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Move scripts to files, to make automated overriding easier
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198
files/scripts/entities/deepcrawley.lua
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198
files/scripts/entities/deepcrawley.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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-- D E E P C R A W L E Y
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.size = 0
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v.t = 0.5
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v.size0 = 1.5
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v.maxHits = 16
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v.n = 0
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v.mld = 0.2
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v.ld = v.mld
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v.note = -1
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v.excited = 0
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v.glow = 0
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v.width = 128
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v.dir = -1
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local STATE_ROTATE = 1000
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local STATE_WALK = 1001
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local STATE_MOVEAWAY = 1002
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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v.maxSpeed = 321 + math.random(32)
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setupEntity(me)
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entity_setEntityLayer(me, -2)
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entity_setEntityType(me, ET_ENEMY)
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entity_setTexture(me, "deepcrawley")
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--entity_setAllDamageTargets(me, false)
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--entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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entity_addRandomVel(me, 500)
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esetv(me, EV_TYPEID, EVT_GLOBEJELLY)
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entity_setHealth(me, 3)
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entity_setDropChance(me, 20, 1)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_setUpdateCull(me, 4000)
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-- SLIGHT SCALE AND COLOUR VARIATION
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local sz = 0.8 + (math.random(400) * 0.001)
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entity_scale(me, sz, sz)
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local cl = 1.0 - (math.random(2345) * 0.0001)
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entity_color(me, cl, cl, cl)
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v.width = v.width * sz
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entity_setCollideRadius(me, v.width)
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entity_scale(me, v.size0, v.size0)
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v.glow = createQuad("Naija/LightFormGlow", 13)
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quad_scale(v.glow, 4, 4)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setMaxSpeed(me, v.maxSpeed)
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entity_rotate(me, randAngle360())
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entity_addRandomVel(me, 123)
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if chance(50) then v.dir = 1 end
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end
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function update(me, dt)
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v.ld = v.ld - dt
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if v.ld < 0 then
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v.ld = v.mld
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local l = createQuad("Naija/LightFormGlow", 13)
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local r = 1
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local g = 1
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local b = 1
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if v.note ~= -1 then
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r, g, b = getNoteColor(v.note)
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r = r*0.5 + 0.5
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g = g*0.5 + 0.5
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b = b*0.5 + 0.5
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end
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quad_setPosition(l, entity_getPosition(me))
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quad_scale(l, 4.0, 4.0)
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quad_alpha(l, 0.1)
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quad_alpha(l, 0.7, 0.5)
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quad_color(l, r, g, b)
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quad_delete(l, 2)
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quad_color(v.glow, r, g, b, 0.5)
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end
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entity_clearTargetPoints(me)
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-- ROTATE GENTLY
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local rotSpeed = (entity_getVelLen(me)/300) + 1
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if entity_velx(me) < 0 then v.dir = -1
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else v.dir = 1 end
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entity_rotateTo(me, entity_getRotation(me) + (rotSpeed * v.dir))
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-- AVOIDANCE
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if entity_getBoneLockEntity(v.n) ~= me then entity_doEntityAvoidance(me, dt, entity_getCollideRadius(me)*2.1, 1.23) end
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entity_doCollisionAvoidance(me, dt, ((entity_getCollideRadius(me)*0.01)*7)+1, 0.421)
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-- MOVEMENT
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if entity_getVelLen(me) > 64 then entity_doFriction(me, dt, 42) end
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 400) then
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entity_moveTowardsTarget(me, 1, -500)
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end
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quad_setPosition(v.glow, entity_getPosition(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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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_ROTATE) then
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entity_animate(me, "walk", -1)
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elseif entity_isState(me, STATE_WALK) then
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entity_animate(me, "walk", -1)
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end
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if not entity_isInvincible(me) and (damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK or damageType == DT_AVATAR_LIZAP) then
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entity_heal(me, 999)
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v.size = v.size + dmg
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v.maxSpeed = v.maxSpeed + dmg * 10
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if v.size >= v.maxHits then
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entity_setState(me, STATE_DEAD)
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end
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--entity_setCollideRadius(me, getRadius(me))
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entity_setCollideRadius(me, entity_getCollideRadius(me)-(v.size*0.5))
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local sz = v.size0 * (1 - v.size/v.maxHits)
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entity_scale(me, sz, sz, 0.5)
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end
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return true
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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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--debugLog("HIT")
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end
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function songNote(me, note)
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v.note = note
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end
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function songNoteDone(me, note)
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v.note = -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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