Files
ForgottenWawiTech/Content/Projectiles/Protogen/ProtogenSentinelFragment.cs
T

88 lines
2.9 KiB
C#

using Microsoft.Xna.Framework;
using Terraria;
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.ModLoader;
using ForgottenWawiTech.Content.GlobalProjectiles;
namespace ForgottenWawiTech.Content.Projectiles.Protogen
{
public class ProtogenSentinelFragment : ModProjectile
{
private const float HomingRange = 560f;
private const float HomingStrength = 0.18f;
private const float DesiredSpeed = 15f;
public override void SetStaticDefaults()
{
ProjectileID.Sets.MinionShot[Type] = true;
}
public override void SetDefaults()
{
Projectile.width = 14;
Projectile.height = 14;
Projectile.friendly = true;
Projectile.penetrate = 1;
Projectile.timeLeft = 240;
Projectile.tileCollide = false;
Projectile.ignoreWater = true;
Projectile.DamageType = DamageClass.Generic;
Projectile.extraUpdates = 1;
Projectile.usesLocalNPCImmunity = true;
Projectile.localNPCHitCooldown = 15;
}
public override void AI()
{
Projectile.rotation = Projectile.velocity.ToRotation();
Lighting.AddLight(Projectile.Center, 0.3f, 0.8f, 1.15f);
NPC target = AcquireTarget(Projectile.Center, HomingRange);
if (target != null)
{
Vector2 desiredVelocity = (target.Center - Projectile.Center).SafeNormalize(Vector2.Zero) * DesiredSpeed;
Projectile.velocity = Vector2.Lerp(Projectile.velocity, desiredVelocity, HomingStrength);
}
else
{
Projectile.velocity *= 0.99f;
}
if (Main.rand.NextBool(4))
{
Dust dust = Dust.NewDustDirect(Projectile.position, Projectile.width, Projectile.height, DustID.Electric, 0f, 0f, 120, default, 1.05f);
dust.noGravity = true;
}
}
public override void OnSpawn(IEntitySource source)
{
Projectile.GetGlobalProjectile<ProtogenSentinelGlobalProjectile>().DisableSentinelSplit = true;
}
private static NPC AcquireTarget(Vector2 center, float range)
{
NPC closest = null;
float squaredRange = range * range;
for (int i = 0; i < Main.maxNPCs; i++)
{
NPC npc = Main.npc[i];
if (!npc.active || npc.friendly || npc.dontTakeDamage || npc.life <= 0)
{
continue;
}
float distance = Vector2.DistanceSquared(npc.Center, center);
if (distance <= squaredRange && Collision.CanHitLine(center, 0, 0, npc.Center, 0, 0))
{
squaredRange = distance;
closest = npc;
}
}
return closest;
}
}
}