public override void AI()
        {
            if (++animationCounter >= 5)
            {
                animationCounter = 0;
                if (++frame >= Main.projFrames[_type])
                {
                    frame = 0;
                }
            }
            projectile.frameCounter = 0;
            projectile.frame        = frame;

            var owner = Main.player[projectile.owner];

            if (owner.active && owner.HasBuff(HarpyPetBuff._type))
            {
                projectile.timeLeft = 2;
            }

            if (projectile.owner != Main.myPlayer)
            {
                return;
            }

            if (Timer > 0)
            {
                --Timer;
                return;
            }

            float direction;

            if (projectile.direction < 0)
            {
                direction = FOVHelper.POS_X_DIR + projectile.rotation;
            }
            else
            {
                direction = FOVHelper.NEG_X_DIR - projectile.rotation;
            }

            var origin = projectile.Center;
            var fov    = new FOVHelper();

            fov.adjustCone(origin, FOV, direction);
            float maxDistSquared = Max_Range * Max_Range;

            for (int i = 0; i < Main.maxNPCs; ++i)
            {
                NPC     npc    = Main.npc[i];
                Vector2 npcPos = npc.Center;
                if (npc.CanBeChasedBy() &&
                    fov.isInCone(npcPos) &&
                    Vector2.DistanceSquared(origin, npcPos) < maxDistSquared &&
                    Collision.CanHitLine(origin, 0, 0, npc.position, npc.width, npc.height))
                {
                    ShootFeathersAt(npcPos);
                    Timer = 140;
                    break;
                }
            }
        }
        public override void UpdateEffects(Player player)
        {
            PlayerHook modPlayer = player.GetModPlayer <PlayerHook>(mod);

            modPlayer.copterBrake = false;
            float tilt = player.fullRotation;

            if (player.wet || player.honeyWet || player.lavaWet)
            {
                player.mount.Dismount(player);
                return;
            }

            //Only keep flying, when the player is holding up
            if (player.controlUp || player.controlJump)
            {
                player.mount._abilityCharging = true;
                player.mount._flyTime         = 0;
                player.mount._fatigue         = -verticalSpeed;
            }
            else
            {
                player.mount._abilityCharging = false;
            }

            //Slow down the helicopter, if it's on the ground
            if (modPlayer.onGround)
            {
                if (player.controlUp || player.controlJump)
                {
                    player.position.Y -= mountData.acceleration;
                }
                else
                {
                    modPlayer.copterBrake = true;
                }
            }

            //tilt the helicopter
            tilt = player.velocity.X * (MathHelper.PiOver2 * 0.125f);
            tilt = (float)Math.Sin(tilt) * maxTilt;
            player.fullRotation       = tilt;
            player.fullRotationOrigin = new Vector2(10f, 14f);            //If you change this, also change the x and y values below.


            //Scan for enemies and fire at them
            if (player.mount._abilityCooldown == 0)
            {
                //Don't change these values, unless you want to adjust the nozzle position.
                float   x      = 20f * player.direction;
                float   y      = 12f;
                float   sin    = (float)Math.Sin(tilt);
                float   cos    = (float)Math.Cos(tilt);
                Vector2 muzzle = new Vector2(x * cos - y * sin, x * sin + y * cos);
                muzzle = muzzle + player.fullRotationOrigin + player.position;

                //Readjust the scanning cone to the current position.
                float direction;
                if (player.direction == 1)
                {
                    direction = FOVHelper.POS_X_DIR + tilt;
                }
                else
                {
                    direction = FOVHelper.NEG_X_DIR - tilt;
                }
                helper.adjustCone(muzzle, fov, direction);

                //Look for the nearest, unobscured enemy inside the cone
                NPC   nearest     = null;
                float distNearest = rangeSquare;
                for (int i = 0; i < 200; i++)
                {
                    NPC     npc       = Main.npc[i];
                    Vector2 npcCenter = npc.Center;
                    if (npc.CanBeChasedBy() && helper.isInCone(npcCenter))                     //first param of canBeChasedBy has no effect
                    {
                        float distCurrent = Vector2.DistanceSquared(muzzle, npcCenter);
                        if (distCurrent < distNearest && Collision.CanHitLine(muzzle, 0, 0, npc.position, npc.width, npc.height))
                        {
                            nearest     = npc;
                            distNearest = distCurrent;
                        }
                    }
                }
                //Shoot 'em dead
                if (nearest != null)
                {
                    if (player.whoAmI == Main.myPlayer)
                    {
                        Vector2 aim = nearest.Center - muzzle;
                        aim.Normalize();
                        aim *= velocity;
                        float vX = aim.X;
                        float vY = aim.Y;
                        //This precisely mimics the Gatligators spread
                        Random rand = Main.rand;
                        vX += rand.Next(-50, 51) * 0.03f;
                        vY += rand.Next(-50, 51) * 0.03f;
                        vX += rand.Next(-40, 41) * 0.05f;
                        vY += rand.Next(-40, 41) * 0.05f;
                        if (rand.Next(3) == 0)
                        {
                            vX += Main.rand.Next(-30, 31) * 0.02f;
                            vY += Main.rand.Next(-30, 31) * 0.02f;
                        }
                        Projectile.NewProjectile(muzzle.X, muzzle.Y, vX, vY, mod.ProjectileType("CandyCopterBullet"), (int)(damage * player.minionDamage), knockback * player.minionKB, player.whoAmI);                         //CandyCopterBullet
                    }
                    Point point = player.Center.ToTileCoordinates();
                    Lighting.AddLight(point.X, point.Y, lightColor.X, lightColor.Y, lightColor.Z);
                    modPlayer.copterFiring        = true;
                    modPlayer.copterFireFrame     = 0;
                    player.mount._abilityCooldown = cooldown - 1;
                }
                else
                {
                    modPlayer.copterFiring = false;
                }
                return;
            }
            else if (player.mount._abilityCooldown > cooldown)
            {
                player.mount._abilityCooldown = cooldown;
            }
        }
Exemple #3
0
        public override void UpdateEffects(Player player)
        {
            MagicalPlayer modPlayer = player.GetModPlayer <MagicalPlayer>();
            float         tilt      = player.fullRotation;

            player.blockRange                    += 5;
            player.resistCold                     = true;
            player.accDivingHelm                  = true;
            player.statDefense                   += 150;
            player.doubleJumpBlizzard             = true;
            player.noFallDmg                      = true;
            player.iceSkate                       = true;
            player.pickSpeed                     -= 0.25f;
            player.buffImmune[BuffID.Slow]        = true;
            player.buffImmune[BuffID.Frozen]      = true;
            player.buffImmune[BuffID.Webbed]      = true;
            player.buffImmune[BuffID.BrokenArmor] = true;
            player.buffImmune[BuffID.Poisoned]    = true;
            if (Main.rand.Next(30) == 0)
            {
                Rectangle rect = player.getRect();
                Dust.NewDust(new Vector2(rect.X, rect.Y), rect.Width, rect.Height, 135);
            }

            #region Santa Target and Fire
            //Scan for enemies and fire at them
            if (player.mount._abilityCooldown == 0)
            {
                //Don't change these values, unless you want to adjust the nozzle position.
                float   x      = 5f * player.direction;//20 and 12
                float   y      = 5f;
                float   sin    = (float)Math.Sin(tilt);
                float   cos    = (float)Math.Cos(tilt);
                Vector2 muzzle = new Vector2(x * cos - y * sin, x * sin + y * cos);
                muzzle = muzzle + player.fullRotationOrigin + player.position;

                //Readjust the scanning cone to the current position.
                float direction;
                if (player.direction == 1)
                {
                    direction = FOVHelper.POS_X_DIR + tilt;
                }
                else
                {
                    direction = FOVHelper.NEG_X_DIR - tilt;
                }
                helper.adjustCone(muzzle, fov, direction);

                //Look for the nearest, unobscured enemy inside the cone
                NPC   nearest     = null;
                float distNearest = rangeSquare;
                for (int i = 0; i < 200; i++)
                {
                    NPC     npc       = Main.npc[i];
                    Vector2 npcCenter = npc.Center;
                    if (npc.CanBeChasedBy() && helper.isInCone(npcCenter)) //first param of canBeChasedBy has no effect
                    {
                        float distCurrent = Vector2.DistanceSquared(muzzle, npcCenter);
                        if (distCurrent < distNearest && Collision.CanHitLine(muzzle, 0, 0, npc.position, npc.width, npc.height))
                        {
                            nearest     = npc;
                            distNearest = distCurrent;
                        }
                    }
                }
                //Shoot 'em dead
                if (nearest != null)
                {
                    if (player.whoAmI == Main.myPlayer)
                    {
                        Vector2 aim = nearest.Center - muzzle;
                        aim.Normalize();
                        aim *= velocity;
                        float vX = aim.X;
                        float vY = aim.Y;
                        //This precisely mimics the Gatligators spread
                        //Random rand = Main.rand; commenting this out because I changed the rand lines here and waiting on more experienced help- Jenosis
                        vX += Main.rand.Next(-20, 21) * 0.03f;
                        vY += Main.rand.Next(-20, 21) * 0.03f;
                        vX += Main.rand.Next(-10, 11) * 0.05f;
                        vY += Main.rand.Next(-10, 11) * 0.05f;
                        if (Main.rand.Next(3) == 0)
                        {
                            vX += Main.rand.Next(-15, 16) * 0.02f;
                            vY += Main.rand.Next(-15, 16) * 0.02f;
                        }
                        Main.PlaySound(SoundID.Item, (int)player.position.X, (int)player.position.Y, 41);
                        Projectile.NewProjectile(muzzle.X, muzzle.Y, vX, vY, ProjectileID.BulletHighVelocity, (int)(damage * player.minionDamage), knockback * player.minionKB, player.whoAmI); //CandyCopterBullet
                    }
                    Point point = player.Center.ToTileCoordinates();
                    Lighting.AddLight(point.X, point.Y, lightColor.X, lightColor.Y, lightColor.Z);
                    modPlayer.SantaFiring         = true;
                    modPlayer.SantaFireFrame      = 0;
                    player.mount._abilityCooldown = cooldown - 1;
                }
                else
                {
                    modPlayer.SantaFiring = false;
                }
                return;
            }
            else if (player.mount._abilityCooldown > cooldown)
            {
                player.mount._abilityCooldown = cooldown;
            }
            #endregion
        }