mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 14:50:01 +00:00
139 lines
4.6 KiB
Lua
139 lines
4.6 KiB
Lua
|
-- Copyright (C) 2007, 2010 - Bit-Blot
|
||
|
--
|
||
|
-- This file is part of Aquaria.
|
||
|
--
|
||
|
-- Aquaria is free software; you can redistribute it and/or
|
||
|
-- modify it under the terms of the GNU General Public License
|
||
|
-- as published by the Free Software Foundation; either version 2
|
||
|
-- of the License, or (at your option) any later version.
|
||
|
--
|
||
|
-- This program is distributed in the hope that it will be useful,
|
||
|
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||
|
--
|
||
|
-- See the GNU General Public License for more details.
|
||
|
--
|
||
|
-- You should have received a copy of the GNU General Public License
|
||
|
-- along with this program; if not, write to the Free Software
|
||
|
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
|
||
|
if not v then v = {} end
|
||
|
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
|
||
|
|
||
|
-- N A U T I L U S
|
||
|
|
||
|
-- entity specific
|
||
|
local STATE_CIRCLE = 1000
|
||
|
local STATE_WANDER = 1001 --Assumes bevy has no target
|
||
|
local STATE_SEEKTARGET = 1002 --Everything is just dandy, following stuff
|
||
|
local STATE_SEEKBEVY = 1003 --No bevy in range, find a bevy!
|
||
|
|
||
|
v.targetDelay = 0.5 -- Time between checking targets
|
||
|
v.wanderDelay = 2 -- Amount of time to wander in a given direction
|
||
|
-- initializes the entity
|
||
|
function init(me)
|
||
|
setupBasicEntity(
|
||
|
me,
|
||
|
"", -- texture
|
||
|
4, -- health
|
||
|
1, -- manaballamount
|
||
|
1, -- exp
|
||
|
1, -- money
|
||
|
32, -- collideRadius (only used if hit entities is on)
|
||
|
STATE_WANDER, -- initState
|
||
|
90, -- sprite width
|
||
|
90, -- sprite height
|
||
|
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
|
||
|
0, -- 0/1 hit other entities off/on (uses collideRadius)
|
||
|
-1, -- updateCull -1: disabled, default: 4000
|
||
|
1
|
||
|
)
|
||
|
|
||
|
entity_initSkeletal(me, "Bevy")
|
||
|
entity_animate(me, "idle", LOOP_INF)
|
||
|
entity_setDeathParticleEffect(me, "BevyDie")
|
||
|
entity_setMaxSpeed(me, 400)
|
||
|
entity_setDropChance(me, 10, 1)
|
||
|
|
||
|
local scale_random = math.random(40) * 0.01
|
||
|
entity_scale(me, 0.6 + scale_random, 0.6 + scale_random)
|
||
|
esetv(me, EV_ENTITYDIED, 1)
|
||
|
end
|
||
|
|
||
|
function entityDied(me, ent)
|
||
|
if entity_getTarget(me) == ent then
|
||
|
entity_setTarget(me, 0)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- the entity's main update function
|
||
|
function update(me, dt)
|
||
|
--Timer for checking state and target
|
||
|
if v.targetDelay > 0 then v.targetDelay = v.targetDelay - dt if v.targetDelay < 0 then v.targetDelay = 0 end end
|
||
|
|
||
|
--Update State/Target
|
||
|
if v.targetDelay == 0 then
|
||
|
local target = entity_getNearestEntity(me, "Bevy")
|
||
|
if target == 0 then --No Bevys at all!
|
||
|
if not entity_isState(me, STATE_WANDER) then entity_setState(me, STATE_WANDER) end
|
||
|
else
|
||
|
if not entity_isEntityInRange(me, target,800) then --No bevy nearby... FIND A BEVY
|
||
|
if not entity_isState(me, STATE_SEEKBEVY) then entity_setState(me, STATE_SEEKBEVY) end
|
||
|
else --In range of another bevy
|
||
|
if not entity_isState(me, STATE_SEEKTARGET) then entity_animate(me, "idle", LOOP_INF) end --We want to find a new target every targetUpdate, but don't want to start animation again
|
||
|
entity_setState(me, STATE_SEEKTARGET)
|
||
|
end
|
||
|
end
|
||
|
v.targetDelay = 0.5
|
||
|
end
|
||
|
|
||
|
--Perform actions based on state
|
||
|
if entity_isState(me, STATE_WANDER) then
|
||
|
if v.wanderDelay > 0 then v.wanderDelay = v.wanderDelay - dt if v.wanderDelay < 0 then v.wanderDelay = 0 end end
|
||
|
if v.wanderDelay == 0 then
|
||
|
entity_addVel(me, math.random(50) - 100, math.random(50) - 100)
|
||
|
v.wanderDelay = 1.5
|
||
|
end
|
||
|
elseif entity_hasTarget(me) then
|
||
|
if entity_isState(me, STATE_SEEKBEVY) then
|
||
|
entity_moveTowardsTarget(me, dt, 400)
|
||
|
elseif entity_isState(me, STATE_SEEKTARGET) and entity_isTargetInRange(me, 2000) then
|
||
|
entity_moveTowardsTarget(me, dt, 300)
|
||
|
end --If it has a target, but it's out of range, do nothing, it'll update target soon
|
||
|
end --If it has no target, do nothing...
|
||
|
|
||
|
--Maintenance
|
||
|
entity_flipToVel(me)
|
||
|
entity_doCollisionAvoidance(me, dt, 4, 0.1)
|
||
|
entity_updateCurrents(me, dt)
|
||
|
entity_updateMovement(me, dt)
|
||
|
entity_handleShotCollisions(me)
|
||
|
|
||
|
end
|
||
|
|
||
|
function enterState(me)
|
||
|
if entity_isState(me, STATE_WANDER) then
|
||
|
entity_animate(me, "FRENZY", LOOP_INF)
|
||
|
elseif entity_isState(me, STATE_SEEKTARGET) then
|
||
|
entity_color(me, 1, 1, 1, 1)
|
||
|
entity_setTarget(me, entity_getNearestEntity(me, "!Bevy", 2000))
|
||
|
elseif entity_isState(me, STATE_SEEKBEVY) then
|
||
|
entity_color(me, 1, 0.5, 0.5, 1)
|
||
|
entity_animate(me, "FRENZY", LOOP_INF)
|
||
|
entity_setTarget(me, entity_getNearestEntity(me, "Bevy", 2500))
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function exitState(me)
|
||
|
end
|
||
|
|
||
|
function damage(me, attacker, bone, damageType, dmg)
|
||
|
return true
|
||
|
end
|
||
|
|
||
|
function hitSurface(me)
|
||
|
end
|
||
|
|
||
|
function shiftWorlds(me, old, new)
|
||
|
end
|