示例#1
0
 public bool Absorb(float range, Action action)
 {
     variance += Main.rand.NextFloat(0.5f, 3f);
     if (time % elapsed * 5 * rotate == 0)
     {
         center                = ArchaeaNPC.AngleBased(npc.Center, rotation + variance, range);
         dust[total]           = Dust.NewDustDirect(center, 1, 1, DustID.Fire, 0f, 0f, 0, color, scale);
         dust[total].noGravity = true;
         total++;
     }
     foreach (Dust d in Main.dust)
     {
         if (d != null)
         {
             if (Vector2.Distance(d.position - npc.position, Vector2.Zero) < range + 32)
             {
                 d.velocity = ArchaeaNPC.AngleToSpeed(ArchaeaNPC.AngleTo(d.position, npc.Center), 3f);
                 Target.VelClamp(ref d.velocity, -3f, 3f, out d.velocity);
             }
         }
     }
     action.Invoke();
     if (range < npc.width || total > elapsed * 12)
     {
         Reset();
         return(true);
     }
     return(false);
 }
示例#2
0
 public override bool PreAI()
 {
     if (!begin)
     {
         Initialize();
         SpawnParts();
         begin = true;
     }
     direction = follow.X > npc.Center.X;
     rotate    = WrapAngle(ref rotate);
     ArchaeaNPC.RotateIncrement(true, ref rotate, rotateTo, turnSpeed, out npc.rotation);
     if (PreMovement() && Vector2.Distance(follow, npc.Center) > npc.width * 1.2f)
     {
         if (acc > 0.90f)
         {
             if (!npc.Hitbox.Contains(follow.ToPoint()))
             {
                 acc -= 0.01f;
             }
             else
             {
                 acc += 0.025f;
             }
         }
         npc.velocity = ArchaeaNPC.AngleToSpeed(npc.rotation, leadSpeed / acc);
         if (npc.velocity.X < 0f && npc.oldVelocity.X >= 0f || npc.velocity.X > 0f && npc.oldVelocity.X <= 0f || npc.velocity.Y < 0f && npc.oldVelocity.Y >= 0f || npc.velocity.Y > 0f && npc.oldVelocity.Y <= 0f)
         {
             SyncNPC();
         }
     }
     PostMovement();
     return(true);
 }
示例#3
0
        public static void TileExplode(int i, int j)
        {
            int     x      = i * 16 + 8;
            int     y      = j * 16 + 8;
            float   range  = 3f * 16;
            Vector2 center = new Vector2(x, y);

            Player[] proximity = Main.player.Where(t => t.Distance(center) < range).ToArray();
            for (float k = 0; k < Math.PI * 2f; k++)
            {
                for (int l = 0; l < range; l++)
                {
                    Vector2 velocity = ArchaeaNPC.AngleToSpeed(k, 3f);
                    int     rand     = Main.rand.Next(20);
                    if (rand == 0)
                    {
                        Dust.NewDustDirect(ArchaeaNPC.AngleBased(center, k, range), 1, 1, DustID.Smoke, velocity.X, velocity.Y, 0, default(Color), 2f);
                    }
                    if (rand == 10)
                    {
                        Dust.NewDustDirect(ArchaeaNPC.AngleBased(center, k, l), 4, 4, DustID.Fire, 0f, 0f, 0, default(Color), 2f);
                    }
                }
            }
            foreach (Player player in proximity)
            {
                player.Hurt(PlayerDeathReason.ByCustomReason(player.name + " struck dead in a mining accident"), 10, player.position.X / 16 < i ? -1 : 1);
                if (Main.netMode == 2)
                {
                    NetMessage.SendData(MessageID.PlayerHurtV2, player.whoAmI, -1, null);
                }
            }
        }
示例#4
0
        public static void BeingAttacked()
        {
            foreach (Player target in Sky_boss.targets)
            {
                if (time++ % elapsed * 2 == 0 && time != 0)
                {
                    if (target != null)
                    {
                        if (npc.Distance(target.Center) < range)
                        {
                            switch (type)
                            {
                            case Melee:
                                target.Hurt(PlayerDeathReason.ByNPC(npc.whoAmI), 10, 0);
                                break;

                            case Range:
                                target.velocity += ArchaeaNPC.AngleToSpeed(ArchaeaNPC.AngleTo(target.Center, npc.Center), 0.5f);
                                VelClamp(ref target.velocity, -2f, 2f, out target.velocity);
                                break;

                            case Magic:
                                if (target.statMana > 5)
                                {
                                    target.statMana      -= 5;
                                    target.manaRegenDelay = 30;
                                }
                                break;
                            }
                        }
                    }
                }
            }
        }
示例#5
0
 public void Update(NPC npc, Player target)
 {
     proj.timeLeft = 100;
     if (npc.Distance(target.Center) < 800)
     {
         focus = target.Center;
     }
     else
     {
         focus = npc.Center;
     }
     ArchaeaNPC.RotateIncrement(proj.Center.X > focus.X, ref proj.rotation, ArchaeaNPC.AngleTo(focus, proj.Center), 0.5f, out proj.rotation);
     proj.velocity += ArchaeaNPC.AngleToSpeed(npc.rotation, 0.4f);
     VelClamp(ref proj.velocity, -10f, 10f, out proj.velocity);
 }
示例#6
0
        private bool FlameBurst()
        {
            float angle = ArchaeaNPC.RandAngle();

            for (int i = 0; i < flames.Length; i++)
            {
                flames[i] = Projectile.NewProjectileDirect(npc.Center, ArchaeaNPC.AngleToSpeed(angle), mod.ProjectileType <Flame>(), 20, 3f, 255, 1f, npc.target);
                angle    += (float)Math.PI / 3f;
                if (Main.netMode == 2)
                {
                    NetMessage.SendData(MessageID.SyncProjectile, -1, -1, null, flames[i].whoAmI);
                }
            }
            return(true);
        }
示例#7
0
        public bool canSee()
        {
            Vector2 line;

            for (float k = 0; k < npc.Distance(target().position); k += 0.5f)
            {
                line = npc.Center + ArchaeaNPC.AngleToSpeed(ArchaeaNPC.AngleTo(npc, target()), k);
                int  i    = (int)line.X / 16;
                int  j    = (int)line.Y / 16;
                Tile tile = Main.tile[i, j];
                if (tile.active() && Main.tileSolid[tile.type])
                {
                    return(false);
                }
            }
            return(true);
        }
示例#8
0
 public override bool BeginAttack()
 {
     foreach (Projectile proj in projs)
     {
         if (proj != null)
         {
             ArchaeaNPC.RotateIncrement(target().Center.X > npc.Center.X, ref proj.rotation, ArchaeaNPC.AngleTo(proj.Center, target().Center), 1f, out proj.rotation);
             proj.velocity += ArchaeaNPC.AngleToSpeed(proj.rotation, 0.30f);
             proj.timeLeft  = 60;
             if (proj.Colliding(proj.Hitbox, target().Hitbox))
             {
                 proj.active = false;
             }
         }
     }
     return(true);
 }
示例#9
0
        public static void DiggerPartsAI(NPC npc, NPC part, float speed, ref float acc)
        {
            Vector2 connect = ArchaeaNPC.AngleBased(new Vector2(part.position.X, part.position.Y + part.height / 2), part.rotation, part.width);

            npc.rotation = ArchaeaNPC.AngleTo(npc.Center, part.Center);
            if (Vector2.Distance(part.Center, npc.Center) > npc.width * 1.2f)
            {
                if (!npc.Hitbox.Contains(connect.ToPoint()))
                {
                    acc = 0.30f;
                }
                else
                {
                    acc += 0.01f;
                }
                Clamp(acc, 0.3f, 1f, out acc);
                npc.Center += ArchaeaNPC.AngleToSpeed(npc.rotation, speed * acc);
            }
        }
示例#10
0
 public void Update(NPC npc, Player target)
 {
     proj.timeLeft = 100;
     if (npc.Distance(target.Center) < 800)
     {
         focus = target.Center;
     }
     else
     {
         focus = npc.Center;
     }
     ArchaeaNPC.RotateIncrement(proj.Center.X > focus.X, ref proj.rotation, ArchaeaNPC.AngleTo(focus, proj.Center), 0.5f, out proj.rotation);
     proj.velocity += ArchaeaNPC.AngleToSpeed(npc.rotation, 0.4f);
     VelClamp(ref proj.velocity, -5f, 5f, out proj.velocity);
     if (proj.velocity.X < 0f && proj.oldVelocity.X >= 0f || proj.velocity.X > 0f && proj.oldVelocity.X <= 0f || proj.velocity.Y < 0f && proj.oldVelocity.Y >= 0f || proj.velocity.Y > 0f && proj.oldVelocity.Y <= 0f)
     {
         proj.netUpdate = true;
     }
 }
示例#11
0
 private void ProjectileDirection()
 {
     foreach (Projectile proj in projs)
     {
         if (proj != null)
         {
             ArchaeaNPC.RotateIncrement(target().Center.X > npc.Center.X, ref proj.rotation, ArchaeaNPC.AngleTo(proj.Center, target().Center), 1f, out proj.rotation);
             proj.velocity += ArchaeaNPC.AngleToSpeed(proj.rotation, 0.10f);
             proj.timeLeft  = 60;
             if (proj.Colliding(proj.Hitbox, target().Hitbox))
             {
                 proj.active = false;
             }
             if (proj.velocity.X < 0f && proj.oldVelocity.X >= 0f || proj.velocity.X > 0f && proj.oldVelocity.X <= 0f || proj.velocity.Y < 0f && proj.oldVelocity.Y >= 0f || proj.velocity.Y > 0f && proj.oldVelocity.Y <= 0f)
             {
                 proj.netUpdate = true;
             }
         }
     }
 }
示例#12
0
        public override void AI()
        {
            if (projectile.alpha > 0)
            {
                projectile.alpha -= 255 / 60;
            }
            else
            {
                projectile.alpha = 0;
            }
            float maxSpeed = Math.Max(((boss.lifeMax + 1 - boss.life) / boss.lifeMax) * 5f, 2f);
            float angle;

            if (timer++ > 90)
            {
                if (target.active && !target.dead)
                {
                    angle = projectile.AngleTo(target.Center);
                }
                else
                {
                    angle = projectile.AngleFrom(target.Center);
                }
                projectile.velocity += ArchaeaNPC.AngleToSpeed(angle, 0.5f);
                ArchaeaNPC.VelocityClamp(ref projectile.velocity, maxSpeed * -1, maxSpeed);
            }
            projectile.rotation = projectile.velocity.ToRotation();
            if (Main.netMode == 2 && (projectile.velocity.X < 0f && projectile.oldVelocity.X >= 0f || projectile.velocity.X > 0f && projectile.oldVelocity.X <= 0f || projectile.velocity.Y < 0f && projectile.oldVelocity.Y >= 0f || projectile.velocity.Y > 0f && projectile.oldVelocity.Y <= 0f))
            {
                projectile.netUpdate = true;
            }
            if (projectile.scale == 1f)
            {
                for (int k = 0; k < 4; k++)
                {
                    int t = Dust.NewDust(projectile.position, projectile.width, projectile.height, DustID.Fire, 0f, 0f, 0, default(Color), 2f);
                    Main.dust[t].noGravity = true;
                }
            }
        }
示例#13
0
        public static void BeingAttacked()
        {
            foreach (Player target in Main.player.Where(t => t.Distance(npc.Center) < range))
            {
                if (time++ % elapsed * 2 == 0 && time != 0)
                {
                    if (target != null)
                    {
                        if (npc.Distance(target.Center) < range)
                        {
                            switch (type)
                            {
                            case Melee:
                                target.Hurt(PlayerDeathReason.ByNPC(npc.whoAmI), 10, 0);
                                NetMessage.SendData(MessageID.HurtPlayer, -1, -1, null, target.whoAmI);
                                break;

                            case Range:
                                target.velocity += ArchaeaNPC.AngleToSpeed(ArchaeaNPC.AngleTo(target.Center, npc.Center), 0.5f);
                                VelClamp(ref target.velocity, -2f, 2f, out target.velocity);
                                break;

                            case Magic:
                                if (target.statMana > 5)
                                {
                                    target.statMana      -= 5;
                                    target.manaRegenDelay = 180;
                                    NetMessage.SendData(MessageID.PlayerMana, -1, -1, null, target.whoAmI, target.statMana);
                                }
                                break;
                            }
                        }
                    }
                }
            }
        }
示例#14
0
 public override bool PreFadeOut()
 {
     index = 0;
     for (double r = 0d; r < Math.PI * 2d; r += Math.PI / 3d)
     {
         if (index < max)
         {
             projs[index]             = Projectile.NewProjectileDirect(npc.Center, ArchaeaNPC.AngleToSpeed((float)r, 2f), ProjectileID.Fireball, 20, 4f);
             projs[index].timeLeft    = 900;
             projs[index].rotation    = (float)r;
             projs[index].tileCollide = false;
             index++;
         }
     }
     return(true);
 }