things/enemies/MinibossSpiker2.cs

Enemy subclass MinibossSpiker2 derived from Spiker. It configures miniboss-specific stats, visuals, behavior timers and AI parameters, overrides spawn/health/healthbar properties, and customizes targeting and shooting position selection to avoid lava and predict player movement.

Networking
using System;
using Sandbox;

public class MinibossSpiker2 : Spiker
{
	public override EnemyType EnemyType => EnemyType.MinibossSpiker2;
	public override string GibFolder => "miniboss_spiker_2";
	public override float OverrideGibChance => 1f;
	public override int ExtraDeathBloodSprayAmount => 25;
	protected override float MinibossHealthScale => 1.2f;
	public override float GetMaxHealth() => MinibossBaseHealth * MinibossHealthScale;

	public override Vector3 SpawnScale => new Vector3( 1.8f );
	public override float SpawnZPos => -180f;

	public override bool ShowHealthbar => true;
	public override float HealthbarOffset => 130f;
	public override float HealthbarOpacity => Utils.EasePercent( SpawnProgress, EasingType.QuadIn );
	public override float HealthbarArmorOpacity => Utils.EasePercent( SpawnProgress, EasingType.QuadIn );
	public override bool IsBoss => true;
	public override bool IsMiniboss => true;

	public override float ParticleYPosOverride => 0.4f;
	public override float StunParticleYPosOverride => 0.7f;

	protected override void OnStart()
	{
		base.OnStart();

		CoinValueMin = 10;
		CoinValueMax = 18;
		CoinChance = 1f;

		PushStrength = 6000f;
		Weight = 1.4f;

		_personalSpeedScale = Game.Random.Float( 0.9f, 1.1f );
		_personalSpeedFreq = Game.Random.Float( 9f, 11f );

		_projectileName = "spiker_head_miniboss_2";
		_crackParticleColor = new Color( 0.02f, 0.02f, 0.08f );

		if ( IsProxy )
			return;

		AggroRange = 60f;
		DetectTargetRange = 950f;
		LoseTargetRange = 1300f;
		LoseTargetTime = 5.5f;
		MeleeDamage = Utils.Select( Manager.Instance.Difficulty, 11f, 14f, 15f );
		DamageTargetDelay = 0.75f;
		_personalTurnSpeed = Game.Random.Float( 3f, 6f );
		Acceleration = 140f * Utils.Select( Manager.Instance.Difficulty, 0.9f, 1f, 1.05f );
		AccelerationAttacking = 160f * Utils.Select( Manager.Instance.Difficulty, 0.9f, 1f, 1.05f );
		Deceleration = 1.7f;
		DecelerationAttacking = 1.5f;

		_shootDelayMin = 4f;
		_shootDelayMax = 8f;
		_shootRange = 750f;
		_maxExtraHeadDist = 27f;
		_shootReverseDelay = 1f;

		_digDelayMin = 3f;
		_digDelayMax = 12f;
		_digRange = 1200f;
		_digTime = 1.5f;
		_digOffsetMin = 200f;
		_digOffsetMax = 800f;

		_shootDelayTimer = Game.Random.Float( _shootDelayMin, _shootDelayMax );
		_digDelayTimer = Game.Random.Float( _digDelayMin, _digDelayMax );

		_moveClockwise = Game.Random.Int( 0, 1 ) == 0;
	}

	protected override void OnUpdate()
	{
		base.OnUpdate();

		//Gizmo.Draw.Color = Color.White;
		//Gizmo.Draw.Text( $"_numTimesShot: {_numTimesShot} _numShotsTotal: {_numShotsTotal}\n_timeSinceShoot: {_timeSinceShoot}", new global::Transform( WorldPosition ) );
	}

	protected override Vector2 GetShootTargetPos( Player closestPlayer )
	{
		var targetPos = GetRandomTargetPos( closestPlayer );

		int NUM_TRIES = 40;
		int count = 0;
		while ( Manager.Instance.IsInLava( targetPos ) && count < NUM_TRIES )
		{
			targetPos = GetRandomTargetPos( closestPlayer, count );
			count++;
		}

		return targetPos;
	}

	Vector2 GetRandomTargetPos( Player closestPlayer, int currentTries = 0 )
	{
		var targetPos = closestPlayer.IsValid()
			? closestPlayer.Position2D + closestPlayer.Velocity * Game.Random.Float( 0f, 1.75f ) + Utils.GetRandomVector() * 120f * Utils.Map( currentTries, 0, 40, 1f, 4f )
			: Position2D + Utils.GetRandomVector() * Game.Random.Float( 200f, 340f ) * Utils.Map( currentTries, 0, 40, 1f, 4f );

		return Manager.Instance.ClampPosToBounds( targetPos, buffer: 10f );
	}

}