doukutsu-rs/src/game/npc/ai/curly.rs

969 lines
33 KiB
Rust

use num_traits::{abs, clamp};
use crate::common::{Direction, Rect};
use crate::framework::error::GameResult;
use crate::game::caret::CaretType;
use crate::game::npc::list::NPCList;
use crate::game::npc::NPC;
use crate::game::player::{Player, TargetPlayer};
use crate::game::shared_game_state::SharedGameState;
use crate::game::weapon::bullet::BulletManager;
use crate::util::rng::RNG;
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;
if self.action_counter > 0 && self.flags.hit_bottom_wall() {
self.action_num = 32;
}
self.action_counter += 1;
}
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 * -1;
}
_ => (),
}
self.clamp_fall_speed();
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;
self.clamp_fall_speed();
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 => (),
}
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(())
}
pub(crate) fn tick_n165_curly_collapsed(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.y += 0x1400;
}
let player = self.get_closest_player_mut(players);
self.anim_num = if self.direction == Direction::Right {
if player.x > self.x - 0x4000
&& player.x < self.x + 0x4000
&& player.y > self.y - 0x2000
&& player.y < self.y + 0x2000
{
2
} else {
1
}
} else {
0
};
}
_ => (),
}
self.anim_rect = state.constants.npc.n165_curly_collapsed[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n180_curly_ai(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
let player = self.get_closest_player_ref(&players);
if self.y >= player.y - 0x14000 {
if state.npc_curly_counter > 0 {
self.target_x = state.npc_curly_target.0;
self.target_y = state.npc_curly_target.1;
} else {
self.target_x = player.x;
self.target_y = player.y;
}
} else {
self.target_x = if self.y > 0x1FFFF { 0 } else { 0x280000 };
self.target_y = self.y;
}
if (self.vel_x < 0 && self.flags.hit_left_wall()) || (self.vel_x > 0 && self.flags.hit_right_wall()) {
self.vel_x = 0;
}
match self.action_num {
20 => {
self.action_num = 100;
self.anim_num = 0;
self.x = player.x;
self.y = player.y;
let mut npc = NPC::create(183, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
if !state.get_flag(563) {
let mut npc = NPC::create(181, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
} else {
let mut npc = NPC::create(182, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
}
}
40 | 41 => {
if self.action_num == 40 {
self.action_num = 41;
self.action_counter = 0;
self.anim_num = 10;
}
self.action_counter += 1;
if self.action_counter == 750 {
self.npc_flags.set_interactable(false);
self.anim_num = 0;
}
if self.action_counter > 1000 {
self.action_num = 100;
self.anim_num = 0;
let mut npc = NPC::create(183, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
if !state.get_flag(563) {
let mut npc = NPC::create(181, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
} else {
let mut npc = NPC::create(182, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
}
}
}
100 => {
self.anim_num = 0;
self.vel_x = 7 * self.vel_x / 8;
self.action_counter3 = 0;
if self.x <= self.target_x + 0x2000 {
if self.x < self.target_x - 0x2000 {
self.action_num = 300;
self.anim_num = 1;
self.direction = Direction::Right;
self.action_counter = self.rng.range(20..60) as u16;
}
} else {
self.action_num = 200;
self.anim_num = 1;
self.direction = Direction::Left;
self.action_counter = self.rng.range(20..60) as u16;
}
}
200 => {
self.vel_x -= 0x20;
self.direction = Direction::Left;
if self.flags.hit_left_wall() {
self.action_counter3 += 1;
} else {
self.action_counter3 = 0;
}
}
210 => {
self.vel_x -= 0x20;
self.direction = Direction::Left;
if self.flags.hit_bottom_wall() {
self.action_num = 100;
}
}
300 => {
self.vel_x += 0x20;
self.direction = Direction::Right;
if self.flags.hit_right_wall() {
self.action_counter3 += 1;
} else {
self.action_counter3 = 0;
}
}
310 => {
self.vel_x += 0x20;
self.direction = Direction::Right;
if self.flags.hit_bottom_wall() {
self.action_num = 100;
}
}
_ => (),
}
if state.npc_curly_counter > 0 {
state.npc_curly_counter -= 1;
}
if state.npc_curly_counter == 70 {
self.action_counter2 = 10;
} else if state.npc_curly_counter == 60 && self.flags.hit_bottom_wall() && self.rng.range(0..2) != 0 {
self.action_num = if self.x <= self.target_x { 310 } else { 210 };
self.anim_num = 1;
self.action_counter3 = 0;
self.vel_y = -0x600;
state.sound_manager.play_sfx(15);
}
let mut delx = self.x - self.target_x;
let dely = self.y - self.target_y;
if delx < 0 {
delx = -delx;
}
if self.action_num == 100 {
self.anim_num = if delx + 0x400 >= dely { 0 } else { 5 }
}
if self.action_num == 210 || self.action_num == 310 {
self.anim_num = if delx + 0x400 >= dely { 1 } else { 6 }
}
if self.action_num == 200 || self.action_num == 300 {
self.anim_counter += 1;
self.anim_num = (self.anim_counter / 4 % 4) + if delx + 0x400 >= dely { 1 } else { 6 };
if self.action_counter > 0 {
self.action_counter -= 1;
if self.flags.any_flag() && self.action_counter3 > 10 {
self.action_num += 10;
self.anim_num = 1;
self.action_counter3 = 0;
self.vel_y = -0x600;
state.sound_manager.play_sfx(15);
}
} else {
self.action_num = 100;
self.anim_num = 0;
}
}
if self.action_num >= 100 && self.action_num < 500 {
if self.x >= player.x - 0xA000 && self.x <= player.x + 0xA000 {
self.vel_y += 0x33;
} else {
self.vel_y += if self.flags.any_flag() { 0x10 } else { 0x33 };
}
}
self.vel_x = self.vel_x.clamp(-0x300, 0x300);
self.clamp_fall_speed();
self.x += self.vel_x;
self.y += self.vel_y;
if self.action_num >= 100 && !self.flags.hit_bottom_wall() && self.anim_num != 1000 {
if delx + 0x400 >= dely {
self.anim_num = 1;
} else {
self.anim_num = 6;
}
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 11 };
self.anim_rect = state.constants.npc.n180_curly_ai[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n181_curly_ai_machine_gun(
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
bullet_manager: &mut BulletManager,
) -> GameResult {
if let Some(parent) = self.get_parent_ref_mut(npc_list) {
if parent.anim_num > 4 {
self.direction = parent.direction;
self.x = parent.x;
self.y = parent.y - 0x1400;
self.anim_num = 1;
} else {
self.x = parent.x
+ if parent.direction == Direction::Left {
self.direction = Direction::Left;
-0x1000
} else {
self.direction = Direction::Right;
0x1000
};
self.y = parent.y;
self.anim_num = 0;
}
if parent.anim_num == 1 || parent.anim_num == 3 || parent.anim_num == 6 || parent.anim_num == 8 {
self.y -= 0x200;
}
if self.action_num == 0 {
if parent.action_counter2 == 10 {
parent.action_counter2 = 0;
self.action_num = 10;
self.action_counter = 0;
}
} else if self.action_num == 10 {
self.action_counter += 1;
if self.action_counter % 6 == 1 {
if self.anim_num != 0 {
if self.direction != Direction::Left {
bullet_manager.create_bullet(
self.x + 0x400,
self.y - 0x800,
12,
TargetPlayer::Player1,
Direction::Up,
&state.constants,
);
state.create_caret(self.x + 0x400, self.y - 0x800, CaretType::Shoot, Direction::Left);
} else {
bullet_manager.create_bullet(
self.x - 0x400,
self.y - 0x800,
12,
TargetPlayer::Player1,
Direction::Up,
&state.constants,
);
state.create_caret(self.x - 0x400, self.y - 0x800, CaretType::Shoot, Direction::Left);
}
} else if self.direction != Direction::Left {
bullet_manager.create_bullet(
self.x + 0x800,
self.y + 0x600,
12,
TargetPlayer::Player1,
Direction::Right,
&state.constants,
);
state.create_caret(self.x + 0x800, self.y + 0x600, CaretType::Shoot, Direction::Left);
} else {
bullet_manager.create_bullet(
self.x - 0x800,
self.y + 0x600,
12,
TargetPlayer::Player1,
Direction::Left,
&state.constants,
);
state.create_caret(self.x - 0x800, self.y + 0x600, CaretType::Shoot, Direction::Left);
}
}
if self.action_counter == 60 {
self.action_num = 0;
}
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
self.anim_rect = state.constants.npc.n181_curly_ai_machine_gun[self.anim_num as usize + dir_offset];
}
Ok(())
}
pub(crate) fn tick_n182_curly_ai_polar_star(
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
bullet_manager: &mut BulletManager,
) -> GameResult {
if let Some(parent) = self.get_parent_ref_mut(npc_list) {
if parent.anim_num > 4 {
self.direction = parent.direction;
self.x = parent.x;
self.y = parent.y - 0x1400;
self.anim_num = 1;
} else {
self.x = parent.x
+ if parent.direction == Direction::Left {
self.direction = Direction::Left;
-0x1000
} else {
self.direction = Direction::Right;
0x1000
};
self.y = parent.y;
self.anim_num = 0;
}
if parent.anim_num == 1 || parent.anim_num == 3 || parent.anim_num == 6 || parent.anim_num == 8 {
self.y -= 0x200;
}
if self.action_num == 0 {
if parent.action_counter2 == 10 {
parent.action_counter2 = 0;
self.action_num = 10;
self.action_counter = 0;
}
} else if self.action_num == 10 {
self.action_counter += 1;
if self.action_counter % 6 == 1 {
if self.anim_num != 0 {
if self.direction != Direction::Left {
bullet_manager.create_bullet(
self.x + 0x400,
self.y - 0x800,
6,
TargetPlayer::Player1,
Direction::Up,
&state.constants,
);
state.create_caret(self.x + 0x400, self.y - 0x800, CaretType::Shoot, Direction::Left);
} else {
bullet_manager.create_bullet(
self.x - 0x400,
self.y - 0x800,
6,
TargetPlayer::Player1,
Direction::Up,
&state.constants,
);
state.create_caret(self.x - 0x400, self.y - 0x800, CaretType::Shoot, Direction::Left);
}
} else if self.direction != Direction::Left {
bullet_manager.create_bullet(
self.x + 0x800,
self.y + 0x600,
6,
TargetPlayer::Player1,
Direction::Right,
&state.constants,
);
state.create_caret(self.x + 0x800, self.y + 0x600, CaretType::Shoot, Direction::Left);
} else {
bullet_manager.create_bullet(
self.x - 0x800,
self.y + 0x600,
6,
TargetPlayer::Player1,
Direction::Left,
&state.constants,
);
state.create_caret(self.x - 0x800, self.y + 0x600, CaretType::Shoot, Direction::Left);
}
}
if self.action_counter == 60 {
self.action_num = 0;
}
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
self.anim_rect = state.constants.npc.n182_curly_ai_polar_star[self.anim_num as usize + dir_offset];
}
Ok(())
}
pub(crate) fn tick_n183_curly_air_tank_bubble(
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
if let Some(parent) = self.get_parent_ref_mut(npc_list) {
if self.action_num == 0 {
self.x = parent.x;
self.y = parent.y;
self.action_num = 1;
}
self.x += (parent.x - self.x) / 2;
self.y += (parent.y - self.y) / 2;
self.animate(1, 0, 1);
self.anim_rect = if parent.flags.in_water() {
state.constants.npc.n183_curly_air_tank_bubble[self.anim_num as usize]
} else {
Rect::new(0, 0, 0, 0)
}
}
Ok(())
}
pub(crate) fn tick_n259_curly_unconscious(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.npc_flags.set_interactable(false);
self.action_num = 1;
}
let player = &players[0];
self.direction = player.direction;
self.x = player.x + 0x600 * self.direction.opposite().vector_x();
self.y = player.y - 0x800;
let dir_offset = if self.direction == Direction::Left { 0 } else { 1 };
self.anim_rect = state.constants.npc.n259_curly_unconscious[dir_offset];
if (player.anim_num & 1) != 0 {
self.anim_rect.top += 1;
}
}
10 => {
self.action_num = 11;
self.vel_x = 0x40;
self.vel_y = -0x20;
self.anim_rect = state.constants.npc.n259_curly_unconscious[0];
}
11 => {
if self.y <= 0x7FFF {
self.vel_y = 0x20;
}
self.x += self.vel_x;
self.y += self.vel_y;
}
20 => {
self.vanish(state);
npc_list.create_death_smoke_up(self.x, self.y, 0x2000, 64, state, &self.rng);
}
_ => (),
}
Ok(())
}
// unused
pub(crate) fn tick_n303_curly_machine_gun(
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
if let Some(parent) = self.get_parent_ref_mut(npc_list) {
self.x = parent.x;
self.y = parent.y;
self.direction = parent.direction;
if self.direction == Direction::Left {
self.x -= 0x1000;
} else {
self.x += 0x1000;
}
if parent.anim_num == 3 || parent.anim_num == 5 {
self.y -= 0x200;
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
self.anim_rect = state.constants.npc.n303_curly_machine_gun[dir_offset];
}
Ok(())
}
pub(crate) fn tick_n320_curly_carried(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 => {
if self.action_num == 0 {
let player = &players[0];
self.x = player.x;
self.y = player.y;
let mut npc = NPC::create(321, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
self.action_num = 1;
}
}
1 => {
let player = &players[0];
self.direction = player.direction.opposite();
let grounded = player.flags.hit_bottom_wall();
self.target_x = player.x;
if player.up {
self.target_y = player.y + if grounded { -0x1800 } else { 0x1000 };
self.anim_num = if grounded { 1 } else { 2 };
self.direction = if grounded { Direction::Up } else { Direction::Bottom };
} else if player.down && !grounded {
self.target_y = player.y - 0x1000;
self.anim_num = 1;
self.direction = Direction::Up;
} else {
self.target_x += if self.direction == Direction::Right { 0xE00 } else { -0xE00 };
self.target_y = player.y - 0x600;
self.anim_num = 0;
}
self.x += (self.target_x - self.x) / 2;
self.y += (self.target_y - self.y) / 2;
if (player.anim_num & 1) != 0 {
self.y -= 0x200
};
let dir_offset = if player.direction.opposite() == Direction::Left { 0 } else { 3 };
self.anim_rect = state.constants.npc.n320_curly_carried[self.anim_num as usize + dir_offset];
}
_ => (),
}
Ok(())
}
pub(crate) fn tick_n321_curly_nemesis(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
bullet_manager: &mut BulletManager,
) -> GameResult {
if let Some(npc) = self.get_parent_ref_mut(npc_list) {
let player = &players[0];
self.direction = npc.direction;
self.x = npc.x;
self.y = npc.y;
match self.direction {
Direction::Right => {
self.x += 0x1000;
}
Direction::Left => {
self.x -= 0x1000;
}
Direction::Up => {
self.y -= 0x1400;
}
Direction::Bottom => {
self.y += 0x1400;
}
_ => (),
}
if player.controller.trigger_shoot()
&& state.control_flags.control_enabled()
&& bullet_manager.count_bullets_multi(&[43], TargetPlayer::Player1) < 2
{
bullet_manager.create_bullet(npc.x, npc.y, 43, TargetPlayer::Player1, self.direction, &state.constants);
state.create_caret(npc.x, npc.y, CaretType::Shoot, Direction::Left);
state.sound_manager.play_sfx(117);
}
let dir_offset = if player.direction == Direction::Right { 0 } else { 3 };
self.anim_rect = state.constants.npc.n321_curly_nemesis[npc.anim_num as usize + dir_offset];
}
Ok(())
}
}