Exemplo n.º 1
0
        public override void AI()
        {
            base.AI();

            if (body == null)
            {
                return;
            }

            NPC.velocity  = Vector2.Zero;
            NPC.target    = body.target;
            NPC.direction = NPC.spriteDirection = body.direction;
            NPC.Center    = body.Bottom + new Vector2(42f * NPC.direction, -153f) * body.scale;

            switch ((int)NPC.ai[0])
            {
            case 0:
                if (body.ai[0] == 0 && body.localAI[0] <= 0)
                {
                    NPC.ai[1] += FargoSoulsWorld.EternityMode ? 1.5f : 1f;

                    if (body.dontTakeDamage)
                    {
                        NPC.ai[1] += 1f;
                    }

                    int threshold = 240;

                    //structured like this so body gets priority first
                    int stallPoint = threshold - 30;
                    if (NPC.ai[1] > stallPoint)
                    {
                        TrojanSquirrel squirrel = body.ModNPC as TrojanSquirrel;
                        if (squirrel.arms != null && squirrel.arms.ai[0] != 0f)     //wait if other part is attacking
                        {
                            NPC.ai[1] = stallPoint;
                        }
                    }

                    if (NPC.ai[1] > threshold && Math.Abs(body.velocity.Y) < 0.05f)
                    {
                        NPC.ai[0] = 1 + NPC.ai[2];
                        NPC.ai[1] = 0;
                        if (Main.expertMode)
                        {
                            NPC.ai[2] = NPC.ai[2] == 0 ? 1 : 0;
                        }
                        NPC.netUpdate = true;
                    }
                }
                break;

            case 1:     //acorn spray
                if (++NPC.ai[1] % (body.dontTakeDamage || FargoSoulsWorld.MasochistModeReal ? 30 : 45) == 0)
                {
                    const float gravity = 0.2f;
                    float       time    = 80f;
                    if (body.dontTakeDamage)
                    {
                        time = 60f;
                    }
                    if (FargoSoulsWorld.MasochistModeReal)
                    {
                        time = 45f;
                    }
                    Vector2 distance = Main.player[NPC.target].Center - NPC.Center;    // + player.velocity * 30f;
                    distance.X = distance.X / time;
                    distance.Y = distance.Y / time - 0.5f * gravity * time;
                    for (int i = 0; i < 10; i++)
                    {
                        if (Main.netMode != NetmodeID.MultiplayerClient)
                        {
                            Projectile.NewProjectile(NPC.GetSource_FromThis(), NPC.Center, distance + Main.rand.NextVector2Square(-0.5f, 0.5f),
                                                     ModContent.ProjectileType <TrojanAcorn>(), FargoSoulsUtil.ScaledProjectileDamage(NPC.damage), 0f, Main.myPlayer);
                        }
                    }
                }

                if (NPC.ai[1] > 210)
                {
                    NPC.ai[0]     = 0;
                    NPC.ai[1]     = 0;
                    NPC.netUpdate = true;
                }
                break;

            case 2:     //squirrel barrage
            {
                NPC.ai[1]++;

                int start = 60;
                int end   = 300;
                if (FargoSoulsWorld.MasochistModeReal)
                {
                    start -= 30;
                    end   -= 90;
                }

                body.velocity.X *= 0.99f;

                if (NPC.ai[1] % 4 == 0)
                {
                    ShootSquirrelAt(body.Center + Main.rand.NextVector2Circular(200, 200));

                    if (NPC.ai[1] > start)
                    {
                        float   ratio  = (NPC.ai[1] - start) / (end - start);
                        Vector2 target = new Vector2(NPC.Center.X, Main.player[NPC.target].Center.Y);
                        target.X += Math.Sign(NPC.direction) * (550f + (FargoSoulsWorld.EternityMode ? 1800f : 1200f) * (1f - ratio));

                        ShootSquirrelAt(target);
                    }
                }

                if (NPC.ai[1] > end)
                {
                    NPC.ai[0]     = 0;
                    NPC.ai[1]     = 0;
                    NPC.netUpdate = true;
                }
            }
            break;
            }
        }
        public override void AI()
        {
            base.AI();

            if (body == null)
            {
                return;
            }

            NPC.velocity  = Vector2.Zero;
            NPC.target    = body.target;
            NPC.direction = NPC.spriteDirection = body.direction;
            NPC.Center    = body.Bottom + new Vector2(18f * NPC.direction, -105f) * body.scale;

            switch ((int)NPC.ai[0])
            {
            case 0:
                if (body.ai[0] == 0 && body.localAI[0] <= 0)
                {
                    NPC.ai[1] += FargoSoulsWorld.EternityMode ? 1.5f : 1f;

                    if (body.dontTakeDamage)
                    {
                        NPC.ai[1] += 1f;
                    }

                    int threshold = 360;

                    //structured like this so body gets priority first
                    int stallPoint = threshold - 30;
                    if (NPC.ai[1] > stallPoint)
                    {
                        TrojanSquirrel squirrel = body.ModNPC as TrojanSquirrel;
                        if (squirrel.head != null && squirrel.head.ai[0] != 0f)     //wait if other part is attacking
                        {
                            NPC.ai[1] = stallPoint;
                        }
                    }

                    if (NPC.ai[1] > threshold && Math.Abs(body.velocity.Y) < 0.05f)
                    {
                        //dont attack unless player is in 90 degree cone in front of squrrl
                        float baseAngle = NPC.direction > 0 ? 0f : MathHelper.Pi;
                        if (Math.Abs(MathHelper.WrapAngle(NPC.DirectionTo(Main.player[NPC.target].Center).ToRotation() - baseAngle)) > MathHelper.PiOver4)
                        {
                            NPC.ai[1] = stallPoint;
                        }
                        else
                        {
                            NPC.ai[0] = 1 + NPC.ai[2];
                            NPC.ai[1] = 0;
                            if (Main.expertMode)
                            {
                                NPC.ai[2] = NPC.ai[2] == 0 ? 1 : 0;
                            }
                            NPC.netUpdate = true;

                            body.localAI[3] = Math.Sign(body.DirectionTo(Main.player[body.target].Center).X);
                            body.netUpdate  = true;
                        }
                    }
                }
                break;

            case 1:     //chains
            {
                int start = 90;
                if (FargoSoulsWorld.EternityMode)
                {
                    start -= 30;
                }
                if (FargoSoulsWorld.MasochistModeReal)
                {
                    start -= 30;
                }
                int end = 310;

                int teabagInterval = start / (FargoSoulsWorld.MasochistModeReal ? 3 : 2);

                if (NPC.ai[1] < start)         //better for animation
                {
                    body.velocity.X *= 0.9f;
                    if (NPC.ai[1] % teabagInterval == 0)
                    {
                        SoundEngine.PlaySound(SoundID.NPCHit41, NPC.Center);
                    }
                }

                NPC.ai[1]++;

                //to help animate body
                NPC.ai[3] = NPC.ai[1] < start && NPC.ai[1] % teabagInterval < teabagInterval / 2 ? 1 : 0;

                if (NPC.ai[1] > start && NPC.ai[1] < end && NPC.ai[1] % (body.dontTakeDamage || FargoSoulsWorld.MasochistModeReal ? 40 : 70) == 0)
                {
                    Vector2 pos = GetShootPos();

                    float baseAngle = NPC.direction > 0 ? 0f : MathHelper.Pi;
                    float angle     = NPC.DirectionTo(Main.player[NPC.target].Center).ToRotation();
                    if (Math.Abs(MathHelper.WrapAngle(angle - baseAngle)) > MathHelper.PiOver2)
                    {
                        angle = MathHelper.PiOver2 * Math.Sign(angle);
                    }

                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        Projectile.NewProjectile(NPC.GetSource_FromThis(), pos, 8f * angle.ToRotationVector2(), ModContent.ProjectileType <TrojanHook>(), FargoSoulsUtil.ScaledProjectileDamage(NPC.damage), 0f, Main.myPlayer);
                    }
                }

                if (NPC.ai[1] > 300 && Main.netMode != NetmodeID.MultiplayerClient && Main.LocalPlayer.ownedProjectileCounts[ModContent.ProjectileType <TrojanHook>()] <= 0)
                {
                    NPC.ai[0]     = 0;
                    NPC.ai[1]     = 0;
                    NPC.netUpdate = true;

                    body.localAI[3] = 0;
                    body.netUpdate  = true;
                }
            }
            break;

            case 2:     //snowballs
            {
                NPC.ai[1]++;

                int start = 90;
                int end   = 300;
                if (FargoSoulsWorld.EternityMode)
                {
                    start -= 30;
                    end   -= 30;
                }
                if (FargoSoulsWorld.MasochistModeReal)
                {
                    end -= 60;
                }

                body.velocity.X *= 0.98f;

                if (NPC.ai[1] == 10)
                {
                    for (int i = 0; i < 2; i++)
                    {
                        Vector2 pos = GetShootPos();
                        SoundEngine.PlaySound(SoundID.Item11, pos);
                        for (int j = 0; j < 20; j++)
                        {
                            int d = Dust.NewDust(pos, 0, 0, DustID.SnowBlock, Scale: 3f);
                            Main.dust[d].noGravity   = true;
                            Main.dust[d].velocity   *= 4f;
                            Main.dust[d].velocity.X += NPC.direction * Main.rand.NextFloat(6f, 24f);
                        }
                    }
                }

                if (NPC.ai[1] > start && NPC.ai[1] % 4 == 0)
                {
                    Vector2 pos = GetShootPos();

                    SoundEngine.PlaySound(SoundID.Item11, pos);

                    float ratio = (NPC.ai[1] - start) / (end - start);

                    Vector2 target = NPC.Center;
                    target.X += Math.Sign(NPC.direction) * (FargoSoulsWorld.EternityMode ? 1800f : 1200f) * ratio;         //gradually targets further and further
                    //target.Y -= 8 * 16;
                    target += Main.rand.NextVector2Circular(16, 16);
                    const float gravity  = 0.5f;
                    float       time     = 45f;
                    Vector2     distance = target - pos;
                    distance.X = distance.X / time;
                    distance.Y = distance.Y / time - 0.5f * gravity * time;
                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        Projectile.NewProjectile(NPC.GetSource_FromThis(), pos, distance, ModContent.ProjectileType <TrojanSnowball>(), FargoSoulsUtil.ScaledProjectileDamage(NPC.damage), 0f, Main.myPlayer, gravity);
                    }
                }

                if (NPC.ai[1] > end)
                {
                    NPC.ai[0]     = 0;
                    NPC.ai[1]     = 0;
                    NPC.netUpdate = true;

                    body.localAI[3] = 0;
                    body.netUpdate  = true;
                }
            }
            break;
            }
        }