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); } }