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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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221
game_scripts/scripts/entities/maul.lua
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221
game_scripts/scripts/entities/maul.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 A U L
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-- ================================================================================================
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-- entity specific
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local STATE_MAULATTACK = 1000
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local STATE_PULLBACK = 1001
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local STATE_ATTACKPREP = 1002
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v.n = 0
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v.minCap = 400
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v.maxCap = 700
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v.cap = v.minCap
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v.deathtimer = 20
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v.cr = 8
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v.lungeDelay = 2
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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v.add = math.random(50)
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setupBasicEntity(
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me,
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"Maul", -- texture
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6, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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v.cr, -- collideRadius
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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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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000 -- updateCull -1: disabled, default: 4000
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)
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v.deathtimer = v.deathtimer + math.random(20)
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entity_scale(me, 1.5, 1.5)
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--entity_setDropChance(me, 50)
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--entity_scale(me, 0.9, 0.9)
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end
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function update(me, dt)
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--[[
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if entity_isState(me, STATE_ATTACKPREP) then
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return
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end
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]]--
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if entity_getState(me) == STATE_IDLE then
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v.cap = v.cap - dt*400
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if v.cap < v.minCap then
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v.cap = v.minCap
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end
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local add = v.add
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if isLeftMouse() then
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v.cap = v.maxCap
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add = 600
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end
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--entity_doCollisionAvoidance(me, dt, 4, 0.5)
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entity_doEntityAvoidance(me, dt, 16, 0.5)
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local e = entity_getNearestEntity(me, "BigMaul", 1400)
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if e ~= 0 then
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local x = entity_x(e)
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local y = entity_y(e)
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entity_moveTowards(me, x, y, dt, 800+add)
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local vx = entity_velx(me)
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local vy = entity_vely(me)
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vx, vy = vector_cap(vx, vy, v.cap)
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entity_clearVel(me)
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entity_addVel(me, vx, vy)
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entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
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else
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v.deathtimer = v.deathtimer - dt*2
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entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
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end
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--entity_updateMovement(me, dt)
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entity_rotateToVel(me)
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if v.lungeDelay > 0 then
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v.lungeDelay = v.lungeDelay - dt
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else
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if not entity_hasTarget(me) then
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entity_findTarget(me, 800)
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else
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if entity_isTargetInRange(me, 800) then
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entity_moveTowardsTarget(me, dt, 400) -- move in if we're too far away
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if entity_isTargetInRange(me, 350) then
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entity_setState(me, STATE_ATTACKPREP)
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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 entity_getState(me) == STATE_MAULATTACK then
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--debugLog("attacking")
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entity_moveTowardsTarget(me, dt, 500)
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--entity_doEntityAvoidance(me, dt, 256, 0.2)
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entity_doCollisionAvoidance(me, dt, 2, 0.5)
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entity_rotateToVel(me, 0.1)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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end
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if entity_getState(me) == STATE_PULLBACK then
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--debugLog("pulling back")
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if not entity_hasTarget(me) then
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entity_setState(me, STATE_IDLE)
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else
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if entity_isTargetInRange(me, 800) then
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entity_moveTowardsTarget(me, dt, -5000)
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else
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entity_setState(me, STATE_IDLE)
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end
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end
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entity_doEntityAvoidance(me, dt, 256, 0.2)
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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entity_rotateToVel(me, 0.1)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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end
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if entity_isState(me, STATE_ATTACKPREP) then
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entity_updateMovement(me, dt)
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end
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v.deathtimer = v.deathtimer - dt
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--debugLog(v.deathtimer)
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if v.deathtimer < 1 then
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entity_setState(me, STATE_DEAD)
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end
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, v.cr, 0.5, 100)
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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_setMaxSpeed(me, 500)
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entity_setMaxSpeedLerp(me, 1, 0.5)
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elseif entity_isState(me, STATE_ATTACKPREP) then
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entity_doGlint(me, "Glint", BLEND_ADD)
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entity_setStateTime(me, 0.5)
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entity_setMaxSpeedLerp(me, 0.2, 0)
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elseif entity_getState(me)==STATE_MAULATTACK then
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entity_setMaxSpeed(me, 800)
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entity_setMaxSpeedLerp(me, 1.1, 0)
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v.lungeDelay = 1
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entity_moveTowardsTarget(me, 1, 1000)
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elseif entity_getState(me)==STATE_PULLBACK then
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entity_setMaxSpeed(me, 550)
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entity_setMaxSpeedLerp(me, 1, 0.5)
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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_MAULATTACK then
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entity_setState(me, STATE_PULLBACK, 1)
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elseif entity_getState(me)==STATE_PULLBACK then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_ATTACKPREP) then
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entity_setState(me, STATE_MAULATTACK, 1)
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end
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end
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function hitSurface(me)
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end
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function activate(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_AVATAR_BITE then
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entity_changeHealth(me, -99)
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end
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return true
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end
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