using SoulHarvest.Common;
using Microsoft.Xna.Framework;
using System;
using System.IO;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace SoulHarvest.Projectiles;
///
/// Server-authoritative Void ultimate. The gameplay surface is a stationary
/// circular tear; its client presentation uses layered continuous noise waves
/// instead of a rotating sprite.
///
public sealed class ReaperVoidBlackHoleProjectile : ModProjectile
{
private SickleCombatSnapshot snapshot;
private float radius;
private float pullRadius;
private int lifetime;
private int seed;
private int age;
private bool configured;
private bool serverAuthorized;
public override string Texture => "Terraria/Images/Projectile_0";
internal static int Spawn(Terraria.DataStructures.IEntitySource source, int owner,
in SickleCombatSnapshot snapshot, Vector2 center, float radius,
int lifetime, float pullRadius, float damageMultiplier, int actionId)
{
if (Main.netMode == NetmodeID.MultiplayerClient)
return -1;
int index = Projectile.NewProjectile(source, center, Vector2.Zero,
ModContent.ProjectileType(),
Math.Max(1, (int)Math.Round(snapshot.Damage
* MathHelper.Clamp(damageMultiplier, 0.05f, 2f))),
snapshot.Knockback * 0.12f, owner);
if (index < 0 || index >= Main.maxProjectiles)
return -1;
Projectile projectile = Main.projectile[index];
projectile.originalDamage = snapshot.Damage;
projectile.CritChance = 0;
int stableSeed = unchecked(actionId * 486187739 + owner * 16777619);
if (projectile.ModProjectile is ReaperVoidBlackHoleProjectile blackHole)
blackHole.Configure(snapshot, radius, lifetime, pullRadius, stableSeed);
projectile.GetGlobalProjectile().ConfigureReaperProjectile(
projectile, snapshot, ReaperHitKind.DamageOverTime, 0, 0f, actionId);
projectile.localNPCHitCooldown = 18;
ReaperProjectileHelper.SyncNewProjectile(projectile);
return index;
}
public override void SetDefaults()
{
Projectile.width = 4;
Projectile.height = 4;
Projectile.friendly = true;
Projectile.hostile = false;
Projectile.tileCollide = false;
Projectile.ignoreWater = true;
Projectile.penetrate = -1;
Projectile.timeLeft = 300;
Projectile.netImportant = true;
Projectile.DamageType = DamageClass.Melee;
Projectile.usesLocalNPCImmunity = true;
Projectile.localNPCHitCooldown = 18;
}
public override bool ShouldUpdatePosition() => false;
public override bool? CanDamage()
=> configured && age >= 5 && Projectile.timeLeft > 18 ? null : false;
public override void AI()
{
if (Main.netMode == NetmodeID.Server && !serverAuthorized)
{
Projectile.Kill();
return;
}
if (!configured)
return;
age++;
if (Main.netMode != NetmodeID.MultiplayerClient)
PullNearbyEnemies();
Lighting.AddLight(Projectile.Center,
new Vector3(0.24f, 0.025f, 0.42f) * MathHelper.Clamp(radius / 220f, 0.6f, 1.35f));
}
public override bool? Colliding(Rectangle projHitbox, Rectangle targetHitbox)
{
float closestX = MathHelper.Clamp(Projectile.Center.X,
targetHitbox.Left, targetHitbox.Right);
float closestY = MathHelper.Clamp(Projectile.Center.Y,
targetHitbox.Top, targetHitbox.Bottom);
float damageRadius = radius * 0.78f;
return Vector2.DistanceSquared(Projectile.Center,
new Vector2(closestX, closestY)) <= damageRadius * damageRadius;
}
public override bool PreDraw(ref Color lightColor)
{
if (!configured || Main.dedServ)
return false;
float reveal = Smooth01(age / 14f);
float fade = Smooth01(Projectile.timeLeft / 42f);
float expansion = 1f - (float)Math.Pow(1f - reveal, 3f);
float breathing = 0.985f + (float)Math.Sin(age * 0.075f + seed * 0.001f) * 0.015f;
float visualRadius = radius * expansion * breathing;
float opacity = reveal * fade;
if (visualRadius <= 1f || opacity <= 0.001f)
return false;
Vector2 screenCenter = Projectile.Center - Main.screenPosition;
DeathDomainPrimitiveTextureSystem.DrawRadialGradient(Main.spriteBatch,
screenCenter, visualRadius * 1.55f,
new Color(105, 14, 175, 0) * (opacity * 0.22f));
DrawNoiseRipples(visualRadius, opacity);
DrawAccretionStreams(visualRadius, opacity);
float coreRadius = visualRadius * 0.74f;
DeathDomainPrimitiveTextureSystem.DrawSmoothDisc(Main.spriteBatch,
screenCenter, coreRadius + 7f,
new Color(50, 3, 78, 220) * (opacity * 0.72f));
DeathDomainPrimitiveTextureSystem.DrawSmoothDisc(Main.spriteBatch,
screenCenter, coreRadius,
new Color(1, 0, 4, 252) * opacity);
DeathDomainPrimitiveTextureSystem.DrawRadialGradient(Main.spriteBatch,
screenCenter, coreRadius * 0.72f,
new Color(35, 3, 62, 0) * (opacity * 0.34f));
float time = age * 0.055f;
DrawNoiseBoundary(coreRadius + 4f, 5.5f, 5.2f,
opacity * 0.82f, -time * 1.35f, 11.3f);
DrawNoiseBoundary(coreRadius, 3.1f, 2.1f,
opacity, time * 1.7f, 29.7f);
DrawNoiseBoundary(visualRadius, 8.5f, 3.4f,
opacity * 0.66f, time, 47.1f);
return false;
}
public override void SendExtraAI(BinaryWriter writer)
{
writer.Write(configured);
if (!configured)
return;
snapshot.Write(writer);
writer.Write(radius);
writer.Write(pullRadius);
writer.Write((short)Math.Clamp(lifetime, 1, short.MaxValue));
writer.Write(seed);
writer.Write((short)Math.Clamp(age, 0, short.MaxValue));
}
public override void ReceiveExtraAI(BinaryReader reader)
{
bool incomingConfigured = reader.ReadBoolean();
if (!incomingConfigured)
{
if (Main.netMode != NetmodeID.Server)
configured = false;
return;
}
SickleCombatSnapshot incomingSnapshot = SickleCombatSnapshot.Read(reader);
float incomingRadius = reader.ReadSingle();
float incomingPullRadius = reader.ReadSingle();
int incomingLifetime = reader.ReadInt16();
int incomingSeed = reader.ReadInt32();
int incomingAge = reader.ReadInt16();
if (Main.netMode == NetmodeID.Server)
return;
snapshot = incomingSnapshot;
radius = incomingRadius;
pullRadius = incomingPullRadius;
lifetime = incomingLifetime;
seed = incomingSeed;
age = incomingAge;
configured = true;
}
private void Configure(in SickleCombatSnapshot value, float activeRadius,
int activeLifetime, float attractionRadius, int shapeSeed)
{
snapshot = value;
radius = MathHelper.Clamp(activeRadius, 72f, 420f);
pullRadius = MathHelper.Clamp(attractionRadius, radius, 960f);
lifetime = Math.Clamp(activeLifetime, 60, 600);
seed = shapeSeed;
age = 0;
configured = true;
serverAuthorized = Main.netMode != NetmodeID.MultiplayerClient;
Projectile.timeLeft = lifetime;
}
private void PullNearbyEnemies()
{
if (age < 5 || Projectile.timeLeft <= 18)
return;
foreach (NPC npc in Main.ActiveNPCs)
{
if (!npc.CanBeChasedBy(Projectile) || npc.boss || npc.realLife >= 0)
continue;
Vector2 toCenter = Projectile.Center - npc.Center;
float distance = toCenter.Length();
if (distance <= 2f || distance >= pullRadius)
continue;
float influence = 1f - distance / pullRadius;
float maximumSpeed = MathHelper.Lerp(1.6f, 9.2f, influence);
Vector2 desired = toCenter / distance * maximumSpeed;
npc.velocity = Vector2.Lerp(npc.velocity, desired,
0.055f + influence * 0.14f);
if (distance < radius * 0.30f)
npc.velocity *= 0.72f;
if (Main.netMode == NetmodeID.Server && Main.GameUpdateCount % 8 == 0)
npc.netUpdate = true;
}
}
private void DrawNoiseRipples(float visualRadius, float opacity)
{
for (int ripple = 0; ripple < 3; ripple++)
{
float progress = (age * 0.026f + ripple / 3f) % 1f;
float rippleOpacity = (1f - progress) * (1f - progress) * opacity;
float rippleRadius = visualRadius * MathHelper.Lerp(1.02f, 1.42f, progress);
DrawNoiseBoundary(rippleRadius, 5f + progress * 7f,
MathHelper.Lerp(3.2f, 1.1f, progress), rippleOpacity * 0.42f,
age * 0.035f * (ripple % 2 == 0 ? 1f : -1f),
71.3f + ripple * 19.7f);
}
}
private void DrawAccretionStreams(float visualRadius, float opacity)
{
const int arms = 6;
const int segments = 22;
float rotation = age * 0.018f + seed * 0.00013f;
for (int arm = 0; arm < arms; arm++)
{
float startAngle = rotation + arm * MathHelper.TwoPi / arms;
Vector2 previous = Projectile.Center + startAngle.ToRotationVector2()
* visualRadius * 1.38f;
for (int segment = 1; segment <= segments; segment++)
{
float progress = segment / (float)segments;
float angle = startAngle + progress * 1.32f;
float streamRadius = visualRadius * MathHelper.Lerp(1.38f, 0.78f, progress);
Vector2 current = Projectile.Center + angle.ToRotationVector2() * streamRadius;
float envelope = (float)Math.Sin(progress * MathHelper.Pi);
Color color = Color.Lerp(new Color(70, 10, 120, 0),
new Color(190, 62, 255, 0), progress);
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldLine(previous, current,
color * (opacity * envelope * 0.25f),
MathHelper.Lerp(5.5f, 1.4f, progress));
previous = current;
}
}
}
private void DrawNoiseBoundary(float baseRadius, float amplitude, float width,
float opacity, float time, float seedOffset)
{
if (baseRadius <= 1f || opacity <= 0.001f)
return;
const int segments = 112;
float previousAngle = 0f;
float previousRadius = baseRadius
+ BoundaryNoise(previousAngle, time, seedOffset) * amplitude;
Vector2 previous = Projectile.Center + Vector2.UnitX * previousRadius;
for (int segment = 1; segment <= segments; segment++)
{
float angle = MathHelper.TwoPi * segment / segments;
float noisyRadius = baseRadius
+ BoundaryNoise(angle, time, seedOffset) * amplitude;
Vector2 current = Projectile.Center
+ angle.ToRotationVector2() * noisyRadius;
float flow = 0.5f + 0.5f * (float)Math.Sin(
angle * 4f - time * 2.1f + seedOffset);
Color color = Color.Lerp(new Color(78, 10, 132, 0),
new Color(218, 82, 255, 0), flow);
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldLine(previous, current,
color * opacity, width * (0.76f + flow * 0.38f));
previous = current;
}
}
private static float BoundaryNoise(float angle, float time, float noiseSeed)
{
float low = (float)Math.Sin(angle * 3f + time * 0.83f + noiseSeed) * 0.49f;
float middle = (float)Math.Sin(angle * 7f - time * 1.27f
+ noiseSeed * 1.71f) * 0.29f;
float high = (float)Math.Sin(angle * 13f + time * 1.81f
+ noiseSeed * 0.39f) * 0.15f;
float grain = (float)Math.Sin(angle * 29f - time * 2.37f
+ noiseSeed * 2.13f) * 0.07f;
return low + middle + high + grain;
}
private static float Smooth01(float value)
{
value = MathHelper.Clamp(value, 0f, 1f);
return value * value * (3f - 2f * value);
}
}