2023-07-17 20:03:38 -07:00
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using Godot;
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using SupaLidlGame.Entities;
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namespace SupaLidlGame.State.NPC.Doc;
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2023-07-17 20:18:42 -07:00
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public partial class DocShungiteSpikeState : DocShungiteDartState
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{
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protected int _currentAttacks = 0;
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public override NPCState Enter(IState<NPCState> previous)
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{
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Doc.CanAttack = false;
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if (this is not DocUnwantedFrequencyState)
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{
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Doc.TelegraphAnimation.Play("shungite_spike");
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}
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_currentAttacks = 0;
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_currentAttackDuration = 1;
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Doc.ShouldMove = true;
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Doc.CanAttack = true;
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return base.Enter(previous);
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}
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2023-07-21 02:54:13 -07:00
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public override void Exit(IState<NPCState> nextState)
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{
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//Doc.TelegraphAnimation.Stop();
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//Doc.TelegraphAnimation.Stop();
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}
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protected override Projectile SpawnProjectile(
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Vector2 position,
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Vector2 direction)
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{
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Doc.TelegraphAnimation.Play("shungite_spike");
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var projectile = base.SpawnProjectile(position, direction)
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as ShungiteSpike;
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projectile.GlobalRotation = 0;
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projectile.Delay = 0;
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projectile.Hitbox.Faction = Doc.Faction;
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if (projectile.Hurtbox is not null)
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{
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projectile.Hurtbox.Faction = Doc.Faction;
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}
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return projectile;
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}
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protected override void Attack()
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{
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var player = _world.CurrentPlayer;
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var playerPos = player.GlobalPosition;
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var docPos = NPC.GlobalPosition;
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var projectile = SpawnProjectile(docPos, Vector2.Zero) as ShungiteSpike;
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var projectileSpeed = projectile.Speed = 96;
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// predict to player's position
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var targetPos = Utils.Physics.PredictNewPosition(
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docPos,
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projectileSpeed,
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playerPos,
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player.Velocity,
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out float time);
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projectile.Direction = projectile.GlobalPosition.DirectionTo(targetPos);
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projectile.FreezeTime = time + 0.25; // freeze when it reaches target
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_currentAttackDuration = 1;
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_currentAttacks++;
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}
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public override NPCState Process(double delta)
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{
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if (Doc.StunTime > 0)
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{
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return null;
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}
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if ((_currentAttackDuration -= delta) <= 0)
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{
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Attack();
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}
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if (_currentAttacks >= Doc.Intensity)
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{
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return ChooseAttackState;
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}
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return null;
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}
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}
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