Esempio n. 1
0
        public override void AI()
        {
            if (RepairMode)
            {
                RepairTimer--;
                npc.dontTakeDamage = true;
            }
            if (RepairTimer <= 0)
            {
                RepairMode         = false;
                npc.dontTakeDamage = false;
            }
            if (Body != null && Body.Reseting)
            {
                if (Main.netMode != 1)
                {
                    npc.life = 0;
                    npc.checkDead();
                    npc.netUpdate  = true;
                    killedbyplayer = false;
                    Body.Reseting  = false;
                }
                return;
            }
            Vector2 vectorCenter = npc.Center;

            if (Body == null)
            {
                NPC npcBody = Main.npc[(int)npc.ai[0]];
                if (npcBody.type == mod.NPCType("Infinity"))
                {
                    Body = (Infinity)npcBody.modNPC;
                }
                handType       = (int)npc.ai[1];
                npc.localAI[3] = 30 * handType;                 //so they start at different rotation points
                Vector2 point = GetVariance(false);
                customAI[1]   = point.X;
                customAI[2]   = point.Y;
                npc.netUpdate = true;
            }
            if (Body.npc.active && npc.timeLeft < 10)
            {
                npc.timeLeft = 10;
            }
            if (!Body.npc.active)
            {
                if (Main.netMode != 1) //force a kill to prevent 'ghost hands'
                {
                    npc.life = 0;
                    npc.checkDead();
                    npc.netUpdate  = true;
                    killedbyplayer = false;
                }
                return;
            }
            if (!Body.npc.active)
            {
                if (npc.timeLeft > 10)
                {
                    npc.timeLeft = 10;
                }
                killedbyplayer = false;
                return;
            }
            npc.TargetClosest();
            Player targetPlayer = Main.player[npc.target];

            if (targetPlayer == null || !targetPlayer.active || targetPlayer.dead)
            {
                targetPlayer = null;                                                                               //deliberately set to null
            }
            if (Main.netMode != 1)
            {
                customAI[0]++;
                int aiTimerFire = (npc.whoAmI % 3 == 0 ? 250 : npc.whoAmI % 2 == 0 ? 250 : 200);                 //aiTimerFire is different per head by using whoAmI (which is usually different)
                if (leftHand)
                {
                    aiTimerFire += 60;
                }

                if (customAI[0] >= 150 && customAI[3] == 0)                //pick random spot to move head to
                {
                    npc.damage = damageIdle;
                    Vector2 movementVector = GetVariance();
                    ChargeAttack  = false;
                    customAI[0]   = 0;
                    customAI[1]   = movementVector.X;
                    customAI[2]   = movementVector.Y;
                    npc.netUpdate = true;
                    customAI[3]   = (Main.rand.Next(3) == 0 ? 1 : 0);                   //wether or not to charge
                }
                else
                if (targetPlayer != null && customAI[0] >= aiTimerFire)                //get ready to charge player
                {
                    Charging     = true;
                    chargeTimer += 1;
                    if (chargeTimer >= chargeTime) //actually charge player
                    {
                        ChargeAttack = true;
                        Vector2 diff = targetPlayer.Center - npc.Center;
                        //diff = (Vector2.Normalize(diff) * 120);
                        if (Vector2.Distance(npc.Center + diff, npc.Center) > 2000f)                        //point is too far away from the body
                        {
                            diff = GetVariance(false);
                        }
                        else
                        {
                            npc.damage = damageCharging;
                        }
                        customAI[0] = 0f;
                        customAI[1] = diff.X;
                        customAI[2] = diff.Y;
                        chargeTimer = 0;
                    }
                }
            }

            //random rotation code
            if (npc.frame.Y == 0 && !ChargeAttack && !Charging)
            {
                npc.localAI[3] += Main.rand.Next(3);
                if (npc.localAI[3] > 150)
                {
                    npc.rotation += MathHelper.Lerp(0.3f, 0.005f, npc.rotation / ((float)Math.PI * 2));
                    if (npc.rotation >= ((float)Math.PI * 2))
                    {
                        npc.localAI[3] = 0;
                        npc.rotation   = 0f;
                    }
                }
                else
                {
                    npc.rotation = 0f;
                }
            }
            else
            {
                npc.localAI[3] = 0;
                if (targetPlayer != null && !ChargeAttack)
                {
                    npc.velocity = (targetPlayer.Center - npc.Center);
                    npc.velocity = Vector2.Normalize(npc.velocity) * 0.005f;
                }
                npc.rotation = BaseUtility.RotationTo(npc.Center, npc.Center + npc.velocity);
            }

            Vector2 nextTarget = Body.npc.Center + new Vector2(customAI[1], customAI[2]);

            if (Vector2.Distance(nextTarget, npc.Center) < 60f)
            {
                if (ChargeAttack)
                {
                    npc.velocity *= 0.5f;                     //slow WAY the f**k down
                    if (Main.netMode != 1)
                    {
                        ChargeAttack = false;
                        Vector2 point = GetVariance(false);
                        customAI[1]   = point.X;
                        customAI[2]   = point.Y;
                        npc.netUpdate = true;
                    }
                }
                npc.velocity *= 0.9f;
                if (Math.Abs(npc.velocity.X) < 0.05f)
                {
                    npc.velocity.X = 0f;
                }
                if (Math.Abs(npc.velocity.Y) < 0.05f)
                {
                    npc.velocity.Y = 0f;
                }
            }
            else
            {
                npc.velocity  = Vector2.Normalize(nextTarget - npc.Center);
                npc.velocity *= (ChargeAttack ? 18f : 8f);
            }
            npc.position       += (Body.npc.oldPos[0] - Body.npc.position);
            npc.spriteDirection = -1;
        }
Esempio n. 2
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color drawColor)
        {
            Texture2D SFrame1 = Main.npcTexture[npc.type];
            Texture2D SFrame2 = mod.GetTexture("NPCs/Bosses/Infinity/IZSpawn2");
            Texture2D SFrame3 = mod.GetTexture("NPCs/Bosses/Infinity/IZSpawn3");
            Texture2D SFrame4 = mod.GetTexture("NPCs/Bosses/Infinity/IZSpawn4");
            Texture2D SFrame5 = mod.GetTexture("NPCs/Bosses/Infinity/IZSpawn5");
            Texture2D SFrame6 = mod.GetTexture("NPCs/Bosses/Infinity/IZSpawn6");


            npc.frame = BaseDrawing.GetFrame(Frame, 171, 210, 0, 0);
            Rectangle darkFrame   = BaseDrawing.GetFrame(0, 171, 210, 0, 0);
            Texture2D drawTexture = (spawnState == 0 ? SFrame1 : spawnState == 1 ? SFrame2 : spawnState == 2 ? SFrame3 : spawnState == 3 ? SFrame4 : spawnState == 4 ? SFrame5 : SFrame6);
            Texture2D infinityTex = mod.GetTexture("NPCs/Bosses/Infinity/IZShadow");

            npc.position.Y += 72;
            if (StartTimer <= 0)
            {
                BaseDrawing.DrawTexture(spriteBatch, infinityTex, 0, npc.position + new Vector2(0f, npc.gfxOffY), npc.width, npc.height, 3f, npc.rotation, npc.spriteDirection, 7, darkFrame, Color.Black);
                BaseDrawing.DrawTexture(spriteBatch, drawTexture, 0, npc.position + new Vector2(0f, npc.gfxOffY), npc.width, npc.height, 3f, npc.rotation, npc.spriteDirection, 7, npc.frame, Infinity.GetGlowAlpha(true));
            }
            npc.position.Y -= 72;
            return(false);
        }