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using Godot;
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using GodotUtilities;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.State.Character;
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namespace SupaLidlGame.Characters;
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public partial class Doc : Boss
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{
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public AnimationPlayer TelegraphAnimation { get; set; }
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[Export]
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public Items.Weapons.Sword Lance { get; set; }
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protected bool _dashedAway = false;
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protected CharacterDashState _dashState;
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protected float _originalDashModifier;
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public override float Health
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{
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get => base.Health;
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set
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{
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if (IsActive)
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{
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base.Health = value;
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}
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else
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{
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// play opening animation
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// then become active when it finishes
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base.Health = value;
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}
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}
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}
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public override int Intensity
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{
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get
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{
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switch (Health)
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{
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case < 300:
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return 3;
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case < 600:
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return 2;
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default:
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return 1;
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}
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}
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}
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public Doc()
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{
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ShouldMove = false;
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}
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public override void _Ready()
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{
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TelegraphAnimation = GetNode<AnimationPlayer>("Animations/Telegraph");
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base._Ready();
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_dashState = StateMachine.FindChildOfType<CharacterDashState>();
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_originalDashModifier = _dashState.VelocityModifier;
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// when we are hurt, start the boss fight
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Hurt += (Events.HealthChangedArgs args) =>
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{
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if (!IsActive)
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{
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IsActive = true;
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Inventory.SelectedItem = Lance;
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}
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};
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}
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public override void _Process(double delta)
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{
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if (IsActive)
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{
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BossStateMachine.Process(delta);
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}
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base._Process(delta);
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}
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protected override float ReceiveDamage(
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float damage,
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Character inflictor,
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float knockback,
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Vector2 knockbackDir = default)
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{
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if (IsActive)
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{
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return base.ReceiveDamage(
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damage, inflictor, knockback, knockbackDir);
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}
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return 1;
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}
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public override void OnReceivedDamage(
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float damage,
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Character inflictor,
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float knockback,
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Vector2 knockbackDir = default)
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{
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GetNode<GpuParticles2D>("Effects/HurtParticles")
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.SetDirection(knockbackDir);
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base.OnReceivedDamage(damage, inflictor, knockback, knockbackDir);
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}
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protected override void Think()
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{
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if (BossStateMachine.CurrentState is State.NPC.Doc.DocLanceState)
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{
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ThirdPhaseThink();
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}
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else
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{
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base.Think();
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}
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}
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protected void ThirdPhaseThink()
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{
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Character bestTarget = FindBestTarget();
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if (bestTarget is not null)
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{
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Vector2 pos = bestTarget.GlobalPosition;
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Target = pos - GlobalPosition;
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Vector2 dir = GlobalPosition.DirectionTo(pos);
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float dist = GlobalPosition.DistanceSquaredTo(pos);
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UpdateWeights(pos);
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if (CanAttack && StunTime <= 0)
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{
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bool isTargetStunned = bestTarget.StunTime > 0;
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bool shouldDashAway = false;
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bool shouldDashTowards = false;
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var lance = Inventory.SelectedItem as Items.Weapons.Sword;
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var lanceState = lance.StateMachine.CurrentState;
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float dot = Direction.Normalized()
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.Dot(bestTarget.Direction.Normalized());
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// doc will still dash if you are farther than normal but
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// moving towards him
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float distThreshold = 2500 - (dot * 400);
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// or just directly dash towards you if you are too far
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float distTowardsThreshold = 22500;
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// dash towards if lance in anticipate state
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shouldDashTowards = (isTargetStunned || _dashedAway) &&
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lanceState is State.Weapon.SwordAnticipateState ||
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dist > distTowardsThreshold;
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shouldDashAway = dist < distThreshold && !isTargetStunned;
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//if (!isTargetStunned && dist < 2500 && !_dashedAway)
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if (shouldDashAway && !shouldDashTowards)
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{
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// dash away if too close
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_dashState.VelocityModifier = _originalDashModifier;
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DashTo(-dir);
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UseCurrentItem();
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_dashedAway = true;
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}
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else if (shouldDashTowards && !shouldDashAway)
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{
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// dash to player's predicted position
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_dashState.VelocityModifier = _originalDashModifier * 1.75f;
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var dashSpeed = _dashState.VelocityModifier * Speed;
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var newPos = Utils.Physics.PredictNewPosition(
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GlobalPosition,
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dashSpeed,
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pos,
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bestTarget.Velocity,
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out float _);
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DashTo(GlobalPosition.DirectionTo(newPos));
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_dashedAway = false;
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}
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}
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}
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}
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private void DashTo(Vector2 direction)
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{
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StateMachine.ChangeState<CharacterDashState>(out var state);
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state.DashDirection = direction;
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}
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}
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