mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-28 15:55:51 +00:00
217 lines
5.1 KiB
Lua
217 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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v.n = 0
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local STATE_HIDDEN = 1000
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local STATE_REVEAL = 1001
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local STATE_FIRE = 1002
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v.bone_shot = 0
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v.bone_body = 0
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v.bone_whip = 0
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v.fireDelay = 0
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v.soundDelay = 0
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v.whipDeath = false
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v.whipHits = 0
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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, "Horror")
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entity_setAllDamageTargets(me, true)
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_HIDDEN)
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entity_setUpdateCull(me, 2000)
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entity_setCullRadius(me, 1024)
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v.bone_shot = entity_getBoneByName(me, "Shot")
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v.bone_body = entity_getBoneByName(me, "Body")
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v.bone_whip = entity_getBoneByName(me, "Whip")
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bone_alpha(v.bone_shot, 0)
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entity_setEntityLayer(me, -2)
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entity_setHealth(me, 20)
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entity_setDeathScene(me, true)
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entity_setDeathParticleEffect(me, "BigRedExplode")
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entity_setDropChance(me, 50, 1)
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entity_setEatType(me, EAT_NONE)
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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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local flipNode = entity_getNearestNode(me, "FLIP")
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if flipNode ~= 0 then
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if node_isEntityIn(flipNode, me) then
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entity_fh(me)
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end
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end
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end
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function update(me, dt)
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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entity_touchAvatarDamage(me, 0, 1)
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end
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local x, y = bone_getWorldPosition(v.bone_body)
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if entity_isState(me, STATE_HIDDEN) then
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v.soundDelay = v.soundDelay +dt
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if v.soundDelay > 1 then
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entity_sound(me, "Scuttle")
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v.soundDelay = -math.random(2)
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end
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if entity_y(v.n) > y and y < entity_y(me) + 1024 then
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local spread = 200
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if entity_x(v.n) > entity_x(me)-spread and entity_x(v.n) < entity_x(me)+spread then
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entity_setState(me, STATE_REVEAL)
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end
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end
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end
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--entity_updateMovement(me, dt)
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if entity_isState(me, STATE_IDLE) then
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v.fireDelay = v.fireDelay + dt
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if v.fireDelay > 1.5 then
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v.fireDelay = -math.random(2)
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entity_setState(me, STATE_FIRE)
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end
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end
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entity_clearTargetPoints(me)
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if not entity_isState(me, STATE_HIDDEN) then
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entity_addTargetPoint(me, x, y)
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local x, y = bone_getWorldPosition(v.bone_whip)
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entity_addTargetPoint(me, x, y)
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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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if entity_getAnimationName(me)=="idle" then
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else
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entity_animate(me, "idle", -1)
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end
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--entity_setNaijaReaction(me, "")
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elseif entity_isState(me, STATE_HIDDEN) then
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entity_animate(me, "hidden", -1)
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elseif entity_isState(me, STATE_REVEAL) then
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entity_setStateTime(me, entity_animate(me, "reveal"))
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entity_setNaijaReaction(me, "shock")
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entity_flipToEntity(me, v.n)
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elseif entity_isState(me, STATE_FIRE) then
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entity_setStateTime(me, entity_animate(me, "fireShots", 0, 1))
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elseif entity_isState(me, STATE_DEATHSCENE) then
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--if v.whipDeath then
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bone_alpha(v.bone_whip, 0)
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if chance(50) then
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entity_animate(me, "die")
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else
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entity_animate(me, "die2")
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end
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local x, y = entity_getPosition(me)
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while (isObstructed(x,y) == false) do
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y = y + 20
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end
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entity_setStateTime(me, entity_setPosition(me, x, y, -1000))
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--[[
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else
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entity_setStateTime(me, 0.1)
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end
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]]--
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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_REVEAL) or entity_isState(me, STATE_FIRE) then
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entity_setState(me, STATE_IDLE)
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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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if entity_isState(me, STATE_HIDDEN) then
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entity_setState(me, STATE_REVEAL)
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end
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if bone == v.bone_whip then
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debugLog("whip hit!")
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v.whipHits = v.whipHits + 1
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if damageType == DT_AVATAR_BITE then
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v.whipHits = v.whipHits + 2
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end
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bone_damageFlash(bone)
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--debugLog(string.format("whipHits %d", v.whipHits))
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if v.whipHits >= 8 then
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--debugLog("whipDeath")
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v.whipDeath = true
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--entity_adjustHealth(me, -999)
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entity_setHealth(me, 1)
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return true
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end
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return false
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end
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return true
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_FIRE) then
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if key == 3 or key == 5 or key == 7 then
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local x, y = bone_getWorldPosition(v.bone_shot)
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local s = createShot("Horror", me, entity_getTarget(me), x, y)
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end
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end
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--[[
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if entity_isState(me, STATE_DEATHSCENE) then
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if key == 3 or key == 5 or key == 7 then
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end
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end
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]]--
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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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