update to newest tmodloader version

This commit is contained in:
2025-12-22 17:28:31 +01:00
parent cc6d8d6dc2
commit e3f74c2e21
12 changed files with 304 additions and 240 deletions
+162 -139
View File
@@ -7,13 +7,13 @@ using YHTMod.Buffs;
namespace YHTMod.Projectiles.Weapons;
public class ToclafaneMinion : ModProjectile {
public class ToclafaneMinion : ModProjectile
{
private int _shootCooldown = 0;
private AttackMode _attackMode = AttackMode.Ranged;
private int shootCooldown = 0;
private AttackMode attackMode = AttackMode.RANGED;
public override void SetStaticDefaults() {
DisplayName.SetDefault("Toclafane Minion");
public override void SetStaticDefaults()
{
// Sets the amount of frames this minion has on its spritesheet
Main.projFrames[Projectile.type] = 8;
// This is necessary for right-click targeting
@@ -23,7 +23,8 @@ public class ToclafaneMinion : ModProjectile {
ProjectileID.Sets.MinionSacrificable[Projectile.type] = true;
}
public sealed override void SetDefaults() {
public sealed override void SetDefaults()
{
Projectile.width = 32;
Projectile.height = 32;
Projectile.scale = 0.65f;
@@ -36,24 +37,29 @@ public class ToclafaneMinion : ModProjectile {
Projectile.penetrate = -1;
}
public override bool? CanCutTiles() {
public override bool? CanCutTiles()
{
return false;
}
public override bool MinionContactDamage() {
public override bool MinionContactDamage()
{
return true;
}
public override void AI() {
Player player = Main.player[Projectile.owner];
public override void AI()
{
var player = Main.player[Projectile.owner];
#region Active check
if (player.dead || !player.active) {
if (player.dead || !player.active)
{
player.ClearBuff(ModContent.BuffType<ToclafaneMinionBuff>());
}
if (player.HasBuff(ModContent.BuffType<ToclafaneMinionBuff>())) {
if (player.HasBuff(ModContent.BuffType<ToclafaneMinionBuff>()))
{
Projectile.timeLeft = 2;
}
@@ -61,13 +67,14 @@ public class ToclafaneMinion : ModProjectile {
#region General behavior
if (shootCooldown > 0) {
shootCooldown = shootCooldown - 1;
if (_shootCooldown > 0)
{
_shootCooldown = _shootCooldown - 1;
}
attackMode = AttackMode.RANGED;
_attackMode = AttackMode.Ranged;
Vector2 idlePosition = player.Center;
var idlePosition = player.Center;
idlePosition.Y -= 48f;
float minionPositionOffsetX = (10 + Projectile.minionPos * 40) * -player.direction;
@@ -76,9 +83,10 @@ public class ToclafaneMinion : ModProjectile {
// All of this code below this line is adapted from Spazmamini code (ID 388, aiStyle 66)
// Teleport to player if distance is too big
Vector2 vectorToIdlePosition = idlePosition - Projectile.Center;
float distanceToIdlePosition = vectorToIdlePosition.Length();
if (Main.myPlayer == player.whoAmI && distanceToIdlePosition > 2000f) {
var vectorToIdlePosition = idlePosition - Projectile.Center;
var distanceToIdlePosition = vectorToIdlePosition.Length();
if (Main.myPlayer == player.whoAmI && distanceToIdlePosition > 2000f)
{
// Whenever you deal with non-regular events that change the behavior or position drastically, make sure to only run the code on the owner of the projectile,
// and then set netUpdate to true
Projectile.position = idlePosition;
@@ -87,18 +95,18 @@ public class ToclafaneMinion : ModProjectile {
}
// If your minion is flying, you want to do this independently of any conditions
float overlapVelocity = 0.04f;
for (int i = 0; i < Main.maxProjectiles; i++) {
const float overlapVelocity = 0.04f;
for (var i = 0; i < Main.maxProjectiles; i++)
{
// Fix overlap with other minions
Projectile other = Main.projectile[i];
if (i != Projectile.whoAmI && other.active && other.owner == Projectile.owner &&
Math.Abs(Projectile.position.X - other.position.X) +
Math.Abs(Projectile.position.Y - other.position.Y) < Projectile.width) {
if (Projectile.position.X < other.position.X) Projectile.velocity.X -= overlapVelocity;
else Projectile.velocity.X += overlapVelocity;
if (Projectile.position.Y < other.position.Y) Projectile.velocity.Y -= overlapVelocity;
else Projectile.velocity.Y += overlapVelocity;
}
var other = Main.projectile[i];
if (i == Projectile.whoAmI || !other.active || other.owner != Projectile.owner ||
!(Math.Abs(Projectile.position.X - other.position.X) +
Math.Abs(Projectile.position.Y - other.position.Y) < Projectile.width)) continue;
if (Projectile.position.X < other.position.X) Projectile.velocity.X -= overlapVelocity;
else Projectile.velocity.X += overlapVelocity;
if (Projectile.position.Y < other.position.Y) Projectile.velocity.Y -= overlapVelocity;
else Projectile.velocity.Y += overlapVelocity;
}
#endregion
@@ -106,40 +114,42 @@ public class ToclafaneMinion : ModProjectile {
#region Find target
// Starting search distance
float distanceFromTarget = 700f;
Vector2 targetCenter = Projectile.position;
bool foundTarget = false;
var distanceFromTarget = 700f;
var targetCenter = Projectile.position;
var foundTarget = false;
// This code is required if your minion weapon has the targeting feature
if (player.HasMinionAttackTargetNPC) {
NPC npc = Main.npc[player.MinionAttackTargetNPC];
float between = Vector2.Distance(npc.Center, Projectile.Center);
if (player.HasMinionAttackTargetNPC)
{
var npc = Main.npc[player.MinionAttackTargetNPC];
var between = Vector2.Distance(npc.Center, Projectile.Center);
// Reasonable distance away so it doesn't target across multiple screens
if (between < 2000f) {
if (between < 2000f)
{
distanceFromTarget = between;
targetCenter = npc.Center;
foundTarget = true;
}
}
if (!foundTarget) {
for (int i = 0; i < Main.maxNPCs; i++) {
NPC npc = Main.npc[i];
if (npc.CanBeChasedBy()) {
float between = Vector2.Distance(npc.Center, Projectile.Center);
bool closest = Vector2.Distance(Projectile.Center, targetCenter) > between;
bool inRange = between < distanceFromTarget;
bool lineOfSight = Collision.CanHitLine(Projectile.position, Projectile.width,
Projectile.height, npc.position, npc.width, npc.height);
// Additional check for this specific minion behavior, otherwise it will stop attacking once it dashed through an enemy while flying though tiles afterwards
// The number depends on various parameters seen in the movement code below. Test different ones out until it works alright
bool closeThroughWall = between < 100f;
if (((closest && inRange) || !foundTarget) && (lineOfSight || closeThroughWall)) {
distanceFromTarget = between;
targetCenter = npc.Center;
foundTarget = true;
}
}
if (!foundTarget)
{
for (var i = 0; i < Main.maxNPCs; i++)
{
var npc = Main.npc[i];
if (!npc.CanBeChasedBy()) continue;
var between = Vector2.Distance(npc.Center, Projectile.Center);
var closest = Vector2.Distance(Projectile.Center, targetCenter) > between;
var inRange = between < distanceFromTarget;
var lineOfSight = Collision.CanHitLine(Projectile.position, Projectile.width,
Projectile.height, npc.position, npc.width, npc.height);
// Additional check for this specific minion behavior, otherwise it will stop attacking once it dashed through an enemy while flying though tiles afterwards
// The number depends on various parameters seen in the movement code below. Test different ones out until it works alright
var closeThroughWall = between < 100f;
if (((!closest || !inRange) && foundTarget) || (!lineOfSight && !closeThroughWall)) continue;
distanceFromTarget = between;
targetCenter = npc.Center;
foundTarget = true;
}
}
@@ -150,46 +160,56 @@ public class ToclafaneMinion : ModProjectile {
#region Movement
// Default movement parameters (here for attacking)
float speed = 8f;
float inertia = 20f;
var speed = 8f;
var inertia = 20f;
if (foundTarget) {
Vector2 direction = targetCenter - Projectile.Center;
if (foundTarget)
{
var direction = targetCenter - Projectile.Center;
direction.Normalize();
if (distanceFromTarget > 40f) {
if (distanceFromTarget > 40f)
{
// The immediate range around the target (so it doesn't latch onto it when close)
direction *= speed;
Projectile.velocity = (Projectile.velocity * (inertia - 1) + direction) / inertia;
}
if (distanceFromTarget <= 120f) {
attackMode = AttackMode.MELEE;
}
if (distanceFromTarget > 120f && shootCooldown == 0) {
shootCooldown = 60; // 1 second between shots
Projectile laser = Projectile.NewProjectileDirect(player.GetSource_FromThis(), Projectile.Center,
direction, ProjectileID.DeathLaser, 30, Projectile.knockBack, Projectile.owner);
laser.friendly = true;
laser.hostile = false;
laser.penetrate = 5;
attackMode = AttackMode.RANGED;
switch (distanceFromTarget)
{
case <= 120f:
_attackMode = AttackMode.Melee;
break;
case > 120f when _shootCooldown == 0:
{
_shootCooldown = 60; // 1 second between shots
var laser = Projectile.NewProjectileDirect(player.GetSource_FromThis(), Projectile.Center,
direction, ProjectileID.DeathLaser, 30, Projectile.knockBack, Projectile.owner);
laser.friendly = true;
laser.hostile = false;
laser.penetrate = 5;
_attackMode = AttackMode.Ranged;
break;
}
}
}
else {
else
{
// Minion doesn't have a target: return to player and idle
if (distanceToIdlePosition > 600f) {
if (distanceToIdlePosition > 600f)
{
// Speed up the minion if it's away from the player
speed = 12f;
inertia = 60f;
}
else {
else
{
// Slow down the minion if closer to the player
speed = 4f;
inertia = 80f;
}
if (distanceToIdlePosition > 20f) {
if (distanceToIdlePosition > 20f)
{
// The immediate range around the player (when it passively floats about)
// This is a simple movement formula using the two parameters and its desired direction to create a "homing" movement
@@ -197,7 +217,8 @@ public class ToclafaneMinion : ModProjectile {
vectorToIdlePosition *= speed;
Projectile.velocity = (Projectile.velocity * (inertia - 1) + vectorToIdlePosition) / inertia;
}
else if (Projectile.velocity == Vector2.Zero) {
else if (Projectile.velocity == Vector2.Zero)
{
// If there is a case where it's not moving at all, give it a little "poke"
Projectile.velocity.X = -0.15f;
Projectile.velocity.Y = -0.05f;
@@ -211,66 +232,67 @@ public class ToclafaneMinion : ModProjectile {
// So it will lean slightly towards the direction it's moving
Projectile.rotation = Projectile.velocity.X * 0.05f;
int frameSpeed = 8;
const int frameSpeed = 8;
Projectile.frameCounter++;
if (Projectile.frameCounter >= frameSpeed) {
if (Projectile.frameCounter >= frameSpeed)
{
Projectile.frameCounter = 0;
if (attackMode == AttackMode.MELEE) {
switch (Projectile.frame) {
case 0:
Projectile.frame++;
break;
case 1:
Projectile.frame++;
break;
case 2:
Projectile.frame++;
break;
case 3:
Projectile.frame = 0;
break;
case 4:
Projectile.frame = 1;
break;
case 5:
Projectile.frame = 2;
break;
case 6:
Projectile.frame = 3;
break;
case 7:
Projectile.frame = 4;
break;
}
}
switch (_attackMode)
{
case AttackMode.Melee:
switch (Projectile.frame)
{
case 0:
case 1:
case 2:
Projectile.frame++;
break;
case 3:
Projectile.frame = 0;
break;
case 4:
Projectile.frame = 1;
break;
case 5:
Projectile.frame = 2;
break;
case 6:
Projectile.frame = 3;
break;
case 7:
Projectile.frame = 4;
break;
}
if (attackMode == AttackMode.RANGED) {
switch (Projectile.frame) {
case 0:
Projectile.frame = 5;
break;
case 1:
Projectile.frame = 6;
break;
case 2:
Projectile.frame = 7;
break;
case 3:
Projectile.frame = 4;
break;
case 4:
Projectile.frame++;
break;
case 5:
Projectile.frame++;
break;
case 6:
Projectile.frame++;
break;
case 7:
Projectile.frame = 4;
break;
}
break;
case AttackMode.Ranged:
switch (Projectile.frame)
{
case 0:
Projectile.frame = 5;
break;
case 1:
Projectile.frame = 6;
break;
case 2:
Projectile.frame = 7;
break;
case 3:
Projectile.frame = 4;
break;
case 4:
case 5:
case 6:
Projectile.frame++;
break;
case 7:
Projectile.frame = 4;
break;
}
break;
default:
break;
}
}
@@ -279,8 +301,9 @@ public class ToclafaneMinion : ModProjectile {
#endregion
}
enum AttackMode {
MELEE,
RANGED
private enum AttackMode
{
Melee,
Ranged,
}
}
}