mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
208 lines
5.1 KiB
Lua
208 lines
5.1 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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-- P E T N A U T I L U S
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local STATE_ATTACKPREP = 1000
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local STATE_ATTACK = 1001
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v.lungeDelay = 0
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v.spinDir = -1
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v.rot = 0
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v.shotDrop = 0
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function init(me)
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setupBasicEntity(
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me,
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"Nautilus", -- texture
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4, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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8, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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90, -- sprite width
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90, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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-1, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setDeathParticleEffect(me, "TinyBlueExplode")
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entity_rotate(me, 360, 1, LOOP_INF)
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v.lungeDelay = 1.0
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loadSound("Nautilus")
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entity_scale(me, 0.75, 0.75)
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v.rot = 0
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esetv(me, EV_LOOKAT, 0)
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esetv(me, EV_ENTITYDIED, 1)
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esetv(me, EV_TYPEID, EVT_PET)
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for i=DT_AVATAR,DT_AVATAR_END do
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entity_setDamageTarget(me, i, false)
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end
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entity_setCanLeaveWater(me, true)
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end
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function postInit(me)
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v.n = getNaija()
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end
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function update(me, dt)
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if getPetPower()==1 then
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entity_setColor(me, 1, 0.5, 0.5, 0.1)
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else
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entity_setColor(me, 1, 1, 1, 1)
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end
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if not isInputEnabled() or not entity_isUnderWater(v.n) then
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entity_setPosition(me, entity_x(v.n), entity_y(v.n), 0.3)
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entity_alpha(me, 0, 0.1)
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return
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else
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entity_alpha(me, 1, 0.1)
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end
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local naijaUnder = entity_y(v.n) > getWaterLevel()
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if naijaUnder then
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if entity_y(me)-32 < getWaterLevel() then
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entity_setPosition(me, entity_x(me), getWaterLevel()+32)
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end
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else
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if entity_isState(me, STATE_FOLLOW) then
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entity_setPosition(me, entity_x(v.n), entity_y(v.n), 0.1)
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end
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end
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if entity_isState(me, STATE_FOLLOW) then
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v.rot = v.rot + dt*0.2
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if v.rot > 1 then
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v.rot = v.rot - 1
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end
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local dist = 100
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local t = 0
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local x = 0
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local y = 0
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if avatar_isRolling() then
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dist = 90
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v.spinDir = -avatar_getRollDirection()
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t = v.rot * 6.28
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else
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t = v.rot * 6.28
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end
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if not entity_isEntityInRange(me, v.n, 1024) then
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entity_setPosition(me, entity_getPosition(v.n))
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end
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local a = t
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x = x + math.sin(a)*dist
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y = y + math.cos(a)*dist
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if naijaUnder then
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entity_setPosition(me, entity_x(v.n)+x, entity_y(v.n)+y, 0.6)
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end
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--entity_handleShotCollisions(me)
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v.lungeDelay = v.lungeDelay - (dt * (getPetPower()+1))
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if v.lungeDelay < 0 then
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v.lungeDelay = 3
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local ent = entity_getNearestEntity(me, "", 512, ET_ENEMY, DT_AVATAR_PET)
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if ent~=0 and not entity_isDamageTarget(ent, DT_AVATAR_PETNAUTILUS) then
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ent = 0
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end
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if ent ~= 0 then
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--debugLog(string.format("pet setting target: %s", entity_getName(ent)))
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entity_setTarget(me, ent)
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entity_setState(me, STATE_ATTACKPREP, 0.5)
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end
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end
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end
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if entity_isState(me, STATE_ATTACK) then
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entity_updateMovement(me, dt)
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v.shotDrop = v.shotDrop - dt
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if v.shotDrop < 0 then
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createShot("PetNautilus", me, 0, entity_x(me), entity_y(me))
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v.shotDrop = 0.05
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end
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entity_moveTowardsTarget(me, dt, 5000)
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end
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end
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function entityDied(me, ent)
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debugLog("Pet_Nautilus: entity died")
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local t = entity_getTarget(me)
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if t ~= 0 then
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--debugLog(string.format("target name: %s", entity_getName(t)))
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end
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if ent == entity_getTarget(me) then
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debugLog("Pet_Nautilus: Clearing target")
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entity_setTarget(me, 0)
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entity_setState(me, STATE_FOLLOW)
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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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elseif entity_isState(me, STATE_FOLLOW) then
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elseif entity_isState(me, STATE_ATTACKPREP) then
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entity_sound(me, "Nautilus", (1200 + math.random(100))/1000.0)
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entity_setMaxSpeed(me, 0)
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entity_doGlint(me, "Glint", BLEND_ADD)
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elseif entity_isState(me, STATE_ATTACK) then
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v.shotDrop = 0
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entity_enableMotionBlur(me)
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entity_setMaxSpeed(me, 1000)
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entity_moveTowardsTarget(me, 1, 10000)
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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_ATTACKPREP) then
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entity_setState(me, STATE_ATTACK, 0.5)
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elseif entity_isState(me, STATE_ATTACK) then
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entity_disableMotionBlur(me)
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entity_setState(me, STATE_FOLLOW)
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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 false
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end
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function hitSurface(me)
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end
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function shiftWorlds(me, old, new)
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end
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