Example #1
0
        public override bool PreAI()
        {
            if (timer++ > interval)
            {
                timer = 0;
            }
            if (npc.velocity.Y == 0f && !npc.wet && Collision.SolidCollision(npc.position, npc.width, npc.height + 8))
            {
                npc.velocity = Vector2.Zero;
            }
            target = ArchaeaNPC.FindClosest(npc, true);
            if (target == null)
            {
                DefaultActions();
                return(false);
            }
            inRange = ArchaeaNPC.WithinRange(target.position, ArchaeaNPC.defaultBounds(npc));
            switch (pattern)
            {
            case Pattern.JustSpawned:
                if (JustSpawned())
                {
                    goto case Pattern.Idle;
                }
                return(false);

            case Pattern.Idle:
                pattern = Pattern.Idle;
                if (inRange)
                {
                    goto case Pattern.Active;
                }
                DefaultActions(150, flip);
                return(true);

            case Pattern.Active:
                if (inRange)
                {
                    if (Hurt())
                    {
                        goto case Pattern.Attack;
                    }
                }
                else if (timer % interval / 4 == 0)
                {
                    counter++;
                }
                if (counter > maxAggro)
                {
                    counter = 0;
                    goto case Pattern.Idle;
                }
                Active();
                return(true);

            case Pattern.Attack:
                Attack();
                return(true);

            default:
                return(false);
            }
        }
Example #2
0
        public override void AI()
        {
            if (!Inbounds() || (!inGround && !moveThroughAir))
            {
                NextDirection(new Vector2(0, npc.height * -1));
                return;
            }
            switch (ai)
            {
            case Reset:
                NextDirection(FindAny(bounds));
                cycle = 0;
                leaps = 0;
                break;

            case JustSpawned:
                if (StartDigging())
                {
                    goto case DigAround;
                }
                break;

            case Idle:
                ai = Idle;
                if (npc.Distance(target().position) < range || (time++ > interval / 4 && time != 0))
                {
                    time = 0;
                    move = FindAny(bounds);
                    goto case DigAround;
                }
                break;

            case DigAround:
                ai = DigAround;
                Digging();
                if (time++ > interval / 2 && time != 0)
                {
                    move = FindAny(bounds);
                    cycle++;
                    time = 0;
                }
                if (npc.Hitbox.Contains(follow.ToPoint()))
                {
                    move = FindAny(bounds);
                }
                if (move != Vector2.Zero)
                {
                    follow = move;
                    NextDirection(follow);
                }
                if (cycle > 2)
                {
                    cycle = 0;
                    if (npc.Distance(target().position) < range)
                    {
                        goto case ChasePlayer;
                    }
                    else
                    {
                        goto case Idle;
                    }
                }
                break;

            case ChasePlayer:
                ai = ChasePlayer;
                if (!ArchaeaNPC.defaultBounds(target()).Contains(npc.Hitbox))
                {
                    rotateTo = direction ? ArchaeaNPC.AngleTo(npc, target()) : ArchaeaNPC.AngleTo(npc, target()) * -1;
                }
                if (time++ % interval / 2 == 0 && time != 0)
                {
                    cycle++;
                }
                if (!InGround(npc.Center))
                {
                    leaps++;
                }
                if (npc.Hitbox.Intersects(target().Hitbox) || cycle > 12 || leaps > 60)
                {
                    ai = DigAround;
                    goto case Reset;
                }
                break;
            }
        }