mirror of
https://github.com/YouHaveTrouble/YHTMod.git
synced 2026-05-11 21:56:54 +00:00
281 lines
10 KiB
C#
281 lines
10 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Terraria;
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using Terraria.ID;
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using Terraria.ModLoader;
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using YHTMod.Buffs;
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namespace YHTMod.Projectiles.Weapons;
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public class ToclafaneMinion : ModProjectile {
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private int _shootCooldown = 0;
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private AttackMode _attackMode = AttackMode.Ranged;
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public override void SetStaticDefaults() {
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// Sets the amount of frames this minion has on its spritesheet
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Main.projFrames[Projectile.type] = 8;
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// This is necessary for right-click targeting
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ProjectileID.Sets.MinionTargettingFeature[Projectile.type] = true;
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Main.projPet[Projectile.type] = true;
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ProjectileID.Sets.MinionSacrificable[Projectile.type] = true;
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}
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public sealed override void SetDefaults() {
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Projectile.width = 32;
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Projectile.height = 32;
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Projectile.scale = 0.65f;
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Projectile.tileCollide = false;
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Projectile.friendly = true;
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Projectile.minion = true;
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Projectile.minionSlots = 1f;
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Projectile.penetrate = -1;
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}
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public override bool? CanCutTiles() {
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return false;
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}
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public override bool MinionContactDamage() {
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return true;
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}
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public override void AI() {
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Player player = Main.player[Projectile.owner];
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#region Active check
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if (player.dead || !player.active) {
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player.ClearBuff(ModContent.BuffType<ToclafaneMinionBuff>());
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}
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if (player.HasBuff(ModContent.BuffType<ToclafaneMinionBuff>())) {
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Projectile.timeLeft = 2;
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}
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#endregion
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#region General behavior
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if (_shootCooldown > 0) {
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_shootCooldown = _shootCooldown - 1;
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}
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_attackMode = AttackMode.Ranged;
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var idlePosition = player.Center;
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idlePosition.Y -= 48f;
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float minionPositionOffsetX = (10 + Projectile.minionPos * 40) * -player.direction;
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idlePosition.X += minionPositionOffsetX;
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// All of this code below this line is adapted from Spazmamini code (ID 388, aiStyle 66)
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// Teleport to player if distance is too big
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var vectorToIdlePosition = idlePosition - Projectile.Center;
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var distanceToIdlePosition = vectorToIdlePosition.Length();
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if (Main.myPlayer == player.whoAmI && distanceToIdlePosition > 2000f) {
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// 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,
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// and then set netUpdate to true
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Projectile.position = idlePosition;
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Projectile.velocity *= 0.1f;
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Projectile.netUpdate = true;
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}
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// If your minion is flying, you want to do this independently of any conditions
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const float overlapVelocity = 0.04f;
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for (var i = 0; i < Main.maxProjectiles; i++) {
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// Fix overlap with other minions
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var other = Main.projectile[i];
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if (i == Projectile.whoAmI || !other.active || other.owner != Projectile.owner ||
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!(Math.Abs(Projectile.position.X - other.position.X) +
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Math.Abs(Projectile.position.Y - other.position.Y) < Projectile.width)) continue;
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if (Projectile.position.X < other.position.X) Projectile.velocity.X -= overlapVelocity;
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else Projectile.velocity.X += overlapVelocity;
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if (Projectile.position.Y < other.position.Y) Projectile.velocity.Y -= overlapVelocity;
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else Projectile.velocity.Y += overlapVelocity;
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}
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#endregion
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#region Find target
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// Starting search distance
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var distanceFromTarget = 700f;
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var targetCenter = Projectile.position;
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var foundTarget = false;
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// This code is required if your minion weapon has the targeting feature
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if (player.HasMinionAttackTargetNPC) {
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var npc = Main.npc[player.MinionAttackTargetNPC];
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var between = Vector2.Distance(npc.Center, Projectile.Center);
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// Reasonable distance away so it doesn't target across multiple screens
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if (between < 2000f) {
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distanceFromTarget = between;
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targetCenter = npc.Center;
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foundTarget = true;
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}
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}
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if (!foundTarget) {
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for (var i = 0; i < Main.maxNPCs; i++) {
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var npc = Main.npc[i];
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if (!npc.CanBeChasedBy()) continue;
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var between = Vector2.Distance(npc.Center, Projectile.Center);
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var closest = Vector2.Distance(Projectile.Center, targetCenter) > between;
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var inRange = between < distanceFromTarget;
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var lineOfSight = Collision.CanHitLine(Projectile.position, Projectile.width,
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Projectile.height, npc.position, npc.width, npc.height);
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// Additional check for this specific minion behavior, otherwise it will stop attacking once it dashed through an enemy while flying though tiles afterwards
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// The number depends on various parameters seen in the movement code below. Test different ones out until it works alright
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var closeThroughWall = between < 100f;
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if (((!closest || !inRange) && foundTarget) || (!lineOfSight && !closeThroughWall)) continue;
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distanceFromTarget = between;
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targetCenter = npc.Center;
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foundTarget = true;
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}
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}
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Projectile.friendly = foundTarget;
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#endregion
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#region Movement
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// Default movement parameters (here for attacking)
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var speed = 8f;
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var inertia = 20f;
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if (foundTarget) {
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var direction = targetCenter - Projectile.Center;
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direction.Normalize();
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if (distanceFromTarget > 40f) {
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// The immediate range around the target (so it doesn't latch onto it when close)
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direction *= speed;
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Projectile.velocity = (Projectile.velocity * (inertia - 1) + direction) / inertia;
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}
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switch (distanceFromTarget) {
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case <= 120f:
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_attackMode = AttackMode.Melee;
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break;
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case > 120f when _shootCooldown == 0: {
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_shootCooldown = 60; // 1 second between shots
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var laser = Projectile.NewProjectileDirect(player.GetSource_FromThis(), Projectile.Center,
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direction, ProjectileID.DeathLaser, 30, Projectile.knockBack, Projectile.owner);
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laser.friendly = true;
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laser.hostile = false;
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laser.penetrate = 5;
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_attackMode = AttackMode.Ranged;
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break;
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}
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}
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}
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else {
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// Minion doesn't have a target: return to player and idle
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if (distanceToIdlePosition > 600f) {
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// Speed up the minion if it's away from the player
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speed = 12f;
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inertia = 60f;
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}
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else {
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// Slow down the minion if closer to the player
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speed = 4f;
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inertia = 80f;
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}
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if (distanceToIdlePosition > 20f) {
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// The immediate range around the player (when it passively floats about)
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// This is a simple movement formula using the two parameters and its desired direction to create a "homing" movement
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vectorToIdlePosition.Normalize();
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vectorToIdlePosition *= speed;
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Projectile.velocity = (Projectile.velocity * (inertia - 1) + vectorToIdlePosition) / inertia;
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}
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else if (Projectile.velocity == Vector2.Zero) {
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// If there is a case where it's not moving at all, give it a little "poke"
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Projectile.velocity.X = -0.15f;
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Projectile.velocity.Y = -0.05f;
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}
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}
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#endregion
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#region Animation and visuals
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// So it will lean slightly towards the direction it's moving
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Projectile.rotation = Projectile.velocity.X * 0.05f;
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const int frameSpeed = 8;
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Projectile.frameCounter++;
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if (Projectile.frameCounter >= frameSpeed) {
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Projectile.frameCounter = 0;
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switch (_attackMode) {
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case AttackMode.Melee:
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switch (Projectile.frame) {
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case 0:
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case 1:
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case 2:
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Projectile.frame++;
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break;
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case 3:
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Projectile.frame = 0;
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break;
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case 4:
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Projectile.frame = 1;
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break;
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case 5:
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Projectile.frame = 2;
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break;
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case 6:
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Projectile.frame = 3;
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break;
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case 7:
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Projectile.frame = 4;
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break;
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}
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break;
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case AttackMode.Ranged:
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switch (Projectile.frame) {
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case 0:
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Projectile.frame = 5;
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break;
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case 1:
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Projectile.frame = 6;
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break;
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case 2:
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Projectile.frame = 7;
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break;
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case 3:
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Projectile.frame = 4;
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break;
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case 4:
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case 5:
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case 6:
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Projectile.frame++;
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break;
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case 7:
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Projectile.frame = 4;
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break;
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}
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break;
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default:
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break;
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}
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}
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Lighting.AddLight(Projectile.Center, Color.White.ToVector3() * 0.78f);
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#endregion
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}
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private enum AttackMode {
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Melee,
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Ranged,
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}
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}
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