things/enemies/Charger.cs
using Sandbox;
using Sandbox.ModelEditor.Nodes;
using System.Net.NetworkInformation;
public class Charger : Enemy
{
private TimeSince _damageTime;
private const float DAMAGE_TIME = 1f;
protected float _chargeDelayTimer;
private const float CHARGE_DELAY_MIN = 2f;
private const float CHARGE_DELAY_MAX = 6f;
public bool IsPreparingToCharge { get; private set; }
public bool IsCharging { get; private set; }
private float _prepareTimer;
private const float PREPARE_TIME = 1f;
protected float _chargeTimer;
protected float CHARGE_TIME_MIN = 1.8f;
protected float CHARGE_TIME_MAX = 2.5f;
private float _chargeTime;
private float _nextRedirectTime;
private TimeSince _timeSinceRedirect;
protected Vector2 _chargeDir;
protected Vector2 _chargeVel;
private TimeSince _chargeCloudTimer;
public override float HeightVariance => 0.03f;
public override float WidthVariance => 0.015f;
public float ChargeRange { get; set; }
protected float REDIRECT_DELAY_MIN = 0.3f;
protected float REDIRECT_DELAY_MAX = 2.7f;
protected override void OnAwake()
{
//OffsetY = -0.57f;
ShadowScale = 1.25f;
ShadowFullOpacity = 0.8f;
ShadowOpacity = 0f;
Scale = 1.25f;
base.OnAwake();
//Sprite.Texture = Texture.Load("textures/sprites/charger.vtex");
//Sprite.Size = new Vector2( 1f, 1f ) * Scale;
PushStrength = 25f;
Radius = 0.275f;
Health = 75f;
if ( Manager.Instance.Difficulty < 0 )
Health = 55f;
MaxHealth = Health;
DamageToPlayer = 10f;
CoinValueMin = 2;
CoinValueMax = 5;
CoinChance = 0.7f;
Sprite.PlayAnimation( AnimSpawnPath );
if ( IsProxy )
return;
CollideWith.Add( typeof( Enemy ) );
CollideWith.Add( typeof( Player ) );
_damageTime = DAMAGE_TIME;
_chargeDelayTimer = Game.Random.Float( CHARGE_DELAY_MIN, CHARGE_DELAY_MAX );
ChargeRange = 4.2f;
}
protected override void UpdatePosition( float dt )
{
//Gizmo.Draw.Color = Color.White.WithAlpha(0.5f);
//Gizmo.Draw.Text( $"IsCharging: {IsCharging}", new global::Transform( (Vector3)Position2D + new Vector3( 0f, -0.7f, 0f ) ) );
base.UpdatePosition( dt );
var targetPos = Target.IsValid() ? Target.Position2D : (IsCharmed ? Manager.Instance.Player.Position2D : Position2D);
if ( IsPreparingToCharge )
{
_prepareTimer -= dt;
if ( _prepareTimer < 0f )
{
Charge();
return;
}
}
else if ( IsCharging )
{
_chargeTimer -= dt;
if ( _chargeTimer < 0f )
{
IsCharging = false;
Sprite.PlayAnimation( AnimIdlePath );
CanTurn = true;
DontChangeAnimSpeed = false;
}
else
{
HandleCharging( dt );
}
WorldPosition += (Vector3)(_chargeVel + Velocity) * dt;
if ( Manager.Instance.Difficulty >= 1 && _timeSinceRedirect > _nextRedirectTime )
{
_chargeDir = (targetPos - Position2D).Normal;
if(Math.Abs( targetPos.x - Position2D.x ) > 0.15f )
FlipX = targetPos.x > Position2D.x;
_nextRedirectTime = Game.Random.Float( REDIRECT_DELAY_MIN, REDIRECT_DELAY_MAX );
_timeSinceRedirect = 0f;
}
if ( _chargeCloudTimer > 0.25f )
{
SpawnCloudClient( Position2D + new Vector2( 0f, 0.25f ), -_chargeDir * Game.Random.Float( 0.2f, 0.8f ) );
_chargeCloudTimer = Game.Random.Float( 0f, 0.075f );
}
}
else
{
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
float speed = 0.75f * (IsAttacking ? 1.3f : 0.7f) + Utils.FastSin( MoveTimeOffset + Time.Now * (IsAttacking ? 15f : 7.5f) ) * (IsAttacking ? 0.66f : 0.35f);
if ( Manager.Instance.Difficulty < 0 )
speed *= 0.85f;
WorldPosition += (Vector3)Velocity * speed * dt;
}
var player_dist_sqr = (targetPos - Position2D).LengthSquared;
if ( !IsPreparingToCharge && !IsCharging && !IsAttacking && player_dist_sqr < ChargeRange * ChargeRange && Target.IsValid() )
{
_chargeDelayTimer -= dt;
if ( _chargeDelayTimer < 0f )
{
PrepareToCharge();
}
}
}
protected virtual void HandleCharging(float dt)
{
float chargeSpeed = Manager.Instance.Difficulty >= 1 ? 12f : 4f; ;
_chargeVel += _chargeDir * chargeSpeed * Utils.MapReturn( _chargeTimer, _chargeTime, 0f, 0f, 1f, EasingType.Linear ) * dt;
TempWeight += Utils.MapReturn( _chargeTimer, _chargeTime, 0f, 1f, 6f, EasingType.Linear ) * dt;
float BUFFER = 0.01f;
var x_min = Manager.Instance.BOUNDS_MIN.x + Radius + BUFFER;
var x_max = Manager.Instance.BOUNDS_MAX.x - Radius - BUFFER;
var y_min = Manager.Instance.BOUNDS_MIN.y + BUFFER;
var y_max = Manager.Instance.BOUNDS_MAX.y - Radius - BUFFER;
if ( Position2D.x < x_min && _chargeDir.x < 0f )
{
_chargeDir = _chargeDir.WithX( Math.Abs( _chargeDir.x ) );
_chargeVel = _chargeVel.WithX( Math.Abs( _chargeVel.x ) * 0.1f );
FlipX = true;
Sprite.SpriteFlags = SpriteFlags.HorizontalFlip;
}
else if ( Position2D.x > x_max && _chargeDir.x > 0f )
{
_chargeDir = _chargeDir.WithX( -Math.Abs( _chargeDir.x ) );
_chargeVel = _chargeVel.WithX( -Math.Abs( _chargeVel.x ) * 0.1f );
FlipX = false;
Sprite.SpriteFlags = SpriteFlags.None;
}
if ( Position2D.y < y_min && _chargeDir.y < 0f )
{
_chargeDir = _chargeDir.WithY( Math.Abs( _chargeDir.y ) );
_chargeVel = _chargeDir.WithY( Math.Abs( _chargeVel.y ) * 0.1f );
}
else if ( Position2D.y > y_max && _chargeDir.y > 0f )
{
_chargeDir = _chargeDir.WithY( -Math.Abs( _chargeDir.y ) );
_chargeVel = _chargeDir.WithY( -Math.Abs( _chargeVel.y ) * 0.1f );
}
}
protected override void HandleDeceleration( float dt )
{
if ( IsCharging )
{
Velocity *= (1f - dt * 1.75f);
float decel = Manager.Instance.Difficulty >= 1 ? 3f : 0.5f;
_chargeVel *= (1f - dt * decel);
}
else
{
base.HandleDeceleration( dt );
}
}
protected override void UpdateSprite( Thing target )
{
if ( !IsCharging )
base.UpdateSprite( target );
}
protected override void HandleAttacking( Thing target, float dt )
{
if ( !IsPreparingToCharge && !IsCharging )
base.HandleAttacking( target, dt );
}
public void PrepareToCharge()
{
_prepareTimer = PREPARE_TIME;
IsPreparingToCharge = true;
Manager.Instance.PlaySfxNearby( "enemy.roar.prepare", Position2D, pitch: Game.Random.Float( 0.95f, 1.05f ), volume: 1f, maxDist: 5f );
Sprite.PlayAnimation( "charge_start" );
CanTurn = false;
CanAttack = false;
CanAttackAnim = false;
DontChangeAnimSpeed = true;
if ( Manager.Instance.Difficulty >= 1 )
{
_nextRedirectTime = Game.Random.Float( REDIRECT_DELAY_MIN, REDIRECT_DELAY_MAX );
_timeSinceRedirect = 0f;
}
}
public void Charge()
{
var target_pos = Target.IsValid() && !IsFeared
? Target.Position2D + Target.Velocity * Game.Random.Float( 0.5f, 1.75f )
: Position2D + Utils.GetRandomVector() * 0.5f;
_chargeDir = Utils.RotateVector( (target_pos - Position2D).Normal, Game.Random.Float( -10f, 10f ) );
IsPreparingToCharge = false;
IsCharging = true;
_chargeTime = Game.Random.Float( CHARGE_TIME_MIN, CHARGE_TIME_MAX ) * (Manager.Instance.Difficulty >= 1 ? Game.Random.Float(1.25f, Utils.Map(Manager.Instance.Difficulty, 1, 10, 1.75f, 3f, EasingType.SineIn)) : 1f);
_chargeTimer = _chargeTime;
CanAttack = true;
CanAttackAnim = true;
_chargeDelayTimer = Game.Random.Float( CHARGE_DELAY_MIN, CHARGE_DELAY_MAX ) * (Manager.Instance.Difficulty < 0 ? 1.4f : 1f);
_chargeVel = Vector2.Zero;
Sprite.PlayAnimation( "charge_loop" );
AnimSpeed = 3f;
FlipX = _chargeDir.x > 0f;
Sprite.SpriteFlags = FlipX ? SpriteFlags.HorizontalFlip : SpriteFlags.None;
//Sprite.SpriteFlags = target_pos.x > Position2D.x ? SpriteFlags.HorizontalFlip : SpriteFlags.None;
Manager.Instance.PlaySfxNearby( "enemy.roar", Position2D, pitch: Game.Random.Float( 0.925f, 1.075f ), volume: 1f, maxDist: 8f );
}
public override void Colliding( Thing other, float percent, float dt )
{
base.Colliding( other, percent, dt );
if ( other is Enemy enemy && !enemy.IsDying )
{
var spawnFactor = Utils.Map( enemy.TimeSinceSpawn, 0f, enemy.SpawnTime, 0f, 1f, EasingType.QuadIn );
Velocity += (Position2D - enemy.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * enemy.PushStrength * (1f + enemy.TempWeight) * spawnFactor * dt;
if ( (IsAttacking || IsCharging) && IsCharmed != enemy.IsCharmed && _damageTime > (DAMAGE_TIME / TimeScale) )
{
var dmg = DamageToPlayer;
if ( IsCharmed )
dmg *= CharmDamageDealtMultiplier;
enemy.Damage( dmg, null, addVel: Vector2.Zero, addTempWeight: 0f, isCrit: false, DamageType.Melee );
enemy.Target = this;
_damageTime = 0f;
Manager.Instance.PlaySfxNearby( "zombie.attack.player", Position2D, pitch: Utils.Map( enemy.Health, enemy.MaxHealth, 0f, 0.95f, 1.15f, EasingType.QuadIn ), volume: 0.6f, maxDist: 4.5f );
}
}
// todo: move collision check to player instead to prevent laggy hits?
else if ( other is Player player )
{
if ( !player.IsDead )
{
Velocity += (Position2D - player.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * player.Stats[PlayerStat.PushStrength] * (1f + player.TempWeight) * dt;
if ( (IsAttacking || IsCharging) && _damageTime > (DAMAGE_TIME / TimeScale) && !IsCharmed )
{
float dmg = player.CheckDamageAmount( DamageToPlayer, DamageType.Melee );
if ( !player.IsInvulnerable && !player.IsTimePausedForChoosing )
{
Manager.Instance.PlaySfxNearby( "zombie.attack.player", Position2D, pitch: Utils.Map( player.Health, player.Stats[PlayerStat.MaxHp], 0f, 0.95f, 1.15f, EasingType.QuadIn ), volume: 1f, maxDist: 5.5f );
player.Damage( dmg );
if ( dmg > 0f )
OnDamagePlayer( player, dmg );
}
_damageTime = 0f;
}
}
}
}
public override void Celebrate()
{
base.Celebrate();
CelebrateAsync();
}
async void CelebrateAsync()
{
await Task.Delay( Game.Random.Int( 0, 500 ) );
Sprite.PlaybackSpeed = Game.Random.Float( 1f, 2.5f );
Sprite.PlayAnimation( "cheer_start" );
await Task.Delay( Game.Random.Int( 200, 400 ) );
Sprite.PlayAnimation( "cheer" );
}
}