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Aquaria/files/scripts/entities/priest.lua

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-- 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
-- ================================================================================================
-- Merman / Thin
-- ================================================================================================
v.swimTime = 0
v.swimTimer = v.swimTime - v.swimTime/4
v.spiritLoop = 0
v.spiritDir = 1
v.leftHand = 0
v.rightHand = 0
local STATE_HANG = 1000
local STATE_SWIM = 1001
local STATE_BURST = 1002
local STATE_SPIRIT = 1003
local STATE_SPIRITCHARGE = 1004
local STATE_FIRING = 1005
local STATE_DYING= 1006
local STATE_WAIT = 1007
v.fireDelay = 0
v.burstDelay = 0
v.spiritDelay = 0
v.shotDelay = 0
function init(me)
-- 20 hp
setupBasicEntity(me,
"", -- texture
50, -- health
1, -- manaballamount
1, -- exp
1, -- money
40, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "Priest")
--entity_generateCollisionMask(me)
entity_setCollideRadius(me, 32)
entity_setDeathParticleEffect(me, "PriestExplode")
entity_scale(me, 0.6, 0.6)
v.leftHand = entity_getBoneByName(me, "LeftHand")
v.rightHand = entity_getBoneByName(me, "RightHand")
entity_setState(me, STATE_WAIT)
entity_setBeautyFlip(me, false)
entity_setCullRadius(me, 1024)
-- damage targets set in setState
end
function update(me, dt)
if entity_isState(me, STATE_SPIRITCHARGE) then
if not entity_isAnimating(me) then
entity_setState(me, STATE_SPIRIT, 5)
end
entity_doFriction(me, dt, 200)
end
if entity_hasTarget(me) then
local amt = 800
if v.burstDelay > 0 then
v.burstDelay = v.burstDelay - dt
end
if entity_isState(me, STATE_SPIRIT) then
--entity_doSpellAvoidance(me, dt, 128, 0.5)
if v.spiritLoop > 0 then
v.spiritLoop = v.spiritLoop - dt
entity_moveTowardsTarget(me, dt, 1000)
entity_moveAroundTarget(me, dt, 1000, v.spiritDir)
if v.spiritLoop < 0 then
v.spiritLoop = 0
entity_setMaxSpeedLerp(me, 2, 0.2)
--entity_moveTowardsTarget(me, 1, 800)
end
entity_doCollisionAvoidance(me, dt, 12, 0.5)
if v.spiritLoop == 0 then
entity_sound(me, "Merman-Cry", 1800+math.random(100))
entity_setMaxSpeedLerp(me, 1.5)
entity_moveTowardsTarget(me, 1, 5000)
end
else
entity_moveTowardsTarget(me, dt, 1000)
end
entity_rotateToVel(me, 0.05)
entity_flipToVel(me)
entity_touchAvatarDamage(me, 32, 1, 1200)
else
if entity_isState(me, STATE_IDLE) then
entity_flipToEntity(me, getNaija())
end
entity_touchAvatarDamage(me, 16, 0, 1200)
entity_updateCurrents(me, dt)
end
if entity_isState(me, STATE_FIRING) then
v.shotDelay = v.shotDelay - dt
if v.shotDelay < 0 then
local vx, vy = bone_getNormal(v.leftHand)
local px, py = bone_getPosition(v.rightHand)
--entity_fireAtTarget(me, "", 1, 800, 1000, 3, 32, px-entity_x(me), py-entity_y(me), vx, vy)
local s = createShot("Priest", me, entity_getTarget(me), px, py)
shot_setAimVector(s, vx, vy)
v.shotDelay = 0.2
end
entity_doFriction(me, dt, 400)
end
if not entity_isState(me, STATE_WAIT) then
entity_handleShotCollisions(me)
end
if entity_isState(me, STATE_IDLE) then
v.timer = v.timer + dt
if v.timer > 5 then
-- attack
end
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 200) then
entity_moveTowardsTarget(me, dt, -400)
entity_doSpellAvoidance(me, dt, 512, 0.5)
else
entity_moveTowardsTarget(me, dt, 800)
end
entity_doCollisionAvoidance(me, dt, 12, 0.5)
end
entity_doEntityAvoidance(me, dt, 256, 0.1)
end
if entity_isState(me, STATE_IDLE) then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
entity_setState(me, STATE_FIRING, 2)
v.fireDelay = 4
end
v.spiritDelay = v.spiritDelay - dt
if v.spiritDelay < 0 then
entity_setState(me, STATE_SPIRITCHARGE)
v.spiritDelay = 2 + math.random(3)
end
end
if not entity_isState(me, STATE_SPIRITCHARGE) then
entity_doFriction(me, dt, 100)
end
entity_updateMovement(me, dt)
else
entity_findTarget(me, 900)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_WAIT) then
return false
end
if entity_isState(me, STATE_SPIRIT) or entity_isState(me, STATE_DYING) then
return false
end
if entity_getHealth(me) <= dmg then
entity_setState(me, STATE_DYING, 2.5)
return false
end
return true
end
function enterState(me)
v.timer = 0
if entity_getState(me)==STATE_IDLE then
entity_setMaxSpeedLerp(me, 1, 0.5)
entity_setAllDamageTargets(me, true)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_ENEMY, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
entity_setProperty(me, EP_MOVABLE, false)
entity_setMaxSpeed(me, 600)
entity_animate(me, "idle", LOOP_INF)
entity_rotate(me, 0, 0.5)
elseif entity_isState(me, STATE_WAIT) then
entity_setAllDamageTargets(me, false)
entity_alpha(me,0.05)
entity_animate(me, "idle", -1)
elseif entity_getState(me)==STATE_SWIM then
elseif entity_isState(me, STATE_DYING) then
entity_animate(me, "dying", LOOP_INF)
entity_alpha(me, 0.5, entity_getStateTime(me))
elseif entity_isState(me, STATE_SPIRIT) then
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
if math.random(100) > 50 then
v.spiritDir = 0
else
v.spiritDir = 1
end
entity_animate(me, "spirit", LOOP_INF)
entity_setMaxSpeed(me, 800)
entity_alpha(me, 0.5, 0.5)
v.spiritLoop = 3.5
elseif entity_isState(me, STATE_SPIRITCHARGE) then
entity_flipToEntity(me, getNaija())
entity_setColor(me, 0.6, 0.6, 1, 2)
entity_animate(me, "charge")
elseif entity_isState(me, STATE_FIRING) then
entity_flipToEntity(me, getNaija())
entity_animate(me, "firing")
elseif entity_getState(me)==STATE_BURST then
v.burstDelay = 6
entity_animate(me, "burst")
entity_doSpellAvoidance(me, 1, 256, 1.0)
entity_doEntityAvoidance(me, 1, 256, 1.0)
entity_doCollisionAvoidance(me, 1, 256, 1.0)
elseif entity_isState(me, STATE_APPEAR) then
entity_setStateTime(me, 3)
entity_alpha(me, 1, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_BURST) or entity_isState(me, STATE_FIRING) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_DYING) then
--entity_setState(me, STATE_IDLE)
entity_setHealth(me, 0)
entity_setState(me, STATE_DEAD)
--entity_damage(me, me, 5, DT_ENEMY_ENERGYBLAST)
elseif entity_isState(me, STATE_SPIRIT) then
entity_setMaxSpeedLerp(me, 1, 0.2)
entity_setColor(me, 1,1,1, 1)
entity_alpha(me, 1, 1)
entity_setState(me, STATE_IDLE)
end
end
function hitSurface(me)
end