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Aquaria/files/scripts/entities/predatorytunicate.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
v.n = 0
v.jaw = 0
v.head = 0
v.trappedEnt = 0
v.getOutHits = 0
v.hx = 0
v.hy = 0
v.hurtTimer = 0
v.trapDelay = 0
local STATE_TRAP = 1001
local STATE_TRAPPED = 1002
local STATE_RELEASE = 1003
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "PredatoryTunicate")
entity_setEntityLayer(me)
entity_setHealth(me, 24)
entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setCollideRadius(me, 100)
entity_setCullRadius(me, 1024)
--entity_generateCollisionMask(me)
v.jaw = entity_getBoneByName(me, "Jaw")
v.head = entity_getBoneByName(me, "Head")
entity_setState(me, STATE_IDLE)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
--entity_setDamageTarget(me, DT_AVATAR_VINE, true)
entity_setUpdateCull(me, 2000)
esetv(me, EV_ENTITYDIED, 1)
end
function entityDied(me, ent)
if v.trappedEnt == ent then
v.trappedEnt = 0
entity_setState(me, STATE_IDLE, -1, 1)
end
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local node = entity_getNearestNode(me, "FLIP")
if node ~= 0 and node_isEntityIn(node, me) then
entity_fh(me)
end
end
function update(me, dt)
--entity_handleShotCollisionsSkeletal(me)
v.hx, v.hy = bone_getWorldPosition(v.head)
entity_clearTargetPoints(me)
entity_addTargetPoint(me, v.hx, v.hy)
entity_handleShotCollisions(me)
if entity_isState(me, STATE_IDLE) then
local ent = getFirstEntity()
while ent ~= 0 do
if ent ~= me and entity_isDamageTarget(ent, DT_ENEMY_TRAP) and entity_isEntityInRange(me, ent, 256) then
if not entity_isDead(ent) then
if not eisv(ent, EV_TYPEID, EVT_PET) and
not entity_isName(ent, "ubervine") and
not (entity_getEntityType(ent)==ET_INGREDIENT) then
v.trappedEnt = ent
entity_setState(me, STATE_TRAP)
break
end
end
end
ent = getNextEntity()
end
end
if entity_isState(me, STATE_TRAPPED) then
if v.trappedEnt ~= 0 and (entity_getEntityType(v.trappedEnt)==ET_AVATAR or v.trappedEnt == getLi()) then
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
end
else
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
end
if not entity_isAnimating(me) and entity_isState(me, STATE_TRAP) then
--[[
ent = getFirstEntity()
v.trappedEnt = 0
while ent ~= 0 do
if ent ~= me and entity_isEntityInRange(me, ent, 256) then
v.trappedEnt = ent
break
end
ent = getNextEntity()
end
]]--
if v.trappedEnt ~= 0 then
if entity_getEntityType(v.trappedEnt)==ET_AVATAR or v.trappedEnt==getLi() then
toggleLiCombat(true)
end
debugLog(string.format("trapped ent:%s", entity_getName(v.trappedEnt)))
entity_setState(me, STATE_TRAPPED)
else
entity_setState(me, STATE_IDLE)
end
end
--[[
if not entity_isAnimating(me) and entity_isState(me, STATE_RELEASE) then
entity_setState(me, STATE_IDLE)
end
]]--
if v.trappedEnt ~= 0 then
if entity_isDead(v.trappedEnt) then
v.trappedEnt = 0
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_TRAP) then
entity_setPosition(v.trappedEnt, v.hx, v.hy, 0.1)
elseif entity_isState(me, STATE_TRAPPED) then
entity_setPosition(v.trappedEnt, v.hx, v.hy)
v.hurtTimer = v.hurtTimer + dt
if v.hurtTimer > 1 then
if entity_getEntityType(v.trappedEnt) == ET_ENEMY then
entity_damage(v.trappedEnt, me, 2, DT_ENEMY_TRAP)
else
entity_damage(v.trappedEnt, me, 1, DT_ENEMY_TRAP)
end
if entity_isDead(v.trappedEnt) then
v.trappedEnt = 0
entity_setState(me, STATE_IDLE)
end
v.hurtTimer = 0
end
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_TRAP) then
entity_animate(me, "trap")
elseif entity_isState(me, STATE_TRAPPED) then
v.hurtTimer = 0
entity_animate(me, "trapped", -1)
elseif entity_isState(me, STATE_RELEASE) then
entity_animate(me, "release", -1)
entity_setStateTime(me, 5)
end
end
function exitState(me)
if entity_isState(me, STATE_TRAP) then
elseif entity_isState(me, STATE_RELEASE) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_TRAPPED) then
--entity_addVel(v.trappedEnt, -800, 0)
if v.trappedEnt ~= 0 then
entity_push(v.trappedEnt, -800, 0, 1)
end
v.trappedEnt = 0
if v.trapDelay == 0 then
v.trapDelay = 1.5
end
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_TRAPPED) then
v.getOutHits = v.getOutHits + dmg
if v.getOutHits > 5 then
v.getOutHits = 0
entity_setState(me, STATE_RELEASE)
end
debugLog(string.format("getOutHits: %d", v.getOutHits))
return true
end
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end