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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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game_scripts/scripts/entities/lionfish.lua
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game_scripts/scripts/entities/lionfish.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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-- L I O N F I S H
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-- ================================================================================================
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-- ================================================================================================
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-- S T A T E S
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-- ================================================================================================
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local STATE_GLIDING = 1001
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local STATE_TO_THRUST = 1002
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local STATE_THRUSTING = 1003
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local STATE_TO_GLIDE = 1004
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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.maxSpeed = 890
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v.angle = 90
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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.swimTime = 0.34 + (math.random(42)*0.01)
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setupBasicEntity(
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me,
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"", -- texture
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20, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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64, -- collideRadius (only used if hit entities is on)
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STATE_GLIDING, -- 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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0, -- 0/1 hit other entities off/on (uses collideRadius)
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1800 -- updateCull -1: disabled, default: 4000
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)
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entity_initSkeletal(me, "lionfish")
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entity_setDeathParticleEffect(me, "Explode")
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entity_setDropChance(me, 21)
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entity_setState(me, STATE_GLIDING)
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entity_rotateTo(me, 360, 0.1)
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entity_setMaxSpeed(me, v.maxSpeed)
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end
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function animationKey(me, key)
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end
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function postInit(me)
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-- FLIP HORIZONTALLY IF THERE'S A FLIP NODE
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local node = entity_getNearestNode(me, "FLIP")
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if node ~=0 then
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if node_isEntityIn(node, me) then
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entity_fh(me)
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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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-- SWIM ANGLE
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if entity_getState(me) == STATE_GLIDING then
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v.swimTime = v.swimTime - dt
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if v.swimTime < 0 then
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v.swimTime = 1.23 + (math.random(234)*0.01)
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-- Point based on Flip
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if not entity_isfh(me) then
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v.angle = 58 + math.random(64)
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entity_rotateTo(me, v.angle + 270, 2)
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else
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v.angle = 238 + math.random(64)
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entity_rotateTo(me, v.angle + 90, 2)
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end
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entity_setState(me, STATE_TO_THRUST)
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end
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end
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-- SUBTLE GLIDE
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if entity_getState(me) == STATE_TO_THRUST then
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if not entity_isfh(me) then
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entity_moveTowardsAngle(me, entity_getRotation(me) - 270, 1, 2.48)
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else
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entity_moveTowardsAngle(me, entity_getRotation(me) - 90, 1, 2.48)
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end
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end
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-- FLIP L/R
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local flipThresh = 50
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if entity_velx(me) < -flipThresh and not entity_isfh(me) then
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entity_fh(me)
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v.angle = v.angle + 180
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elseif entity_velx(me) > flipThresh and entity_isfh(me) then
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entity_fh(me)
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v.angle = v.angle - 180
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end
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-- AVOIDANCE
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entity_doEntityAvoidance(me, dt, 43, 0.12)
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entity_doCollisionAvoidance(me, dt, 5, 0.36)
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-- MOVEMENT
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entity_doFriction(me, dt, 48)
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entity_updateMovement(me, dt)
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-- DAMAGE
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entity_handleShotCollisions(me)
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if entity_touchAvatarDamage(me, 32, 1, 1200) then
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setPoison(1, 8)
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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_TO_THRUST then
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entity_setStateTime(me, entity_animate(me, "idle"), -1)
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elseif entity_getState(me) == STATE_THRUSTING then
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entity_setStateTime(me, entity_animate(me, "thrust"), -1)
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elseif entity_getState(me) == STATE_TO_GLIDE then
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entity_setStateTime(me, entity_animate(me, "idle"), -1)
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end
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end
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function exitState(me)
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if entity_getState(me) == STATE_GLIDING then
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elseif entity_getState(me) == STATE_TO_THRUST then
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entity_setState(me, STATE_THRUSTING)
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elseif entity_getState(me) == STATE_THRUSTING then
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-- THRUST
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entity_moveTowardsAngle(me, v.angle, 1, 124 + math.random(124))
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entity_setState(me, STATE_TO_GLIDE)
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elseif entity_getState(me) == STATE_TO_GLIDE then
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entity_setState(me, STATE_GLIDING)
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end
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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 dieNormal(me)
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if chance(25) then
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spawnIngredient("LeechingPoultice", entity_x(me), entity_y(me))
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end
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end
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