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Move scripts to files, to make automated overriding easier
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166
files/scripts/entities/crystalholder.lua
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166
files/scripts/entities/crystalholder.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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-- CrystalHolder
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v.charge = 0
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v.delay = 1
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v.glow = 0
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v.crystal = 0
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v.lx = 0
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v.ly = 0
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v.setWaterLevel = false
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local STATE_DROPPED = 1000
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local STATE_ROTATE = 1001
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function init(me)
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setupEntity(me)
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--entity_setProperty(me, EP_SOLID, true)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setProperty(me, EP_MOVABLE, true)
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entity_setCollideRadius(me, 32)
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entity_setMaxSpeed(me, 450)
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--entity_setMaxSpeed(me, 600)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "CrystalHolder")
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entity_animate(me, "idle")
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v.glow = entity_getBoneByName(me, "Glow")
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v.crystal = entity_getBoneByName(me, "Crystal")
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bone_alpha(v.glow, 0)
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entity_setCanLeaveWater(me, 1)
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--entity_setProperty(me, EP_BATTERY, true)
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end
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function postInit(me)
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--v.lx,v.ly = entity_getPosition(me)
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end
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function update(me, dt)
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if not v.setWaterLevel then
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v.lx,v.ly = entity_getPosition(me)
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entity_setPosition(me, entity_x(me), getWaterLevel())
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if not entity_isNearObstruction(me, 1) then
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v.ly = getWaterLevel(me)
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end
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end
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--if not entity_isState(me, STATE_CHARGED) then
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entity_handleShotCollisions(me)
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--end
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--[[
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if not entity_isState(me, STATE_INHOLDER) then
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entity_updateMovement(me, dt)
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end
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]]--
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entity_updateMovement(me, dt)
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entity_updateCurrents(me)
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if not entity_isBeingPulled(me) then
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entity_clearVel(me)
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end
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if entity_isState(me, STATE_IDLE) then
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local node = entity_getNearestNode(me, "LIGHT")
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if node ~= 0 and node_isEntityIn(node, me) then
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-- charging
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--debugLog(string.format("charge:%f", charge))
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v.charge = v.charge + dt
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if v.charge > 2 then
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entity_setState(me, STATE_CHARGED, 2)
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end
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else
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if v.charge > 0 then
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v.charge = v.charge - dt
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if v.charge < 0 then
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v.charge = 0
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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_isState(me, STATE_ROTATE) then
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if not entity_isAnimating(me) then
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entity_setState(me, STATE_DROPPED)
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end
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end
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local levelDiff = math.abs(entity_y(me)-getWaterLevel())
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if entity_isState(me, STATE_IDLE) then
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--debugLog(string.format("diff: %f", levelDiff))
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if levelDiff > 50 then
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--debugLog("setting false")
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entity_setProperty(me, EP_MOVABLE, false)
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else
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--debugLog("setting true")
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entity_setProperty(me, EP_MOVABLE, true)
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end
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end
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if levelDiff < 100 then
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entity_setPosition(me, entity_x(me), getWaterLevel())
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end
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if entity_isNearObstruction(me, 1) then
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entity_setPosition(me, v.lx, v.ly)
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end
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v.lx, v.ly = entity_getPosition(me)
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end
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function enterState(me)
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if entity_isState(me, STATE_CHARGED) then
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entity_setProperty(me, EP_MOVABLE, false)
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bone_alpha(v.glow, 1, 1)
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elseif entity_isState(me, STATE_ROTATE) then
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entity_animate(me, "rotate")
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elseif entity_isState(me, STATE_DROPPED) then
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entity_setProperty(me, EP_MOVABLE, false)
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bone_alpha(v.crystal, 0)
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bone_alpha(v.glow, 0)
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local x, y = bone_getWorldPosition(v.crystal)
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local ent = createEntity("LightCrystalCharged", "", x, y)
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entity_rotate(ent, 180)
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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_CHARGED) then
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entity_setState(me, STATE_ROTATE)
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end
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end
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function hitSurface(me)
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--entity_sound(me, "rock-hit")
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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 activate(me)
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end
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