Files
ForgottenWawiTech/Content/NPCs/OriginalNiko/Niko.cs
T
2025-11-21 14:14:57 +00:00

244 lines
9.8 KiB
C#

using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Microsoft.Xna.Framework;
using Terraria.Chat;
using Terraria.Localization;
using Terraria.GameContent.ItemDropRules;
using ForgottenWawiTech.Content.Items.TreasureBags;
namespace ForgottenWawiTech.Content.NPCs.OriginalNiko
{
[AutoloadBossHead]
public class Niko : ModNPC
{
public override void SetStaticDefaults()
{
Main.npcFrameCount[NPC.type] = 1;
}
public override void SetDefaults()
{
NPC.width = 40;
NPC.height = 40;
NPC.damage = 2000;
NPC.defense = 300;
NPC.lifeMax = 1000000;
NPC.HitSound = SoundID.NPCHit1;
NPC.DeathSound = SoundID.NPCDeath1;
NPC.knockBackResist = 0f;
NPC.boss = true;
NPC.aiStyle = -1;
NPC.value = Item.buyPrice(0, 1, 0, 0);
}
public override void AI()
{
/*
IDEA:
Phase 1: Somewhat tame, false sense of security. 75% HP
Phase 1.5: Invulnerable, drifts around, monologue for ~1 minute
Phase 2: Heal 50% HP
Phase 3: Spawn other bosses if undefeated
Phase 3.5: After other bosses are defeated (or if they aren't spawned), short pause for dialogue
Phase 4: Final behaviour
Each individual phase I have yet to fully plan out, but the main idea is simple. What if we uncapped a Player's limitations and slapped them as a boss with near end-game gear?
Nintendo don't sue me - I am only copying Inner Agent 3 here. Alongside rough ideas of the Uzi and Cyn fight from Murder Drones.
Music (if legality allows) is planned to be a rock-ier remix of "In The End" by Linkin Park, fitting Niko's emo ass.
*/
NPC.TargetClosest(false);
Player target = Main.player[NPC.target];
if (!target.active || target.dead)
{
NPC.timeLeft = 300;
return;
}
int phase = (int)NPC.ai[0];
int flags = (int)NPC.ai[1]; // bit0=Lyyka spawned, bit1=Neptune spawned, bit2=Lexy spawned
int timer = (int)NPC.ai[2];
// Simple dummy movement helper
void DoDummyMovement(float speed)
{
Vector2 dir = target.Center - NPC.Center;
if (dir.Length() > 8f)
{
dir.Normalize();
NPC.velocity = Vector2.Lerp(NPC.velocity, dir * speed, 0.02f);
}
}
// Phase 0: initial until 50% HP
if (phase == 0)
{
DoDummyMovement(3f);
if (NPC.life <= NPC.lifeMax / 2)
{
// Enter invulnerable phase
NPC.ai[0] = 1;
NPC.ai[2] = 0; // reset timer
NPC.dontTakeDamage = true;
NPC.netUpdate = true;
string announce = "Niko envelopes themself in a strange silence...";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(announce, 200, 100, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(announce), new Color(200, 100, 255));
}
}
// Phase 1: invulnerable waiting (~1 minute) for dialogue
else if (phase == 1)
{
NPC.ai[2]++;
// Idle drift
NPC.velocity *= 0.98f;
// Periodic short dialogue during invulnerable phase
int t = (int)NPC.ai[2];
if (t == 120)
{
string line = "...silence stretches, an uneasy calm.";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 200, 120, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(200, 120, 255));
}
else if (t == 900)
{
string line = "Impressive...";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 220, 160, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(220, 160, 255));
}
else if (t == 1000)
{
string line = "But this has already gone on long enough.";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 180, 130, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(180, 130, 255));
}
// TODO: Audio and VO lines here
else if (t == 1500)
{
string line = "Sky has rated the following film 12 - suitable for ages 12 and above.";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 210, 150, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(210, 150, 255));
}
else if (t == 1800)
{
string line = "This film contains violence, explicit language, and flashing images."; // this is such a random reference that ill be surprised if anyone gets it especially outside gb
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 230, 180, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(230, 180, 255));
}
// TODO: When audio is finished, switch to Noctis Boss 2 theme (remix of In The End? Or something new? TBA)
// After approx 42 seconds (2500 ticks), end invulnerability
if (NPC.ai[2] >= 2500)
{
NPC.dontTakeDamage = false;
NPC.ai[0] = 2;
NPC.netUpdate = true;
string announce = "Now get out of my sight.";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(announce, 255, 150, 100);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(announce), new Color(255, 150, 100));
}
}
// Phase 2: dummy AI after invul until 30% HP
else if (phase == 2)
{
DoDummyMovement(4f);
if (NPC.life <= (int)(NPC.lifeMax * 0.3f))
{
NPC.ai[0] = 3; // go to spawn phase
NPC.netUpdate = true;
}
}
// Phase 3: spawn other bosses if undefeated
else if (phase == 3)
{
// Spawn Lyyka if undefeated and not already spawned
if (!WorldDefeatedBosses.Lyyka && (flags & 1) == 0)
{
flags |= 1;
string announceL = "Lyyka is called to the fray!";
}
// Spawn Neptune if undefeated and not already spawned
if (!WorldDefeatedBosses.Neptune && (flags & 2) == 0)
{
flags |= 2;
string announceN = "The waves answer Niko's call: Neptune arrives!";
}
// Spawn Lexy if undefeated and not already spawned
if (!WorldDefeatedBosses.Lexy && (flags & 4) == 0)
{
flags |= 4;
string announceX = "Lexy emerges to twist the battlefield!";
}
// Save flags and move to final phase
NPC.ai[1] = flags;
NPC.ai[0] = 4;
NPC.netUpdate = true;
}
// Phase 4+: final behaviour (dummy)
else
{
DoDummyMovement(5f);
}
}
public override void OnKill()
{
// Ending monologue before playing the final track
// Only if Niko was actually defeated (not fled) and hasn't been defeated before
if (!WorldDefeatedBosses.Niko)
{
string line1 = "With a final breath, Niko whispers...";
string line2 = "\"gg, no re\"";
string line3 = "The battlefield falls silent as Niko vanishes.";
if (Main.netMode != NetmodeID.MultiplayerClient)
{
Main.NewText(line1, 255, 100, 100);
Main.NewText(line2, 200, 50, 50);
Main.NewText(line3, 255, 150, 150);
}
else
{
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line1), new Color(255, 100, 100));
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line2), new Color(200, 50, 50));
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line3), new Color(255, 150, 150));
}
// Set a world flag or similar to indicate Niko has been defeated
WorldDefeatedBosses.Niko = true;
// Immediate sync of world flags
WorldDefeatedBosses.Sync(ModContent.GetInstance<ForgottenWawiTech>());
}
}
public override void ModifyNPCLoot(NPCLoot npcLoot)
{
npcLoot.Add(ItemDropRule.BossBag(ModContent.ItemType<NikoBossBag>()));
}
}
}