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Move scripts to files, to make automated overriding easier
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151
files/scripts/entities/core.lua
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151
files/scripts/entities/core.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.node = 0
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v.dir = 0
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v.dirTimer = 0
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v.bone_body = 0
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v.bone_eye1 = 0
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v.bone_eye2 = 0
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v.bone_eye3 = 0
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v.bone_eye4 = 0
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v.bone_tentacles = 0
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local function doEye(bone)
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bone_scale(bone, 0.6, 0.6, 0)
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bone_scale(bone, 1.2, 1.2, 4 + math.random(6))
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end
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local function updateEye(bone)
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local x,y = bone_getScale(bone)
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if x > 1.1 then
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local sx,sy = bone_getWorldPosition(bone)
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createEntity("Moneye", "", sx, sy)
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spawnParticleEffect("TinyGreenExplode", sx, sy)
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doEye(bone)
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end
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end
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local function clearBarriers()
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if v.node ~= 0 then
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-- do magic
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node_setElementsInLayerActive(v.node, 2, false)
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reconstructGrid()
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end
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end
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function init(me)
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if entity_isFlag(me, 1) then
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return
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end
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setupBasicEntity(
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me,
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"", -- texture
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64, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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135, -- collideRadius
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STATE_IDLE, -- initState
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0, -- sprite width
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0, -- sprite height
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0, -- 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
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)
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entity_initSkeletal(me, "Core")
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entity_animate(me, "idle")
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v.bone_body = entity_getBoneByName(me, "Body")
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v.bone_eye1 = entity_getBoneByName(me, "Eye1")
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v.bone_eye2 = entity_getBoneByName(me, "Eye2")
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v.bone_eye3 = entity_getBoneByName(me, "Eye3")
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v.bone_eye4 = entity_getBoneByName(me, "Eye4")
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v.bone_tentacles = entity_getBoneByName(me, "Tentacles")
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doEye(v.bone_eye1)
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doEye(v.bone_eye2)
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doEye(v.bone_eye3)
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doEye(v.bone_eye4)
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bone_setSegs(v.bone_body, 2, 8, 0.5, 0.1, -0.018, 0, 2, 1)
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bone_setSegs(v.bone_tentacles, 2, 8, 0.5, 0.1, -0.018, 0, 3, 0.5)
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entity_setMaxSpeed(me, 100)
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--entity_setCullRadius(me, 1024)
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end
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function postInit(me)
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v.node = entity_getNearestNode(me, "CORERANGE")
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if entity_isFlag(me, 1) then
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clearBarriers()
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entity_delete(me)
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end
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000)
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if v.dir == 0 then
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entity_addVel(me, -100*dt, 0)
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else
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entity_addVel(me, 100*dt, 0)
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end
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v.dirTimer = v.dirTimer - dt
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if v.dirTimer < 0 then
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v.dirTimer = math.random(2)+1
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if v.dir == 0 then
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v.dir = 1
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else
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v.dir = 0
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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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updateEye(v.bone_eye1)
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updateEye(v.bone_eye2)
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updateEye(v.bone_eye3)
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updateEye(v.bone_eye4)
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end
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function enterState(me, state)
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if entity_isState(me, STATE_DEAD) then
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clearBarriers()
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entity_setFlag(me, 1)
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end
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end
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function damage(me)
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return true
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end
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