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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
138
game_scripts/scripts/entities/bevy.lua
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138
game_scripts/scripts/entities/bevy.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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-- N A U T I L U S
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-- entity specific
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local STATE_CIRCLE = 1000
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local STATE_WANDER = 1001 --Assumes bevy has no target
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local STATE_SEEKTARGET = 1002 --Everything is just dandy, following stuff
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local STATE_SEEKBEVY = 1003 --No bevy in range, find a bevy!
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v.targetDelay = 0.5 -- Time between checking targets
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v.wanderDelay = 2 -- Amount of time to wander in a given direction
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-- initializes the entity
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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4, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- collideRadius (only used if hit entities is on)
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STATE_WANDER, -- initState
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90, -- sprite width
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90, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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-1, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_initSkeletal(me, "Bevy")
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entity_animate(me, "idle", LOOP_INF)
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entity_setDeathParticleEffect(me, "BevyDie")
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entity_setMaxSpeed(me, 400)
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entity_setDropChance(me, 10, 1)
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local scale_random = math.random(40) * 0.01
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entity_scale(me, 0.6 + scale_random, 0.6 + scale_random)
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esetv(me, EV_ENTITYDIED, 1)
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end
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function entityDied(me, ent)
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if entity_getTarget(me) == ent then
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entity_setTarget(me, 0)
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end
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end
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-- the entity's main update function
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function update(me, dt)
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--Timer for checking state and target
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if v.targetDelay > 0 then v.targetDelay = v.targetDelay - dt if v.targetDelay < 0 then v.targetDelay = 0 end end
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--Update State/Target
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if v.targetDelay == 0 then
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local target = entity_getNearestEntity(me, "Bevy")
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if target == 0 then --No Bevys at all!
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if not entity_isState(me, STATE_WANDER) then entity_setState(me, STATE_WANDER) end
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else
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if not entity_isEntityInRange(me, target,800) then --No bevy nearby... FIND A BEVY
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if not entity_isState(me, STATE_SEEKBEVY) then entity_setState(me, STATE_SEEKBEVY) end
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else --In range of another bevy
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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
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entity_setState(me, STATE_SEEKTARGET)
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end
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end
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v.targetDelay = 0.5
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end
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--Perform actions based on state
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if entity_isState(me, STATE_WANDER) then
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if v.wanderDelay > 0 then v.wanderDelay = v.wanderDelay - dt if v.wanderDelay < 0 then v.wanderDelay = 0 end end
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if v.wanderDelay == 0 then
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entity_addVel(me, math.random(50) - 100, math.random(50) - 100)
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v.wanderDelay = 1.5
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end
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elseif entity_hasTarget(me) then
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if entity_isState(me, STATE_SEEKBEVY) then
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entity_moveTowardsTarget(me, dt, 400)
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elseif entity_isState(me, STATE_SEEKTARGET) and entity_isTargetInRange(me, 2000) then
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entity_moveTowardsTarget(me, dt, 300)
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end --If it has a target, but it's out of range, do nothing, it'll update target soon
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end --If it has no target, do nothing...
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--Maintenance
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entity_flipToVel(me)
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entity_doCollisionAvoidance(me, dt, 4, 0.1)
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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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end
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function enterState(me)
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if entity_isState(me, STATE_WANDER) then
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entity_animate(me, "FRENZY", LOOP_INF)
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elseif entity_isState(me, STATE_SEEKTARGET) then
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entity_color(me, 1, 1, 1, 1)
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entity_setTarget(me, entity_getNearestEntity(me, "!Bevy", 2000))
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elseif entity_isState(me, STATE_SEEKBEVY) then
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entity_color(me, 1, 0.5, 0.5, 1)
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entity_animate(me, "FRENZY", LOOP_INF)
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entity_setTarget(me, entity_getNearestEntity(me, "Bevy", 2500))
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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 damage(me, attacker, bone, damageType, dmg)
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return true
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end
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function hitSurface(me)
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end
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function shiftWorlds(me, old, new)
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end
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