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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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167
game_scripts/scripts/entities/clockworkcrab.lua
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167
game_scripts/scripts/entities/clockworkcrab.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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-- K I N G C R A B
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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.fireDelay = 3
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v.moveTimer = 0
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local STATE_FIRING = 1001
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local STATE_CLAW = 1002
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v.leftArm = 0
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v.claw = 0
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v.cannon = 0
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v.n = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(me,
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"", -- texture
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12, -- health
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2, -- manaballamount
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2, -- exp
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1, -- money
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32, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- 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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2500 -- updateCull -1: disabled, default: 4000
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)
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entity_initSkeletal(me, "ClockworkCrab")
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_clampToSurface(me)
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v.cannon = entity_getBoneByName(me, "Cannon")
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v.leftArm = entity_getBoneByName(me, "LeftArm")
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v.claw = entity_getBoneByName(me, "Claw")
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entity_setState(me, STATE_IDLE)
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v.n = getNaija()
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entity_setCullRadius(me, 1024)
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entity_setDamageTarget(me, DT_AVATAR_BITE, false)
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end
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function postInit(me)
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v.n = getNaija()
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_FIRING) and key == 1 then
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local x, y = bone_getWorldPosition(v.cannon)
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local nx, ny = getWallNormal(entity_getPosition(me))
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if entity_hasTarget(me) then
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createShot("ClockworkCrab", me, entity_getTarget(me), x, y)
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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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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 1000) then
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end
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entity_handleShotCollisions(me)
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if entity_isState(me, STATE_IDLE) then
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entity_moveAlongSurface(me, dt, 200, 6, 10)
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entity_rotateToSurfaceNormal(me, 0.1)
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 30 then
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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elseif entity_isState(me, STATE_CLAW) then
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local x1,y1 = bone_getWorldPosition(v.leftArm)
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local x2,y2 = bone_getWorldPosition(v.claw)
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if entity_collideCircleVsLine(v.n, x1, y1, x2, y2, 8) then
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entity_damage(v.n, me, 1)
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end
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end
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if not(entity_hasTarget(me)) then
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entity_findTarget(me, 1200)
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else
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if entity_isState(me, STATE_IDLE) then
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if v.fireDelay > 0 then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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-- dmg, mxspd, homing, numsegs, out
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--entity_fireAtTarget(me, "BlasterFire", 1, 400, 200, 3, 64)
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--local s = createShot("ClockworkCrab", me, entity_getTarget(me), bone_getPosition(cannon))
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v.fireDelay = 4
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if chance(50) then
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entity_setState(me, STATE_FIRING)
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else
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entity_setState(me, STATE_CLAW)
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end
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end
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end
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end
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end
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if isObstructed(entity_x(me), entity_y(me)) then
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entity_adjustPositionBySurfaceNormal(me, 1)
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end
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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", -1)
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elseif entity_isState(me, STATE_FIRING) then
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entity_setStateTime(me, entity_animate(me, "firing", 10))
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elseif entity_isState(me, STATE_CLAW) then
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entity_setStateTime(me, entity_animate(me, "claw"))
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elseif entity_isState(me, STATE_DEAD) then
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entity_sound(me, "MetalExplode", math.random(100)+750)
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spawnParticleEffect("ClockworkCrabDie", entity_getPosition(me))
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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_FIRING) or entity_isState(me, STATE_CLAW) 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 hitSurface()
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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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