use num_traits::{abs, clamp}; use crate::common::Direction; use crate::framework::error::GameResult; use crate::npc::list::NPCList; use crate::npc::NPC; use crate::player::Player; use crate::rng::RNG; use crate::shared_game_state::SharedGameState; use crate::weapon::bullet::BulletManager; use crate::caret::CaretType; impl NPC { pub(crate) fn tick_n117_curly( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { let player = self.get_closest_player_mut(players); if self.direction == Direction::FacingPlayer { self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left }; } self.action_num = 1; self.anim_num = 0; self.anim_counter = 0; } self.vel_x = 0; self.vel_y += 0x40; } 3 | 4 => { if self.action_num == 3 { self.action_num = 4; self.anim_num = 1; self.anim_counter = 0; } self.animate(4, 1, 4); self.vel_x = self.direction.vector_x() * 0x200; self.vel_y += 0x40; } 5 => { self.action_num = 6; self.anim_num = 5; npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right as usize, 8, state, &self.rng); } 6 => { self.anim_num = 5; } 10 | 11 => { let player = self.get_closest_player_mut(players); if self.action_num == 10 { self.action_num = 11; self.anim_num = 1; self.anim_counter = 0; self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left }; } self.animate(4, 1, 4); self.x += self.direction.vector_x() * 0x200; if abs(self.x - player.x) > 0x2800 { self.action_num = 0; } } 20 => { self.vel_x = 0; self.anim_num = 6; } 21 => { self.vel_x = 0; self.anim_num = 9; } 30 | 31 => { if self.action_num == 30 { self.action_num = 31; self.action_counter = 0; self.vel_y = -0x400; } self.anim_num = 7; self.vel_x = self.direction.vector_x() * 0x200; self.vel_y += 0x40; self.action_counter += 1; if self.action_counter > 0 && self.flags.hit_bottom_wall() { self.action_num = 32; } } 32 => { self.vel_x = 0; self.vel_y += 0x40; self.anim_num = 8; } 70 | 71 => { if self.action_num == 70 { self.action_num = 71; self.action_counter = 0; self.anim_num = 1; self.anim_counter = 0; } self.animate(8, 1, 4); self.x += self.direction.vector_x() * 0x100; } _ => {} } if self.vel_y > 0x5ff { self.vel_y = 0x5ff; } self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 10 }; self.anim_rect = state.constants.npc.n117_curly[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n118_curly_boss( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, bullet_manager: &BulletManager, ) -> GameResult { match self.action_num { 0 => { self.action_num = 1; self.anim_num = 0; self.anim_counter = 0; } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.action_counter = self.rng.range(50..100) as u16; self.anim_num = 0; let player = self.get_closest_player_mut(players); self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left }; self.npc_flags.set_shootable(true); self.npc_flags.set_invulnerable(false); } if self.action_counter > 0 { self.action_counter -= 1; } else { self.action_num = 13; } } 13 | 14 => { if self.action_num == 13 { self.action_num = 14; self.action_counter = self.rng.range(50..100) as u16; self.anim_num = 3; let player = self.get_closest_player_mut(players); self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left }; } self.animate(2, 3, 6); self.vel_x += self.direction.vector_x() * 0x40; if self.action_counter > 0 { self.action_counter -= 1; } else { self.npc_flags.set_shootable(true); self.action_num = 20; self.action_counter = 0; state.sound_manager.play_sfx(103); } } 20 => { let player = self.get_closest_player_mut(players); self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left }; self.vel_x = 8 * self.vel_x / 9; self.anim_num += 1; if self.anim_num > 1 { self.anim_num = 0; } self.action_counter += 1; if self.action_counter > 50 { self.action_num = 21; self.action_counter = 0; } } 21 => { self.action_counter += 1; if self.action_counter % 4 == 1 { let player = self.get_closest_player_mut(players); let facing_up = (self.direction == Direction::Left && self.x < player.x) || (self.direction == Direction::Right && self.x > player.x); let mut npc = NPC::create(123, &state.npc_table); npc.cond.set_alive(true); if facing_up { self.anim_num = 2; npc.x = self.x; npc.y = self.y - 0x1000; npc.direction = Direction::Up; } else { self.anim_num = 0; self.x += self.direction.opposite().vector_x() * 0x200; npc.x = self.x + self.direction.vector_x() * 0x1000; npc.y = self.y + 0x800; npc.direction = self.direction; } let _ = npc_list.spawn(256, npc); } if self.action_counter > 30 { self.action_num = 10; } } 30 => { self.anim_num += 1; if self.anim_num > 8 { self.anim_num = 7; } self.action_counter += 1; if self.action_counter > 30 { self.action_num = 10; self.anim_num = 0; } } _ => {} } if self.action_num > 10 && self.action_num < 30 && bullet_manager.count_bullets_type_idx_all(6) > 0 { self.action_num = 30; self.action_counter = 0; self.anim_num = 7; self.vel_x = 0; self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); } self.vel_x = clamp(self.vel_x, -0x1ff, 0x1ff); self.vel_y += 0x20; if self.vel_y > 0x5ff { self.vel_y = 0x5ff; } self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 9 }; self.anim_rect = state.constants.npc.n118_curly_boss[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n123_curly_boss_bullet(&mut self, state: &mut SharedGameState) -> GameResult { if self.action_num == 0 { self.action_num = 1; state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left); state.sound_manager.play_sfx(32); match self.direction { Direction::Left => { self.vel_x = -0x1000; self.vel_y = self.rng.range(-0x80..0x80); } Direction::Up => { self.vel_x = self.rng.range(-0x80..0x80); self.vel_y = -0x1000; } Direction::Right => { self.vel_x = 0x1000; self.vel_y = self.rng.range(-0x80..0x80); } Direction::Bottom => { self.vel_x = self.rng.range(-0x80..0x80); self.vel_y = 0x1000; } Direction::FacingPlayer => unreachable!(), } self.anim_rect = state.constants.npc.n123_curly_boss_bullet[self.direction as usize]; } if match self.direction { Direction::Left if self.flags.hit_left_wall() => true, Direction::Right if self.flags.hit_right_wall() => true, Direction::Up if self.flags.hit_top_wall() => true, Direction::Bottom if self.flags.hit_bottom_wall() => true, _ => false, } { state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Right); state.sound_manager.play_sfx(28); self.cond.set_alive(false); return Ok(()); } self.x += self.vel_x; self.y += self.vel_y; Ok(()) } }