using Microsoft.Xna.Framework; using Terraria; using Terraria.Audio; using Terraria.DataStructures; using Terraria.ID; using Terraria.ModLoader; namespace ForgottenWawiTech.Content.Projectiles.TridentOfTheSunken { public class TridentOfTheSunkenHoldout : ModProjectile { private const int MaxChargeTime = 60; private const int RequiredChargeTime = 60; // Slight offsets so the player grips the center of the sprite instead of the trident hovering ahead. private const float HoldoutForwardOffset = 12f; private const float HoldoutVerticalOffset = -6f; private ref float Charge => ref Projectile.ai[0]; private ref float HasFired => ref Projectile.ai[1]; public override string Texture => "ForgottenWawiTech/Content/Items/Weapons/Magic/TridentOfTheSunken"; public override void SetDefaults() { Projectile.width = 30; Projectile.height = 256; Projectile.friendly = false; Projectile.hostile = false; Projectile.penetrate = -1; Projectile.tileCollide = false; Projectile.ignoreWater = true; } public override void AI() { Player player = Main.player[Projectile.owner]; int tridentType = ModContent.ItemType(); if (player.dead || player.HeldItem.type != tridentType) { Projectile.Kill(); return; } Vector2 handPosition = player.RotatedRelativePoint(player.MountedCenter, true); player.heldProj = Projectile.whoAmI; player.itemAnimation = player.itemTime = 2; Vector2 aim = Projectile.velocity; if (Main.myPlayer == player.whoAmI) { aim = Main.MouseWorld - handPosition; if (aim.LengthSquared() < 0.01f) { aim = new Vector2(player.direction, 0f); } aim.Normalize(); player.ChangeDir(aim.X >= 0f ? 1 : -1); Projectile.velocity = aim; } Vector2 anchorOffset = new Vector2(player.direction * HoldoutForwardOffset, HoldoutVerticalOffset * player.gravDir); Projectile.Center = handPosition + anchorOffset; Projectile.direction = player.direction; Projectile.spriteDirection = player.direction; Projectile.rotation = 0f; if (player.channel) { Charge = MathHelper.Clamp(Charge + 1f, 0f, MaxChargeTime); if (Charge == RequiredChargeTime) { ReadyFeedback(player); } else if (Charge % 15f == 0f) { SoundEngine.PlaySound(SoundID.Item15 with { Volume = 0.3f }, player.Center); } } else if (HasFired == 0f) { if (Main.myPlayer == player.whoAmI && Charge >= RequiredChargeTime) { FireProjectile(player, handPosition); } else { CancelCharge(player); } } Projectile.timeLeft = 2; } public override void Kill(int timeLeft) { if (HasFired == 0f && Main.player[Projectile.owner] is Player player && player.active && !player.dead) { Vector2 handPosition = player.RotatedRelativePoint(player.MountedCenter, true); if (Main.myPlayer == player.whoAmI && Charge >= RequiredChargeTime) { FireProjectile(player, handPosition); } else if (Charge < RequiredChargeTime) { CancelCharge(player, false); } } } private void FireProjectile(Player player, Vector2 spawnPosition) { if (Charge < RequiredChargeTime) { CancelCharge(player); return; } Vector2 aim = Projectile.velocity; if (aim.LengthSquared() < 0.01f) { aim = new Vector2(player.direction, 0f); } aim.Normalize(); float chargeProgress = MathHelper.Clamp(Charge / MaxChargeTime, 0f, 1f); float speed = MathHelper.Lerp(7f, 12f, chargeProgress); int baseDamage = player.GetWeaponDamage(player.HeldItem); int damage = (int)(baseDamage * MathHelper.Lerp(1f, 1.6f, chargeProgress)); float knockBack = player.GetWeaponKnockback(player.HeldItem, player.HeldItem.knockBack) * MathHelper.Lerp(1f, 1.2f, chargeProgress); IEntitySource source = player.GetSource_ItemUse(player.HeldItem); int proj = Projectile.NewProjectile(source, spawnPosition, aim * speed, ModContent.ProjectileType(), damage, knockBack, player.whoAmI, chargeProgress); if (Main.projectile.IndexInRange(proj)) { Main.projectile[proj].localAI[0] = chargeProgress; } SoundEngine.PlaySound(SoundID.Item72 with { Volume = 0.8f }, spawnPosition); HasFired = 1f; Projectile.netUpdate = true; Projectile.Kill(); } private void ReadyFeedback(Player player) { if (Main.dedServ) { return; } SoundEngine.PlaySound(SoundID.Item33 with { Volume = 0.6f, Pitch = -0.1f }, Projectile.Center); for (int i = 0; i < 8; i++) { Vector2 velocity = Main.rand.NextVector2Circular(1.2f, 1.2f) * Main.rand.NextFloat(0.8f, 1.4f); Dust dust = Dust.NewDustDirect(Projectile.Center - new Vector2(5f, 85f), 16, 16, DustID.BlueFairy, velocity.X, velocity.Y, 100, default, 1.1f); dust.noGravity = true; } } private void CancelCharge(Player player, bool killProjectile = true) { if (HasFired != 0f) { return; } HasFired = -1f; Projectile.netUpdate = true; SoundEngine.PlaySound(SoundID.MenuClose with { Volume = 0.6f }, player.Center); if (killProjectile && Projectile.active) { Projectile.Kill(); } } } }