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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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148
game_scripts/scripts/entities/nautilus.lua
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148
game_scripts/scripts/entities/nautilus.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_ATTACKPREP = 1000
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local STATE_ATTACK = 1001
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v.lungeDelay = 0 -- prevents the nautilus from lunging over and over
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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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"Nautilus", -- 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_IDLE, -- 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_setDeathParticleEffect(me, "TinyBlueExplode")
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entity_setDropChance(me, 5, 1)
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entity_rotate(me, 360, 1, LOOP_INF) -- make the nautilus spin 360 degrees endlessly over 1 second
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v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away
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loadSound("Nautilus")
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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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-- in any state: if we have a target and we're close enough, hurt the target and move back
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-- in idle state only
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if entity_getState(me)==STATE_IDLE then
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-- count down the lungeDelay timer to 0
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if v.lungeDelay > 0 then v.lungeDelay = v.lungeDelay - dt if v.lungeDelay < 0 then v.lungeDelay = 0 end end
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-- if we don't have a target, find one
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if not entity_hasTarget(me) then
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entity_findTarget(me, 1000)
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else
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if entity_isTargetInRange(me, 1600) then
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if entity_isTargetInRange(me, 200) then
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entity_moveTowardsTarget(me, dt, -500) -- if we're too close, move away
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else
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entity_moveTowardsTarget(me, dt, 1000) -- move in if we're too far away
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end
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end
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-- 40% of the time when we're in range and not delaying, launch an attack
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if entity_isTargetInRange(me, 300) then
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if math.random(100) < 40 and v.lungeDelay == 0 then
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entity_setState(me, STATE_ATTACKPREP, 0.5)
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end
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end
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-- avoid other things nearby
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entity_doEntityAvoidance(me, dt, 128, 0.5)
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-- entity_doSpellAvoidance(dt, 200, 1.5)
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entity_doCollisionAvoidance(me, dt, 4, 0.1)
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end
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end
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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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if entity_hasTarget(me) then
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if entity_touchAvatarDamage(me, 32, 1) then
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entity_moveTowardsTarget(me, dt, -10000)
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end
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end
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end
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function dieNormal(me)
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if chance(10) then
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spawnIngredient("SmallEye", entity_getPosition(me))
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end
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if chance(5) then
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spawnIngredient("RubberyMeat", entity_getPosition(me))
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_setMaxSpeed(me, 400)
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elseif entity_isState(me, STATE_ATTACKPREP) then
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entity_sound(me, "Nautilus", (1200 + math.random(100))/1000.0)
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entity_setMaxSpeed(me, 0)
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entity_doGlint(me, "Glint", BLEND_ADD)
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elseif entity_isState(me, STATE_ATTACK) then
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entity_enableMotionBlur(me)
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v.lungeDelay = 2.0
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entity_setMaxSpeed(me, 950)
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entity_moveTowardsTarget(me, 950, 1)
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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_ATTACKPREP) then
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entity_setState(me, STATE_ATTACK, 0.5)
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elseif entity_isState(me, STATE_ATTACK) then
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entity_disableMotionBlur(me)
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entity_setState(me, STATE_IDLE)
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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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if entity_getHealth(me)-dmg <= 0 then
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entity_sound(me, "Nautilus", 1.5)
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else
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entity_sound(me, "Nautilus", 1.0)
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end
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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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