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Move scripts to files, to make automated overriding easier
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159
files/scripts/entities/_unused/ancient-bulb.lua
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159
files/scripts/entities/_unused/ancient-bulb.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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v.n = 0
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v.noteDown = -1
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v.note1 = -1
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v.note2 = -1
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v.note3 = -1
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v.ingToSpawn = ""
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v.entToSpawn = ""
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v.amount = 0
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function init(me)
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setupEntity(me)
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entity_initSkeletal(me, "ancient-bulb")
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entity_setEntityType(me, ET_NEUTRAL)
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--entity_setCollideRadius(me, 0)
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entity_setState(me, STATE_IDLE)
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entity_setMaxSpeed(me, 1200)
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entity_offset(me, 0, 10, 1, -1, 1, 1)
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entity_setUpdateCull(me, 2000)
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entity_animate(me, "idle")
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v.note2 = getRandNote()
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entity_setColor(me, getNoteColor(v.note2))
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entity_setEntityLayer(me, 1)
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local n1 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETING)
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if n1 ~= 0 and node_isEntityIn(n1, me) then
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v.ingToSpawn = node_getContent(n1)
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v.amount = node_getAmount(n1) if v.amount == 0 then v.amount = 1 end
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else
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local n2 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETENT)
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if n2 ~= 0 and node_isEntityIn(n2, me) then
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v.entToSpawn = node_getContent(n2)
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v.amount = node_getAmount(n2) if v.amount == 0 then v.amount = 1 end
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end
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end
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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if v.noteDown ~= -1 and entity_isEntityInRange(me, v.n, 800) then
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local rotspd = 0.8
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if v.noteDown == v.note2 then
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entity_moveTowardsTarget(me, dt, 1000)
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entity_setMaxSpeedLerp(me, 2.0, 0)
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entity_rotateToVel(me, rotspd)
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elseif v.noteDown == v.note1 or v.noteDown == v.note3 then
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entity_moveTowardsTarget(me, dt, 500)
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if entity_doEntityAvoidance(me, dt, 128, 1.0) then
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entity_setMaxSpeedLerp(me, 0.2)
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else
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entity_setMaxSpeedLerp(me, 1, 0.2)
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end
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entity_rotateToVel(me, rotspd)
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end
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else
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v.noteDown = -1
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entity_rotate(me, 0, 0.5, 0, 0, 1)
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entity_setMaxSpeedLerp(me, 0.2, 2)
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end
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entity_doFriction(me, dt, 200)
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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_IDLE) then
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elseif entity_isState(me, STATE_OPEN) then
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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_OPEN) then
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if entity_isFlag(me, 0) then
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entity_setStateTime(me, 1)
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entity_setFlag(me, 1)
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local bx, by = bone_getWorldPosition(v.bulb)
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if v.ingToSpawn ~= "" or v.entToSpawn ~= "" then
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playSfx("secret")
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end
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if v.ingToSpawn ~= "" then
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for i=1,v.amount do
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spawnIngredient(v.ingToSpawn, bx, by, 1, (i==1))
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end
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elseif v.entToSpawn ~= "" then
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for i=1,v.amount do
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createEntity(v.entToSpawn, "", bx, by)
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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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function damage(me, attacker, bone, damageType, dmg)
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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v.noteDown = note
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end
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function songNoteDone(me, note)
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v.noteDown = -1
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end
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function song(me, song)
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end
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function activate(me)
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end
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