mirror of
https://github.com/AquariaOSE/Aquaria.git
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173 lines
5 KiB
Lua
173 lines
5 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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-- ================================================================================================
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-- M U T I L E Y E (alpha)
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.orient = ORIENT_LEFT
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v.orientTimer = 0
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v.node_mist = 0
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v.eMate = 0
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v.matingTimer = 0
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v.mateCheckDelay = 4
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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v.swimTimer = 0.28 + (math.random(34) * 0.01)
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setupBasicEntity(me,
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"Mutileye/Head", -- texture
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4 + math.random(4), -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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28, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_initSkeletal(me, "Mutileye")
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v.head = entity_getBoneByName(me, "Head")
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v.tail01 = entity_getBoneByName(me, "Tail01")
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v.tail02 = entity_getBoneByName(me, "Tail02")
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v.tail03 = entity_getBoneByName(me, "Tail03")
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v.tail04 = entity_getBoneByName(me, "Tail04")
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-- SEGMENT TAIL
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bone_setSegmentChainHead(v.head, true)
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bone_setSegmentProps(v.head, 30, 30, true)
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bone_addSegment(v.head, v.tail04)
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bone_rotateOffset(v.tail04, -180)
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bone_addSegment(v.head, v.tail03)
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bone_rotateOffset(v.tail03, -180)
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bone_addSegment(v.head, v.tail02)
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bone_rotateOffset(v.tail02, -180)
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bone_addSegment(v.head, v.tail01)
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bone_rotateOffset(v.tail01, -180)
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--entity_scale(me, 0.42 + (math.random(21) * 0.01), 0.42 + (math.random(21) * 0.01)) -- Segment tail doesn't scale yet
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entity_scale(me, 0.8, 0.8)
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entity_setMaxSpeed(me, 567)
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entity_setEatType(me, EAT_FILE, "SmallFood")
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end
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function postInit(me)
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entity_setState(me, STATE_IDLE)
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end
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function update(me, dt)
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local amt = 321 + math.random(234)
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if not entity_hasTarget(me) then
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entity_findTarget(me, 690)
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v.swimTimer = v.swimTimer - dt
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if v.swimTimer <= 0 then
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v.swimTimer = 0.64
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if v.orient == ORIENT_LEFT then
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entity_addVel(me, -amt, 0)
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v.orient = ORIENT_UP
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elseif v.orient == ORIENT_UP then
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entity_addVel(me, 0, -amt)
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v.orient = ORIENT_RIGHT
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elseif v.orient == ORIENT_RIGHT then
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entity_addVel(me, amt, 0)
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v.orient = ORIENT_DOWN
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elseif v.orient == ORIENT_DOWN then
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entity_addVel(me, 0, amt)
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v.orient = ORIENT_LEFT
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end
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entity_rotateToVel(me, 0.2)
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v.orientTimer = v.orientTimer + dt
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entity_doEntityAvoidance(me, 1, 256, 0.2)
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end
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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else
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v.swimTimer = v.swimTimer - dt
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if v.swimTimer <= 0 then
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v.swimTimer = 0.28 + (math.random(54) * 0.01)
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entity_moveTowardsTarget(me, 1, amt)
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if not entity_isNearObstruction(getNaija(), 8) then
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entity_doCollisionAvoidance(me, 1, 6, 0.5)
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end
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entity_doEntityAvoidance(me, 1, 256, 0.2)
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entity_rotateToVel(me, 0.2)
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else
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entity_moveTowardsTarget(me, dt, 123)
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entity_doEntityAvoidance(me, dt, 64, 0.12)
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entity_doCollisionAvoidance(me, dt, 8, 0.48)
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end
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entity_findTarget(me, 1111)
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end
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entity_doFriction(me, dt, 600)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 23, 1, 1234)
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end
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function enterState(me)
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if entity_getState(me) == STATE_IDLE then
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entity_animate(me, "idle", LOOP_INF)
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v.mateCheckDelay = 3
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v.matingTimer = 0
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entity_setMaxSpeed(me, 400)
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end
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end
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function exitState(me)
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end
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function hitSurface(me)
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v.orient = v.orient + 1
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end
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function dieNormal(me)
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end
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