Enemy subclass for a miniboss troll. Configures stats, movement, spawn visuals, healing behavior, retreat logic, and animation selection.
using System;
using Sandbox;
public class MinibossTroll : Enemy
{
public override EnemyType EnemyType => EnemyType.MinibossTroll;
public override string GibFolder => "miniboss_troll";
public override float OverrideGibChance => 1f;
public override int ExtraDeathBloodSprayAmount => 25;
public override float GetMaxHealth() => MinibossBaseHealth;
public override Vector3 SpawnScale => new Vector3( 1.4f );
public override bool ShowHealthbar => true;
public override float HealthbarOffset => 100f;
public override float HealthbarOpacity => Utils.EasePercent( SpawnProgress, EasingType.QuadIn );
public override float HealthbarArmorOpacity => Utils.EasePercent( SpawnProgress, EasingType.QuadIn );
protected override bool ShouldRetreatFromTarget => IsFearful || (_isRetreating && !IsAttacking);
private float _healTimer;
private bool _isRetreating;
public override bool IsBoss => true;
public override bool IsMiniboss => true;
private const float ACCELERATION_MIN = 320f;
private const float ACCELERATION_MAX = 500f;
protected override void OnStart()
{
base.OnStart();
CoinValueMin = 12;
CoinValueMax = 22;
CoinChance = 1f;
PushStrength = 9000f;
Weight = 1.75f;
_personalSpeedScale = 1.5f;
_personalSpeedFreq = 12f;
if ( IsProxy )
return;
AggroRange = 90f;
DetectTargetRange = 850f;
LoseTargetRange = 1300f;
LoseTargetTime = 7f;
MeleeDamage = Utils.Select( Manager.Instance.Difficulty, 10f, 14f, 15f );
DamageTargetDelay = 0.8f;
_personalTurnSpeed = 4.5f;
Acceleration = ACCELERATION_MIN * Utils.Select( Manager.Instance.Difficulty, 0.9f, 1f, 1.05f );
AccelerationAttacking = ACCELERATION_MAX * Utils.Select( Manager.Instance.Difficulty, 0.9f, 1f, 1.05f );
Deceleration = 1.4f;
DecelerationAttacking = 1.5f;
}
protected override void OnUpdate()
{
base.OnUpdate();
//Gizmo.Draw.Color = Color.White;
//Gizmo.Draw.Text( $"Health: {Health}", new global::Transform( WorldPosition ) );
_personalSpeedScale = Utils.Map( Health, MaxHealth, 0f, 1.25f, 2f, EasingType.QuadOut );
if ( IsProxy )
return;
if ( IsDying )
return;
Acceleration = AccelerationAttacking = Utils.Map( Health, MaxHealth, 0f, ACCELERATION_MIN, ACCELERATION_MAX, EasingType.QuadOut ) * Utils.Select( Manager.Instance.Difficulty, 0.9f, 1f, 1.05f );
if ( _isRetreating )
{
float stopRetreatThreshold = 0.6f + Utils.FastSin( TimeSinceSpawn * 0.8f ) * 0.15f;
if ( Health > MaxHealth * stopRetreatThreshold )
_isRetreating = false;
}
else
{
float retreatThreshold = 0.2f + Utils.FastSin( TimeSinceSpawn * 0.5f ) * 0.1f;
if ( Health < MaxHealth * retreatThreshold )
_isRetreating = true;
}
_healTimer += Time.Delta;
if ( _healTimer > Utils.Map( Health, MaxHealth, 0f, 2f, 0.5f, EasingType.QuadIn ) )
{
var healAmount = Utils.Select( Manager.Instance.Difficulty, 5f, 8f, 12f );
Heal( Utils.Map( Health, MaxHealth, 0f, 1f, healAmount, EasingType.Linear ) );
_healTimer = 0f;
}
}
protected override float GetMoveSpeedFactor()
{
var progress = ModelRenderer.SceneModel.CurrentSequence.TimeNormalized;
return Zombie.GetZombieMoveSpeedFactor( progress );
}
protected override void PlayWalkAnim()
{
SetAnim( "Walk" );
}
}