Game/Crawler.cs
namespace Monolith;
/// <summary>
/// A low, fast thing that runs at you across the floor and takes the stage if it reaches you.
///
/// Every other hazard lives in the sky and asks you to look UP. This one uses the half of the
/// arena nothing else was using: the ground you are standing on while you mine.
///
/// **It is the payoff for the Anchor.** A tether halves your speed, which on its own is merely
/// annoying, and something that closes at a fixed rate is merely avoidable. Put them together
/// and the tether becomes a countdown: the correct play stops being "shoot the anchor eventually"
/// and becomes "shoot the anchor NOW, because the thing on the floor is still coming".
///
/// The speed ramp is the whole design. It starts below walking pace, so you can always stroll
/// away from a fresh one and being caught is never the result of it simply being faster than
/// you. Left alone it winds up to just under sprint speed, so ignoring it costs you the freedom
/// to stand still, which is exactly the behaviour the whole hazard set exists to punish.
/// </summary>
public sealed class Crawler : Component
{
private static readonly List<Crawler> all = new();
public static IReadOnlyList<Crawler> All => all;
private static Model bodyModel;
/// <summary>Shared, so two crawlers cannot both wipe the stage on the same frame.</summary>
private static GameTimeSince timeSinceAnyGrab = 99f;
[Property] public float Radius { get; set; } = 46f;
public int Health { get; private set; } = Tuning.CrawlerHealth;
/// <summary>0 to 1, how wound up the chase is. Drives speed, colour and sound.</summary>
public float Rage => Math.Clamp( chaseSeconds / Tuning.CrawlerRampSeconds, 0f, 1f );
private ModelRenderer renderer;
private PointLight glow;
private float chaseSeconds;
private float bobPhase;
private GameTimeSince timeSinceStep;
public static Crawler Spawn( Scene scene, Vector3 position )
{
if ( scene == null ) return null;
var obj = new GameObject( true, "Crawler" );
obj.NetworkMode = NetworkMode.Never;
obj.WorldPosition = position;
var crawler = obj.AddComponent<Crawler>();
crawler.bobPhase = Game.Random.Float( 0f, 10f );
obj.WorldScale = crawler.Radius;
var mr = obj.AddComponent<ModelRenderer>();
mr.Model = GetBodyModel();
crawler.renderer = mr;
var light = obj.AddComponent<PointLight>();
light.LightColor = new Color( 1f, 0.25f, 0.1f ) * 4f;
light.Radius = 420f;
light.Shadows = false;
crawler.glow = light;
Log.Info( "A Crawler has arrived." );
return crawler;
}
protected override void OnEnabled() => all.Add( this );
protected override void OnDisabled() => all.Remove( this );
/// <summary>
/// Resets the chase for a new stage. Position is kept, so a crawler that had you cornered is
/// still nearby, but its wind-up is gone and you get the first move.
/// </summary>
public void CalmForNewStage() => chaseSeconds = 0f;
public static void CalmAll()
{
for ( int i = 0; i < all.Count; i++ )
{
if ( all[i].IsValid() )
all[i].CalmForNewStage();
}
}
protected override void OnUpdate()
{
// Frozen while a blocking screen or the pause menu is up. See GameTime.
if ( GameTime.Paused )
return;
var manager = MonolithManager.Instance;
if ( !manager.IsValid() || manager.World == null )
return;
var player = Scene.GetAllComponents<PlayerMovement>().FirstOrDefault();
if ( !player.IsValid() )
return;
float floor = manager.World.WorldBounds.Mins.z;
// GROUND BOUND. It never leaves the floor, which is what makes height a real answer:
// standing on the shape is safe from this and exposed to everything else.
var target = player.WorldPosition.WithZ( floor );
var toPlayer = target - WorldPosition.WithZ( floor );
float distance = toPlayer.Length;
chaseSeconds += Time.Delta;
float speed = MathX.Lerp( Tuning.CrawlerBaseSpeed, Tuning.CrawlerMaxSpeed, Rage );
if ( distance > 4f )
WorldPosition += toPlayer.Normal * speed * Time.Delta;
// Scuttles, so the wind-up is legible before the speed is.
bobPhase += Time.Delta * (6f + Rage * 16f);
WorldPosition = WorldPosition.WithZ(
floor + Radius * 0.55f + MathF.Abs( MathF.Sin( bobPhase ) ) * (6f + Rage * 12f) );
if ( toPlayer.Length > 1f )
WorldRotation = Rotation.LookAt( toPlayer.Normal );
UpdateLook();
UpdateVoice( distance );
TryGrab( manager, player, distance );
}
private void UpdateLook()
{
// Cold ember to white hot. The colour IS the speed readout: a crawler you have been
// ignoring looks different from one that just arrived, without a HUD element.
var colour = Color.Lerp(
new Color( 0.85f, 0.22f, 0.08f ),
new Color( 1f, 0.85f, 0.55f ),
Rage );
if ( renderer.IsValid() )
renderer.Tint = colour * (1.4f + Rage * 3.2f);
if ( glow.IsValid() )
{
glow.LightColor = colour * (3f + Rage * 9f);
glow.Radius = 380f + Rage * 380f;
}
}
/// <summary>
/// Footfalls that quicken with the chase. This is the warning that works when it is behind
/// you, which is where a ground enemy spends most of its time.
/// </summary>
private void UpdateVoice( float distance )
{
float interval = MathX.Lerp( 0.42f, 0.13f, Rage );
if ( timeSinceStep < interval )
return;
timeSinceStep = 0f;
// Louder as it closes, so distance is audible rather than something you have to turn
// around to check.
float near = Math.Clamp( 1f - distance / 2200f, 0f, 1f );
Audio.Play( Audio.Land, WorldPosition, 0.18f + near * 0.5f,
Audio.Vary( 0.7f + Rage * 0.5f ) );
}
private void TryGrab( MonolithManager manager, PlayerMovement player, float distance )
{
if ( distance > Tuning.CrawlerGrabRadius + Radius )
return;
// Shared cooldown: a pack arriving together must not wipe the stage several times over,
// which is the same mistake the Spotters made when every one of them called the reset.
if ( timeSinceAnyGrab < Tuning.CrawlerGrabCooldown )
return;
timeSinceAnyGrab = 0f;
Audio.Play( Audio.Explosion, WorldPosition, 1f, 0.5f );
manager.ResetStageProgress( "A Crawler reached you" );
// The whole pack loses its wind-up, so the rebuilt stage does not open with three fully
// enraged crawlers standing on top of you.
CalmAll();
}
public static bool TryHit( Vector3 start, Vector3 direction, float distance, out Crawler hit )
{
hit = null;
float best = float.MaxValue;
for ( int i = 0; i < all.Count; i++ )
{
var candidate = all[i];
if ( !candidate.IsValid() ) continue;
var toCentre = candidate.WorldPosition - start;
float along = Vector3.Dot( toCentre, direction );
if ( along < -candidate.Radius || along > distance + candidate.Radius )
continue;
float perpSq = toCentre.LengthSquared - along * along;
if ( perpSq > candidate.Radius * candidate.Radius )
continue;
if ( along < best )
{
best = along;
hit = candidate;
}
}
return hit != null;
}
public void TakeHit( int damage )
{
Health -= damage;
if ( Health > 0 )
{
// Knocked back and set back. Hitting it is worth something immediately, rather than
// only on the shot that finally kills it.
chaseSeconds = MathF.Max( 0f, chaseSeconds - Tuning.CrawlerRampSeconds * 0.25f );
Audio.Play( Audio.GenericHit, WorldPosition, 0.5f, Audio.Vary( 1.2f ) );
return;
}
var progress = PlayerProgress.Local;
if ( progress.IsValid() )
{
progress.AwardDust( Tuning.CrawlerDustReward );
progress.AddResonance( 2 );
progress.Data.CrawlersKilled++;
}
BlastEffect.Spawn( Scene, WorldPosition, 300f, true );
Debris.Burst( Scene, WorldPosition, 180f, true );
Audio.Play( Audio.Explosion, WorldPosition, 0.8f, Audio.Vary( 1.2f ) );
Log.Info( "Crawler killed." );
GameObject.Destroy();
}
/// <summary>
/// A flattened wedge: wide, low and pointed forward, so it reads as something running at you
/// rather than as another floating diamond.
/// </summary>
private static Model GetBodyModel()
{
if ( bodyModel != null ) return bodyModel;
var vb = new VertexBuffer();
vb.Init( true );
int index = 0;
// Nose forward, tail wide, squat in Z.
Vector3[] tips = { new( 1.3f, 0f, 0f ), new( -0.9f, 0f, 0.1f ) };
Vector3[] ring =
{
new( 0f, 0.85f, -0.25f ), new( 0f, 0.5f, 0.45f ),
new( 0f, -0.5f, 0.45f ), new( 0f, -0.85f, -0.25f ),
};
foreach ( var tip in tips )
{
for ( int i = 0; i < ring.Length; i++ )
{
var a = ring[i];
var b = ring[(i + 1) % ring.Length];
var (p1, p2) = tip.x > 0 ? (a, b) : (b, a);
var normal = Vector3.Cross( p2 - tip, p1 - tip ).Normal;
var tangent = (p1 - tip).Normal;
vb.Add( new Vertex( tip, normal, tangent, new Vector4( 0.5f, 0, 0, 0 ) ) );
vb.Add( new Vertex( p1, normal, tangent, new Vector4( 0, 1, 0, 0 ) ) );
vb.Add( new Vertex( p2, normal, tangent, new Vector4( 1, 1, 0, 0 ) ) );
vb.AddRawIndex( index + 0 );
vb.AddRawIndex( index + 1 );
vb.AddRawIndex( index + 2 );
index += 3;
}
}
var mesh = new Mesh( Material.Load( "materials/default.vmat" ) );
mesh.CreateBuffers( vb );
bodyModel = new ModelBuilder().AddMesh( mesh ).Create();
return bodyModel;
}
}