mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
173 lines
4.4 KiB
Lua
173 lines
4.4 KiB
Lua
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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v.beam = 0
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v.delay = 0
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v.bone_eyes = 0
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v.cr = 70
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "AbyssOctopus")
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--entity_generateCollisionMask(me)
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entity_setCollideRadius(me, v.cr)
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entity_setState(me, STATE_IDLE)
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local angle = 360
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if chance(50) then
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angle = -angle
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end
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entity_rotate(me, angle, 10, -1)
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bone_setSegs(entity_getBoneByName(me, "Tentacles-Front"), 2, 16, 0.6, 0.6, -0.03, 0, 6, 1)
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bone_setSegs(entity_getBoneByName(me, "Tentacles-Back"), 2, 16, 0.6, 0.6, -0.04, 0, 6, 1)
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entity_setHealth(me, 12)
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entity_setDeathScene(me, true)
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--entity_setDeathParticleEffect(me, "BigRedExplode")
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entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
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v.bone_eyes = entity_getBoneByName(me, "Eyes")
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v.delay = -math.random(2)
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entity_setUpdateCull(me, 1024)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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--local bone = entity_collideSkeletalVsCircle(me, v.n)
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entity_updateMovement(me, dt)
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entity_moveTowardsTarget(me, dt, 100)
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entity_doEntityAvoidance(me, dt, 128, 1)
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entity_doCollisionAvoidance(me, dt, 8, 0.5)
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if entity_isState(me, STATE_IDLE) then
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if v.beam == 0 then
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v.delay = v.delay + dt
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if v.delay > 3 then
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v.delay = 0
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entity_setState(me, STATE_CHARGE1)
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entity_setUpdateCull(me, 3000)
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--entity_animate(me, "charge")
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end
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else
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beam_setAngle(v.beam, entity_getRotation(me)-180)
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beam_setPosition(v.beam, entity_getPosition(me))
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v.delay = v.delay + dt
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if v.delay >= 3 then
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entity_setUpdateCull(me, 1024)
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v.delay = 0
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beam_delete(v.beam)
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v.beam = 0
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bone_setColor(v.bone_eyes, 1, 1, 1, 1)
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end
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end
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end
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then
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if avatar_isBursting() and entity_setBoneLock(v.n, me) then
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else
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local x, y = entity_getVectorToEntity(me, v.n, 800)
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entity_addVel(v.n, x, y)
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end
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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spawnParticleEffect("BigRedExplode", entity_getPosition(me))
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entity_animate(me, "die")
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if v.beam ~= 0 then
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beam_delete(v.beam)
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v.beam = 0
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end
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bone_setColor(v.bone_eyes, 0, 0, 0, 2)
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entity_rotate(me, entity_getRotation(me), 1)
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entity_setPosition(me, entity_x(me), entity_y(me)+1024, 4, 0, 0, 1)
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entity_setWeight(me, 200)
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entity_setStateTime(me, 2)
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entity_scale(me, 0.3, 0.6, 4)
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elseif entity_isState(me, STATE_DEAD) then
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elseif entity_isState(me, STATE_CHARGE1) then
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bone_setColor(v.bone_eyes, 1, 0, 0, 1)
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entity_stopInterpolating(me)
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--bone_setColor(v.bone_eyes, 1, 0, 0, 1)
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entity_animate(me, "charge")
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entity_setStateTime(me, 0.5)
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entity_sound(me, "EnergyOrbCharge")
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---playSfx("EnergyOrbCharge")
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_CHARGE1) then
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entity_sound(me, "PowerUp")
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entity_sound(me, "FizzleBarrier")
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v.beam = createBeam(0, 0, entity_getRotation(me)-180)
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beam_setTexture(v.beam, "particles/Beam")
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_scale(me, 0.1, 0.1)
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spawnParticleEffect("BigRedExplode", entity_getPosition(me))
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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return true
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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