Main.projectile[a].Center = npc.Center + new Vector2(-100, 0);
                        int b = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(0f, 12f), mod.ProjectileType("ProtoStar"), damage, 3);
                        Main.projectile[b].Center = npc.Center + new Vector2(100, 0);
                        int c = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-12f, 0), mod.ProjectileType("ProtoStar"), damage, 3);
                        Main.projectile[c].Center = npc.Center + new Vector2(0, 100);
                        int d = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(12f, 0), mod.ProjectileType("ProtoStar"), damage, 3);
                        Main.projectile[d].Center = npc.Center + new Vector2(0, -100);
                        if (npc.life < npc.lifeMax / 2)
                        {
                            int a1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(0f, 12f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[a1].Center = npc.Center + new Vector2(-100, 0);
                            int b1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(0f, -12f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[b1].Center = npc.Center + new Vector2(100, 0);
                            int c1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(12f, 0), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[c1].Center = npc.Center + new Vector2(0, 100);
                            int d1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-12f, 0), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[d1].Center = npc.Center + new Vector2(0, -100);
                            int e = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(8f, -8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[e].Center = npc.Center + new Vector2(-80, -80);
                            int e1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-8f, 8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[e1].Center = npc.Center + new Vector2(-80, -80);
                            int f = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-8f, 8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[f].Center = npc.Center + new Vector2(80, 80);
                            int f1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(8f, -8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[f1].Center = npc.Center + new Vector2(80, 80);
                            int g = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-8f, -8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[g].Center = npc.Center + new Vector2(-80, 80);
                            int g1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(8f, 8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[g1].Center = npc.Center + new Vector2(-80, 80);
                            int h = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(8f, 8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[h].Center = npc.Center + new Vector2(80, -80);
                            int h1 = Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-8f, -8f), mod.ProjectileType("ProtoStar"), damage, 3);
                            Main.projectile[h1].Center = npc.Center + new Vector2(80, -80);
                        }
                    }

                    if (npc.ai[2] > (npc.life < npc.lifeMax / 2 ? 260 : 360))
                    {
                        AIChange();
                    }

                    break;

                case 4:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    if (npc.ai[2] < (npc.life < npc.lifeMax / 2 ? 360 : 270))
                    {
                        if (npc.ai[3]++ > 30)
                        {
                            npc.ai[3] = 0;
                            Teleport(0);
                            NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, ModContent.NPCType <ZeroEcho>());
                        }
                    }
                    if (npc.ai[2] == (npc.life < npc.lifeMax / 2 ? 400 : 310))
                    {
                        npc.ai[1] = 1f;
                    }
                    else
                    {
                        npc.ai[1] = 0f;
                    }
                    if (npc.ai[2] >= (npc.life < npc.lifeMax / 2 ? 480 : 390))
                    {
                        npc.ai[0] = 1;
                        npc.ai[1] = 0;
                        npc.ai[2] = 0;
                        npc.ai[3] = 0;
                    }
                    break;

                case 5:
                    if (!AliveCheck(player))
                    {
                        break;
                    }

                    Counterattack = false;

                    if (npc.ai[1]++ == 100)
                    {
                        if (Main.netMode != 1)
                        {
                            AAMod.Chat(Lang.BossChat("ZeroAwakened11"), Color.Red.R, Color.Red.G, Color.Red.B);
                        }
                        if (ShootDir == new Vector2(0, 0))
                        {
                            ShootDir = npc.DirectionTo(player.Center);
                        }
                        Projectile.NewProjectile(npc.position, 10f * ShootDir, ModContent.ProjectileType <EchoRay>(), 100, 3f, Main.myPlayer, 0, npc.whoAmI);
                        npc.ai[3] = 1f;
                    }
                    else
                    {
                        npc.ai[3] = 0f;
                    }

                    if (npc.ai[1] < 85)
                    {
                        if (npc.ai[2] % (npc.life < npc.lifeMax / 2? 40:60) == 10)
                        {
                            Teleport(3);
                            NPC.NewNPC((int)player.Center.X + 50 * Main.rand.Next(4, 6) * (Main.rand.Next(2) == 0? -1:1), (int)player.Center.Y + 50 * Main.rand.Next(4, 6) * (Main.rand.Next(2) == 0? -1:1), ModContent.NPCType <ZeroMini>());
                        }
                        npc.rotation = npc.DirectionTo(player.Center).ToRotation() + (float)Math.PI / 2;
                        ShootDir     = npc.DirectionTo(player.Center);
                    }

                    if (npc.ai[1] >= 190)
                    {
                        isCharging = false;
                        npc.ai[0]  = 1;
                        npc.ai[1]  = 0;
                        npc.ai[2]  = 0;
                        npc.ai[3]  = 0;
                    }
                    break;

                default:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    npc.ai[0] = 0;
                    goto case 0;
                }
            }
            else if (isCharging)
            {
                if (npc.ai[2] == 10)
                {
                    if (Main.netMode != 1)
                    {
                        AAMod.Chat(Lang.BossChat("ZeroAwakened8"), Color.Red.R, Color.Red.G, Color.Red.B);
                    }
                    if (Main.netMode != 1)
                    {
                        AAMod.Chat(Lang.BossChat("ZeroAwakened9"), Color.Red.R, Color.Red.G, Color.Red.B);
                    }
                }
                if (npc.ai[2] == 40)
                {
                    if (Main.netMode != 1)
                    {
                        AAMod.Chat(Lang.BossChat("ZeroAwakened10"), Color.Red.R, Color.Red.G, Color.Red.B);
                    }
                }
                if (npc.ai[2] == 110)
                {
                    if (Main.netMode != 1)
                    {
                        AAMod.Chat(@"[Y]", Color.Red.R, Color.Red.G, Color.Red.B);
                    }
                }
                npc.rotation = npc.DirectionTo(player.Center).ToRotation() + (float)Math.PI / 2;
                if (npc.ai[2] % (npc.life < npc.lifeMax / 2? 40:60) == 10)
                {
                    Teleport(3);
                    NPC.NewNPC((int)player.Center.X + 50 * Main.rand.Next(4, 6) * (Main.rand.Next(2) == 0? -1:1), (int)player.Center.Y + 50 * Main.rand.Next(4, 6) * (Main.rand.Next(2) == 0? -1:1), ModContent.NPCType <ZeroMini>());
                }
                Counterattack = false;
                npc.ai[1]     = 0f;
                npc.ai[3]     = 0f;
            }
            else if (Counterattack)
            {
                npc.ai[2]++;
                npc.position  = player.Center - new Vector2(0, 600);
                npc.velocity *= 0;

                if (npc.ai[2] == 120)
                {
                    NPC.NewNPC((int)player.Center.X, (int)player.Center.Y + 300, ModContent.NPCType <ZeroEcho>());
                    NPC.NewNPC((int)player.Center.X, (int)player.Center.Y - 300, ModContent.NPCType <ZeroEcho>());
                    NPC.NewNPC((int)player.Center.X + 300, (int)player.Center.Y, ModContent.NPCType <ZeroEcho>());
                    NPC.NewNPC((int)player.Center.X - 300, (int)player.Center.Y, ModContent.NPCType <ZeroEcho>());
                    NPC.NewNPC((int)player.Center.X + 300, (int)player.Center.Y + 300, ModContent.NPCType <ZeroEcho>());
                    NPC.NewNPC((int)player.Center.X - 300, (int)player.Center.Y - 300, ModContent.NPCType <ZeroEcho>());
                    NPC.NewNPC((int)player.Center.X + 300, (int)player.Center.Y - 300, ModContent.NPCType <ZeroEcho>());
                    NPC.NewNPC((int)player.Center.X - 300, (int)player.Center.Y + 300, ModContent.NPCType <ZeroEcho>());
                }

                if (npc.ai[2] == 300)
                {
                    npc.ai[1] = 1f;
                }
                else
                {
                    npc.ai[1] = 0f;
                }

                if (npc.ai[2] > 400)
                {
                    Counterattack = false;
                    npc.ai[0]     = 2;
                    npc.ai[1]     = 0;
                    npc.ai[2]     = 0;
                    npc.ai[3]     = 0;
                }
            }
            else
            {
                BaseAI.AISkull(npc, ref Move, true, 14, 350, .04f, .05f);

                int Frequency = Main.rand.Next(30, 50);
                if (npc.life < npc.lifeMax / 2)
                {
                    Frequency = Main.rand.Next(20, 50);
                }
                if (npc.life < npc.lifeMax / 4)
                {
                    Frequency = Main.rand.Next(10, 40);
                }
                if (Main.rand.Next(2) == 0)
                {
                    BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, ModContent.ProjectileType <GlitchBomb>(), ref npc.ai[3], Frequency, npc.damage / 3, 10, true);
                }
                else
                {
                    BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, ModContent.ProjectileType <GlitchRocket>(), ref npc.ai[3], Frequency, npc.damage / 3, 10, true);
                }
            }

            if ((npc.Center - player.Center).Length() > 2000 && !isCharging && !Counterattack)
            {
                Teleport(0);
            }

            if (npc.ai[0] != 5)
            {
                npc.direction = npc.spriteDirection = 1;
                npc.rotation  = 0;
            }
        }
Example #11
0
        public override void AI()
        {
            if (body == -1)
            {
                int npcID = BaseAI.GetNPC(npc.Center, mod.NPCType("ZeroProtocol"), -1, null);
                if (npcID >= 0)
                {
                    body = npcID;
                }
            }

            if (body == -1)
            {
                return;
            }

            NPC zero = Main.npc[body];

            npc.TargetClosest(true);

            Player player = Main.player[npc.target];

            if (npc.ai[0] == 0)
            {
                npc.velocity *= 0;
            }
            else if (npc.ai[0] == 1)
            {
                npc.ai[1]++;
                if (npc.ai[1] % 180 == 60)
                {
                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(0f, -14f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(0f, 14f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(14f, 0f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-14f, 0f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                    }
                }
                if (npc.ai[1] % 180 == 120)
                {
                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(10f, -10f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-10f, -10f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(-10f, 10f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                        Projectile.NewProjectile(new Vector2(npc.Center.X, npc.Center.Y), new Vector2(10f, 10f), mod.ProjectileType("ProtoStar"), npc.damage / 2, 3);
                    }
                }
            }
            else if (npc.ai[0] == 2)
            {
                npc.velocity *= 0;
                if (Main.netMode != NetmodeID.MultiplayerClient)
                {
                    int direction = Main.rand.Next(2) == 0? 1:-1;
                    Projectile.NewProjectile(npc.Center + new Vector2(30, 30), new Vector2(10, 10), mod.ProjectileType("EchoRay"), npc.damage / 3, 0f, Main.myPlayer, direction * 6.2831855f / 750f, npc.whoAmI);
                    Projectile.NewProjectile(npc.Center + new Vector2(-30, 30), new Vector2(-10, 10), mod.ProjectileType("EchoRay"), npc.damage / 3, 0f, Main.myPlayer, direction * 6.2831855f / 750f, npc.whoAmI);
                    Projectile.NewProjectile(npc.Center + new Vector2(30, -30), new Vector2(10, -10), mod.ProjectileType("EchoRay"), npc.damage / 3, 0f, Main.myPlayer, direction * 6.2831855f / 750f, npc.whoAmI);
                    Projectile.NewProjectile(npc.Center + new Vector2(-30, -30), new Vector2(-10, -10), mod.ProjectileType("EchoRay"), npc.damage / 3, 0f, Main.myPlayer, direction * 6.2831855f / 750f, npc.whoAmI);
                }
                npc.ai[0]     = 3;
                npc.ai[1]     = 0;
                npc.netUpdate = true;
            }
            else if (npc.ai[0] == 3)
            {
                npc.velocity *= 0;
                npc.ai[1]++;
                if (npc.ai[1] >= 90)
                {
                    npc.ai[1]     = 0;
                    npc.ai[0]     = 1;
                    npc.netUpdate = true;
                }
                return;
            }
            else
            {
                if (Main.rand.Next(2) == 0)
                {
                    BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, mod.ProjectileType("GlitchBomb"), ref npc.ai[3], 50, npc.damage / 3, 10, true);
                }
                else
                {
                    BaseAI.ShootPeriodic(npc, player.position, player.width, player.height, mod.ProjectileType("GlitchRocket"), ref npc.ai[3], 50, npc.damage / 3, 10, true);
                }
            }

            npc.ai[2]++;

            if (npc.ai[2] > 360 && npc.ai[0] != 2)
            {
                npc.ai[0]     = Main.rand.Next(2) == 0? 1:3;
                npc.netUpdate = true;
            }

            if (zero.ai[0] == 5 && zero.ai[3] == 1f)
            {
                npc.ai[0]     = 2;
                npc.netUpdate = true;
            }
            else if ((npc.ai[2] > 360 && npc.ai[0] != 2) || npc.ai[0] == 2)
            {
                npc.ai[0]     = Main.rand.Next(2) == 0? 1:3;
                npc.ai[1]     = 0;
                npc.netUpdate = true;
                npc.ai[2]     = 0;
            }

            if (npc.ai[0] != 3 && npc.ai[0] != 2 && npc.ai[0] != 0)
            {
                if ((npc.Center - player.Center).Length() > 400f)
                {
                    MoveToPoint(player.Center);
                }
                else
                {
                    BaseAI.AISkull(npc, ref Move, true, 14, 350, .04f, .05f);
                }
            }
        }
Example #12
0
        public override void AI()
        {
            if (!title)
            {
                CSkies.ShowTitle(npc, 3);
                title = true;
            }

            Lighting.AddLight(npc.Center, 0, 0f, .15f);
            npc.TargetClosest();
            if (!Main.dayTime)
            {
                if (npc.alpha <= 0)
                {
                    npc.alpha = 0;
                }
                else
                {
                    npc.alpha -= 5;
                }
            }
            else
            {
                if (npc.alpha >= 255)
                {
                    npc.active = false;
                }
                else
                {
                    npc.alpha += 5;
                }
            }

            if (internalAI[3] == 0 && npc.ai[3] < 1000)
            {
                if (Main.netMode != NetmodeID.MultiplayerClient)
                {
                    for (int m = 0; m < StarCount; m++)
                    {
                        int projectileID = Projectile.NewProjectile(npc.Center, Vector2.Zero, mod.ProjectileType("BlackHole"), npc.damage / 4, 4, Main.myPlayer, m);
                        Main.projectile[projectileID].Center    = npc.Center;
                        Main.projectile[projectileID].velocity  = new Vector2(MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()), MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()));
                        Main.projectile[projectileID].velocity *= 8f;
                    }
                    internalAI[3] = 1;
                    npc.netUpdate = true;
                }
            }
            if (internalAI[1] < 120)
            {
                internalAI[1] += 2;
            }
            else
            {
                internalAI[1] = 120;
                npc.netUpdate = true;
            }

            BaseAI.AISkull(npc, ref npc.ai, true, 11, 350, .05f, .07f);

            if (Main.netMode != NetmodeID.MultiplayerClient)
            {
                if (internalAI[2]++ > 200)
                {
                    FireLaser(npc);
                    internalAI[2] = 0;
                    npc.netUpdate = true;
                }
                if (npc.ai[3] == 1200f)
                {
                    npc.netUpdate = true;
                }
                else if (npc.ai[3] < 1200)
                {
                    npc.ai[3]++;
                    npc.netUpdate = true;
                    if (npc.ai[2]++ == (Main.expertMode ? 400 : 500))
                    {
                        internalAI[0] += 1;
                        npc.netUpdate  = true;
                    }
                }
                if (!CUtils.AnyProjectiles(ModContent.ProjectileType <BlackHole>()))
                {
                    npc.ai[2]     = 0;
                    internalAI[0] = 0;
                    internalAI[1] = 0;
                    internalAI[2] = 0;
                    internalAI[3] = 0;
                    npc.netUpdate = true;
                }
            }

            if (npc.ai[3] >= 1200f)
            {
                if (npc.ai[3] > (Main.expertMode ? 1500 : 1400))
                {
                    npc.ai[3]     = 0;
                    npc.netUpdate = true;
                }
                else
                {
                    npc.ai[3]++;
                }

                npc.ai[2]     = 0;
                npc.velocity *= .98f;
                if (VortexScale < 1f)
                {
                    VortexScale += .01f;
                }
                VortexRotation += .3f;

                for (int u = 0; u < Main.maxPlayers; u++)
                {
                    Player target = Main.player[u];

                    if (target.active && Vector2.Distance(npc.Center, target.Center) < 260 * VortexScale)
                    {
                        float   num3   = 6f;
                        Vector2 vector = new Vector2(target.position.X + target.width / 4, target.position.Y + target.height / 4);
                        float   num4   = npc.Center.X - vector.X;
                        float   num5   = npc.Center.Y - vector.Y;
                        float   num6   = (float)Math.Sqrt(num4 * num4 + num5 * num5);
                        num6  = num3 / num6;
                        num4 *= num6;
                        num5 *= num6;
                        int num7 = 4;
                        target.velocity.X = (target.velocity.X * (num7 - 1) + num4) / num7;
                        target.velocity.Y = (target.velocity.Y * (num7 - 1) + num5) / num7;
                    }
                }
            }
            else
            {
                if (VortexScale > 0f)
                {
                    VortexScale -= .05f;
                }
                VortexRotation += .05f;
            }

            npc.rotation = 0;

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;
        }
Example #13
0
        public override void AI()
        {
            Player player = Main.player[npc.target];

            MinionType = (int)npc.ai[0];

            if (npc.ai[2] == 0)
            {
                if (Main.netMode != NetmodeID.MultiplayerClient)
                {
                    npc.ai[2]++;
                }
                if (npc.ai[2] > 30)
                {
                    npc.ai[2]     = 1;
                    npc.netUpdate = true;
                }
            }
            else
            {
                if (MinionType <= 7 ||
                    MinionType == 9 ||
                    MinionType == 10 ||
                    MinionType == 11 ||
                    MinionType == 12 ||
                    MinionType == 13 ||
                    MinionType == 14 ||
                    MinionType == 15 ||
                    MinionType == 17 ||
                    MinionType == 18 ||
                    MinionType == 19 ||
                    MinionType == 24 ||
                    MinionType == 25) //If Earlygame ore, Crimtane, Incinerite, Abyssium, Hellstone, Cobalt, Palladium, Mythril, Adamantite, or Titanium, have Melee AI.
                {
                    float Speed = 3;
                    if (MinionType == 11)
                    {
                        Speed = 5;
                    }
                    if (MinionType == 24)
                    {
                        npc.ai[3]++;
                        for (int m = npc.oldPos.Length - 1; m > 0; m--)
                        {
                            npc.oldPos[m] = npc.oldPos[m - 1];
                        }
                        npc.oldPos[0] = npc.position;
                    }
                    if (MinionType == 24 && npc.ai[3] > 300)
                    {
                        BaseAI.AITackle(npc, ref npc.ai, Main.player[npc.target].Center, 0.5f, 12f, true, 60);

                        if (npc.ai[3] > 420)
                        {
                            npc.ai[3] = 0;
                        }
                    }
                    else
                    {
                        BaseAI.AIElemental(npc, ref internalAI, ref idleTimer, null, 120, false, true, 400, 200f, 180, Speed);
                    }
                }
                else //if Demonite, Oricalcum, Chlorophite, or Technecium, Ranged AI
                {
                    npc.noTileCollide = true;
                    BaseAI.AISkull(npc, ref internalAI, false, 6, 350, 0.14f, .2f);

                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        int p;
                        if (MinionType == 8) //Demonite
                        {
                            p = ProjectileID.CursedFlameHostile;
                            ShootPeriodic(npc, player.position, player.width, player.height, p, ref npc.ai[1], 120, npc.damage / 2, 9, false);
                        }
                        else if (MinionType == 20) //Chlorophyte
                        {
                            p = ProjectileID.CrystalLeafShot;
                            ShootPeriodic(npc, player.position, player.width, player.height, p, ref npc.ai[1], 120, npc.damage / 2, 9, false);
                        }
                        else if (MinionType == 22) //Nebula
                        {
                            p = mod.ProjectileType("Nebula");
                            ShootPeriodic(npc, player.position, player.width, player.height, p, ref npc.ai[1], 200, npc.damage / 2, 9, false);
                        }
                        else if (MinionType == 23) //Vortex
                        {
                            p = 640;
                            ShootPeriodic(npc, player.position, player.width, player.height, p, ref npc.ai[1], 200, npc.damage / 2, 9, false);
                        }
                        else if (MinionType == 16 && npc.ai[1]++ > 180) //Oricalcum
                        {
                            npc.ai[1] = 0;
                            int   direction = npc.direction;
                            float num       = Main.screenPosition.X;
                            if (direction < 0)
                            {
                                num += Main.screenWidth;
                            }
                            float num2 = Main.screenPosition.Y;
                            num2 += Main.rand.Next(Main.screenHeight);
                            Vector2 vector = new Vector2(num, num2);
                            float   num3   = npc.position.X - vector.X;
                            float   num4   = npc.position.Y - vector.Y;
                            num3 += Main.rand.Next(-50, 51) * 0.1f;
                            num4 += Main.rand.Next(-50, 51) * 0.1f;
                            int   num5 = 24;
                            float num6 = (float)Math.Sqrt(num3 * num3 + num4 * num4);
                            num6  = num5 / num6;
                            num3 *= num6;
                            num4 *= num6;
                            int l = Projectile.NewProjectile(num, num2, num3, num4, 221, 36, 0f, Main.myPlayer, 0f, 0f);
                            Main.projectile[l].friendly = false;
                            Main.projectile[l].hostile  = true;
                            npc.netUpdate = true;
                        }
                    }
                }
            }
            if (MinionType == 18) //Titanium Shadow Dodge
            {
                shadowDodge = shadowDodgeTimer > 0;
                if (shadowDodge)
                {
                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        if (!npc.dontTakeDamage)
                        {
                            npc.dontTakeDamage = true;
                            npc.netUpdate      = true;
                        }
                        shadowDodgeTimer--;
                    }

                    shadowDodgeCount += 1f;
                    if (shadowDodgeCount > 30f)
                    {
                        shadowDodgeCount = 30f;
                    }
                }
                else
                {
                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        if (npc.dontTakeDamage)
                        {
                            npc.dontTakeDamage = false;
                            npc.netUpdate      = true;
                        }
                    }
                    npc.dontTakeDamage = false;
                    shadowDodgeCount  -= 1f;
                    if (shadowDodgeCount < 0f)
                    {
                        shadowDodgeCount = 0f;
                    }
                }
            }
            if (MinionType == 9 || MinionType == 14) //Regen
            {
                npc.ai[3]++;
                if (npc.ai[3] >= 100)
                {
                    npc.life++;
                    if (MinionType == 9)
                    {
                        npc.life++;
                    }
                    npc.ai[3] = 0;
                }
            }
            if (MinionType == 21) //Stardust Summon
            {
                npc.ai[3]++;

                if (npc.ai[3] > 400)
                {
                    npc.ai[3] = 0;
                    int Xint = Main.rand.Next(-400, 400);
                    int Yint = Main.rand.Next(-400, 400);
                    NPC.NewNPC((int)npc.Center.X + Xint, (int)npc.Center.Y + Yint, mod.NPCType("GreedMinion"), 0, Main.rand.Next(29));
                    for (int i = 0; i < 3; i++)
                    {
                        Dust.NewDust(new Vector2(Xint, Yint), 60, 60, 229, 0f, 0f, 0, Color.White, 1);
                    }
                }
            }
            if (MinionType == 23) //Vortex Stealth
            {
                npc.ai[3]++;

                if (npc.ai[3] == 300)
                {
                    npc.netUpdate = true;
                }
                if (npc.ai[3] > 300)
                {
                    npc.alpha += 3;
                    if (npc.alpha > 200)
                    {
                        npc.alpha = 200;
                    }
                }
                if (npc.ai[3] > 460)
                {
                    npc.ai[3] = 0;
                }
            }
            npc.rotation = 0;
        }
Example #14
0
        public override void AI()
        {
            Player player = Main.player[npc.target];

            Vector2 targetPos;

            if (!npc.HasPlayerTarget)
            {
                npc.TargetClosest();
            }

            int   speed    = 16;
            float interval = .025f;

            if (npc.life < npc.lifeMax / 2)
            {
                if (!Phase2)
                {
                    npc.velocity *= .92f;

                    PhaseTimer++;

                    if (PhaseTimer == 120)
                    {
                        CombatText.NewText(npc.Hitbox, Color.Purple, "Target threat level underestimated. Engaging melee protocols.", true);
                    }
                    if (PhaseTimer >= 180)
                    {
                        Phase2        = true;
                        internalAI[0] = 6;
                    }

                    return;
                }
                speed    = 18;
                interval = .03f;
                music    = mod.GetSoundSlot(Terraria.ModLoader.SoundType.Music, "Sounds/Music/Novacore2");
            }

            if (npc.life < npc.lifeMax / 4)
            {
                Lighting.AddLight(npc.Center, Warning.R / 150, Warning.G / 150, Warning.B / 150);
                if (!WarningText)
                {
                    CombatText.NewText(npc.Hitbox, Color.Red, "ERROR. DRASTIC PHYSICAL DAMAGE TO CHASSIS! ASTRAL ENERGY LEAKS IMMINENT!", true);
                    WarningText = true;
                }
                music    = mod.GetSoundSlot(Terraria.ModLoader.SoundType.Music, "Sounds/Music/Pinch");
                speed    = 20;
                interval = .03f;

                if (Main.rand.Next(30) == 0)
                {
                    Lightning();
                }
            }
            else
            {
                Lighting.AddLight(npc.Center, Color.Purple.R / 150, Color.Purple.G / 150, Color.Purple.B / 150);
            }


            if (!MeleeMode)
            {
                BaseAI.AISkull(npc, ref npc.ai, true, speed, 280, interval, .05f);
            }

            OrbitterDist += 2f;
            if (OrbitterDist > 300)
            {
                OrbitterDist = 300;
            }

            CWorld.NovacoreCounter = npc.ai[2];

            if (MeleeMode)
            {
                internalAI[3]++;
                switch (internalAI[1])
                {
                    #region Diagonal Dashes
                case 0:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    targetPos    = player.Center;
                    targetPos.X += 430 * (npc.Center.X < targetPos.X ? -1 : 1);
                    targetPos.Y -= 430;
                    Movement(targetPos, .7f);
                    if (internalAI[3] > 180 || Math.Abs(npc.Center.Y - targetPos.Y) < 100)     //initiate dash
                    {
                        internalAI[1]++;
                        internalAI[3] = 0;
                        npc.netUpdate = true;
                        npc.velocity  = npc.DirectionTo(player.Center) * 45;
                    }
                    break;

                case 1:     //dashing
                    if (npc.Center.Y > player.Center.Y + 500 || Math.Abs(npc.Center.X - player.Center.X) > 1000)
                    {
                        npc.velocity.Y *= 0.5f;
                        internalAI[3]   = 0;
                        if (++internalAI[2] >= Repeats() - 1)     //repeat three times
                        {
                            internalAI[1] = 0;
                            internalAI[2] = 0;
                            internalAI[3] = 0;
                            MeleeMode     = false;
                        }
                        else
                        {
                            internalAI[1]--;
                        }
                        npc.netUpdate = true;
                    }
                    break;
                    #endregion

                    #region Horizontal Dash
                case 2:     //prepare for queen bee dashes
                    if (!AliveCheck(player))
                    {
                        break;
                    }

                    if (internalAI[3] > 60)
                    {
                        targetPos    = player.Center;
                        targetPos.X += 400 * (npc.Center.X < targetPos.X ? -1 : 1);
                        Movement(targetPos, 1f);
                        if (internalAI[3] > 180 || Math.Abs(npc.Center.Y - targetPos.Y) < 40)     //initiate dash
                        {
                            internalAI[1]++;
                            internalAI[3]   = 0;
                            npc.netUpdate   = true;
                            npc.velocity.X  = -40 * (npc.Center.X < player.Center.X ? -1 : 1);
                            npc.velocity.Y *= 0.1f;
                        }
                    }
                    else
                    {
                        npc.velocity *= 0.9f;     //decelerate briefly
                    }
                    break;

                case 3:

                    if (internalAI[3] > 240 || (Math.Sign(npc.velocity.X) > 0 ? npc.Center.X > player.Center.X + 900 : npc.Center.X < player.Center.X - 900))
                    {
                        internalAI[3] = 0;

                        if (++internalAI[2] >= Repeats())     //repeat dash three times
                        {
                            internalAI[1] = 0;
                            internalAI[2] = 0;
                            internalAI[3] = 0;
                            MeleeMode     = false;
                        }
                        else
                        {
                            internalAI[1]--;
                        }
                        npc.netUpdate = true;
                    }
                    break;

                default:
                    internalAI[1] = 0;
                    goto case 0;
                    #endregion
                }
            }
            else
            {
                if (npc.ai[2]++ > AIRate)
                {
                    if (internalAI[0] != 5)
                    {
                        if (npc.velocity.X >= 0)
                        {
                            npc.rotation       += .06f;
                            npc.spriteDirection = 1;
                        }
                        else if (npc.velocity.X < 0)
                        {
                            npc.rotation       -= .06f;
                            npc.spriteDirection = -1;
                        }
                    }
                    else
                    {
                        npc.rotation += .03f;
                    }
                    switch (internalAI[0])
                    {
                    case 0:
                    case 1:
                    case 2:

                        #region Lightning
                    case 3:
                        if (!AliveCheck(Main.player[npc.target]))
                        {
                            break;
                        }

                        if (npc.localAI[0] == 0f)
                        {
                            npc.localAI[0] = 1f;
                            int     num833   = Player.FindClosest(npc.Center, 0, 0);
                            Vector2 vector62 = Main.player[num833].Center - npc.Center;
                            if (vector62 == Vector2.Zero)
                            {
                                vector62 = Vector2.UnitY;
                            }
                            closestPlayer = vector62.ToRotation();
                            npc.netUpdate = true;
                        }

                        if (npc.ai[2] % 45 == 0)
                        {
                            Main.PlaySound(SoundID.Item8, npc.position);
                            Vector2 vector71 = closestPlayer.ToRotationVector2();
                            Vector2 value56  = vector71.RotatedBy(1.5707963705062866) * (Main.rand.Next(2) == 0).ToDirectionInt() * Main.rand.Next(10, 21);
                            vector71 *= Main.rand.Next(-80, 81);
                            Vector2 velocity3 = (vector71 - value56) / 10f;
                            Dust    dust25    = Main.dust[Dust.NewDust(npc.Center, 0, 0, ModContent.DustType <Dusts.CDust>())];
                            dust25.noGravity = true;
                            dust25.position  = npc.Center + value56;
                            dust25.velocity  = velocity3;
                            dust25.scale     = 0.5f + Main.rand.NextFloat();
                            dust25.fadeIn    = 0.5f;
                            if (Main.netMode != NetmodeID.MultiplayerClient)
                            {
                                for (int a = 0; a < Repeats() + 1; a++)
                                {
                                    Vector2 vector72 = closestPlayer.ToRotationVector2() * 8f;
                                    float   ai2      = Main.rand.Next(80);
                                    Projectile.NewProjectile(npc.Center.X - vector72.X, npc.Center.Y - vector72.Y, vector72.X, vector72.Y, ModContent.ProjectileType <Novashock>(), 15, 1f, Main.myPlayer, closestPlayer, ai2);
                                }
                            }
                            npc.localAI[0] = 0;
                        }

                        if (npc.ai[2] > AIRate + 140 && Main.netMode != NetmodeID.MultiplayerClient)
                        {
                            AIChange();
                        }
                        break;
                        #endregion

                        #region Turrets
                    case 4:
                        if (!AliveCheck(Main.player[npc.target]))
                        {
                            break;
                        }
                        if (!AnyOrbitters)
                        {
                            OrbitterDist = 0;
                            for (int m = 0; m < TurretCount(); m++)
                            {
                                int projectileID = Projectile.NewProjectile(npc.Center, Vector2.Zero, ModContent.ProjectileType <NovaTurretProj>(), npc.damage, 4, Main.myPlayer);
                                Main.projectile[projectileID].Center    = npc.Center;
                                Main.projectile[projectileID].velocity  = new Vector2(MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()), MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()));
                                Main.projectile[projectileID].velocity *= 8f;
                                Main.projectile[projectileID].ai[0]     = m;
                            }
                        }
                        AIChange();
                        break;
                        #endregion

                        #region Lasers
                    case 5:     //Nova Beams
                        if (!AliveCheck(Main.player[npc.target]))
                        {
                            break;
                        }

                        npc.velocity *= .94f;

                        LaserAttack();

                        if (!CUtils.AnyProjectiles(ModContent.ProjectileType <NovaBeam>()) || !CUtils.AnyProjectiles(ModContent.ProjectileType <NovaBeamSmall>()) && !LaserShot)
                        {
                            AIChange();
                        }
                        break;
                        #endregion
                    }
                }
                else
                {
                    if (npc.velocity.X > 0)
                    {
                        npc.rotation += .03f;
                    }
                    else if (npc.velocity.X < 0)
                    {
                        npc.rotation -= .03f;
                    }
                    if (npc.life < npc.lifeMax / 2)
                    {
                        if (Shoot > 30)
                        {
                            if (Shoot % 10 == 0)
                            {
                                if (Main.netMode != NetmodeID.MultiplayerClient)
                                {
                                    Vector2 spinningpoint2 = 0 * Vector2.UnitX;
                                    spinningpoint2  = spinningpoint2.RotatedBy((Main.rand.NextDouble() - 0.5) * 0.78539818525314331);
                                    spinningpoint2 *= 8f;
                                    Projectile.NewProjectile(npc.Center.X, npc.Center.Y, spinningpoint2.X, spinningpoint2.Y, ModContent.ProjectileType <NovaRocket>(), npc.damage / 3, 0f, Main.myPlayer, 0f, 20f);
                                    if (Shoot > 60)
                                    {
                                        Shoot         = 0;
                                        npc.netUpdate = true;
                                    }
                                }
                                Main.PlaySound(SoundID.Item39, npc.Center);
                            }
                        }
                    }
                }
            }
        }