things/enemies/Spitter.cs
using Sandbox;

public class Spitter : Enemy
{
	private TimeSince _damageTime;
	private const float DAMAGE_TIME = 0.75f;

	private float _shootDelayTimer;
	protected float SHOOT_DELAY_MIN = 2f;
	protected float SHOOT_DELAY_MAX = 4f;

	public bool IsShooting { get; private set; }
	protected bool _hasShot;

	private TimeSince _prepareShootTime;

	public override float HeightVariance => 0.04f;
	public override float WidthVariance => 0.02f;

	public float ShootRange { get; protected set; }

	protected override void OnAwake()
	{
		//OffsetY = -0.45f;
		ShadowScale = 1.1f;
		ShadowFullOpacity = 0.8f;
		ShadowOpacity = 0f;

		Scale = 1f;

		base.OnAwake();

		//Sprite.Texture = Texture.Load("textures/sprites/spitter.vtex");

		//Sprite.Size = new Vector2( 1f, 1f ) * Scale;

		PushStrength = 8f;

		Radius = 0.25f;

		Health = 50f;

		if ( Manager.Instance.Difficulty < 0 )
			Health = 40f;

		MaxHealth = Health;
		DamageToPlayer = 10f;

		CoinValueMin = 2;
		CoinValueMax = 3;
		CoinChance = 0.65f;

		Sprite.PlayAnimation( AnimSpawnPath );

		if ( IsProxy )
			return;

		CollideWith.Add( typeof( Enemy ) );
		CollideWith.Add( typeof( Player ) );

		_damageTime = DAMAGE_TIME;
		_shootDelayTimer = Game.Random.Float( SHOOT_DELAY_MIN, SHOOT_DELAY_MAX );

		ShootRange = 5f;
	}

	protected override void UpdatePosition( float dt )
	{
		//Gizmo.Draw.Color = Color.White;
		//Gizmo.Draw.Text( $"Sprite.PlaybackSpeed: {Sprite.PlaybackSpeed}", new global::Transform( (Vector3)Position2D + new Vector3( 0f, -0.7f, 0f ) ) );

		base.UpdatePosition( dt );

		if ( IsProxy ) 
			return;

		var targetPos = GetTargetPos();

		if ( IsShooting )
		{
			if ( !_hasShot && _prepareShootTime > 1.0f )
				Shoot();

			if ( _prepareShootTime > 1.6f )
				FinishShooting();

			return;
		}
		else
		{
			Velocity += (targetPos - Position2D).Normal * 1.0f * dt * (IsFeared ? -1f : 1f);
		}

		float speed = 0.9f * (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;

		if( Target.IsValid() )
		{
			var target_dist_sqr = (Target.Position2D - Position2D).LengthSquared;
			var rangeSqr = ShootRange * ShootRange;

			if ( Manager.Instance.Difficulty < 0 )
				rangeSqr *= 0.75f;

			//Gizmo.Draw.Color = Color.White;
			//Gizmo.Draw.Text( $"rangeSqr: {rangeSqr} ShootRange: {ShootRange} target_dist_sqr: {target_dist_sqr}", new global::Transform( (Vector3)Position2D + new Vector3( 0f, -0.7f, 0f ) ) );

			if ( !IsShooting && (!IsAttacking || IsCharmed) && target_dist_sqr < rangeSqr && !Manager.Instance.IsGameOver )
			{
				_shootDelayTimer -= dt;
				if ( _shootDelayTimer < 0f )
				{
					PrepareToShoot();
				}
			}
		}
	}

	protected virtual Vector2 GetTargetPos()
	{
		return Target.IsValid() ? Target.Position2D : (IsCharmed ? Manager.Instance.Player.Position2D : Position2D);
	}

	protected override void UpdateSprite( Thing target )
	{
		if ( Sprite.CurrentAnimation.Name.Contains( "shoot" ) ) return;

		base.UpdateSprite( target );
	}

	public void PrepareToShoot()
	{
		if ( Manager.Instance.IsGameOver )
			return;

		_prepareShootTime = 0f;
		IsShooting = true;
		_hasShot = false;
		DontChangeAnimSpeed = true;
		AnimSpeed = 1f;
		Sprite.PlayAnimation( "shoot" );
		Manager.Instance.PlaySfxNearby( "spitter.prepare", Position2D, pitch: Game.Random.Float( 1f, 1.1f ), volume: 0.6f, maxDist: 2.75f );
		CanAttack = false;
		CanAttackAnim = false;
	}

	public virtual void Shoot()
	{
		if ( IsProxy ) return;

		var target_pos = Target.IsValid() ? Target.Position2D + Target.Velocity * Game.Random.Float( 0.5f, 1.5f ) : Position2D + Utils.GetRandomVector() * 5f;
		var dir = Utils.RotateVector( (target_pos - Position2D).Normal, Game.Random.Float( -10f, 10f ) );
		//Manager.Instance.SpawnEnemyBullet( Position2D + new Vector2( 0f, 0.45f ) + dir * 0.05f, dir, speed: 2f );
		var bullet = Manager.Instance.SpawnEnemyBullet( Position2D + dir * 0.05f, dir, speed: 1.8f );

		if(IsCharmed)
		{
			bullet.Creator = this;
			bullet.BecomeCharmed();
		}

		Velocity *= 0.25f;
		_hasShot = true;

		Manager.Instance.PlaySfxNearby( "spitter.shoot", Position2D, pitch: Game.Random.Float( 0.8f, 0.9f ), volume: 0.9f, maxDist: 5f );
		Sprite.PlayAnimation( "shoot_reverse" );
	}

	public void FinishShooting()
	{
		Sprite.PlayAnimation( AnimIdlePath );
		CanAttack = true;
		CanAttackAnim = true;
		_shootDelayTimer = Game.Random.Float( SHOOT_DELAY_MIN, SHOOT_DELAY_MAX ) * (Manager.Instance.Difficulty < 0 ? 1.5f : 1f);
		IsShooting = false;
		DontChangeAnimSpeed = false;
	}

	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 && 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 );
			}
		}
		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 && _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, 3f );

		Sprite.PlayAnimation( "cheer_start" );

		await Task.Delay( Game.Random.Int( 200, 400 ) );

		Sprite.PlayAnimation( "cheer" );
	}
}