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Move scripts to files, to make automated overriding easier
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186
files/scripts/entities/roodshrimp.lua
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186
files/scripts/entities/roodshrimp.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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-- Rood Shrimp
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-- ================================================================================================
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-- specific
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local STATE_JUMP = 1000
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local STATE_TRANSITION = 1001
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local STATE_RETURNTOWALL = 1002
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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.vx = 0
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v.vy = 0
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v.jumpDelay = 1
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v.moveTimer = 0
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v.rotateOffset = 0
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v.flyTimer = 0
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v.moveTowardsTimer = 0
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v.y_range = 200
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v.fudge = 40
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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v.cr = 12
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function init(me)
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setupBasicEntity(
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me,
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"RoodShrimp", -- texture
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6, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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v.cr, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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64, -- sprite width
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64, -- sprite height
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1, -- particle "explosion" type, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000 -- updateCull -1: disabled, default: 4000
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)
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--entity_initSkeletal(me, "RoodShrimp")
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entity_setMaxSpeed(me, 500)
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entity_clampToSurface(me)
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entity_setState(me, STATE_IDLE)
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--entity_setDropChance(me, 75)
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entity_setDeathParticleEffect(me, "TinyBlueExplode")
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--entity_setBounce(0)
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entity_setTarget(me, getNaija())
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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, v.cr, 0, 1000)
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if entity_getState(me)==STATE_IDLE then
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entity_rotateToSurfaceNormal(me, 0.1, 0, -90)
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entity_moveAlongSurface(me, dt, 0, 6, 24)
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if v.jumpDelay > 0 then
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v.jumpDelay = v.jumpDelay - dt
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if v.jumpDelay < 0 then
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v.jumpDelay = 0
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end
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end
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if entity_isTargetInRange(me, 500) then
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--[[
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entity_moveAlongSurface(me, dt, 100, 6, 24)
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entity_rotateToSurfaceNormal(me, 0.1)
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 30 then
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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]]--
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if v.jumpDelay == 0 then
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v.jumpDelay = 1
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entity_setState(me, STATE_JUMP)
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end
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end
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elseif entity_getState(me)==STATE_JUMP then
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if v.flyTimer > 0 then
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v.flyTimer = v.flyTimer - dt
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if v.flyTimer < 0 then
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v.flyTimer = 0
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entity_setState(me, STATE_RETURNTOWALL)
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end
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end
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entity_doEntityAvoidance(me, dt, 128, 0.5)
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entity_moveTowardsTarget(me, dt, 200)
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entity_rotateToVel(me, 0.1)
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entity_updateMovement(me, dt)
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elseif entity_getState(me)==STATE_RETURNTOWALL then
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--debugLog("moving back....")
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if v.vx > v.vy then
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entity_addVel(me, (0-v.vx)*dt*0.9, v.vy*dt*0.1)
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else
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entity_addVel(me, (v.vx)*dt*0.1, (0-v.vy)*dt*0.9)
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end
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entity_doEntityAvoidance(me, dt, 128, 0.5)
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entity_updateMovement(me, dt)
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entity_rotateToVel(me, 0.1)
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elseif not(entity_getState(me)==STATE_TRANSITION) then
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entity_updateMovement(me, dt)
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end
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end
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function hitSurface(me)
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if entity_isState(me, STATE_RETURNTOWALL) then
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entity_clampToSurface(me, 0.1)
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entity_setState(me, STATE_TRANSITION, 0.1)
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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_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_JUMP) then
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local t = entity_getTarget(me)
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if t ~= 0 then
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entity_moveTowardsTarget(me, 1, 2000)
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local amp = 1.5
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--entity_addVel(me, entity_velx(entity_getTarget(me))*amp, entity_vely(entity_getTarget(me))*amp)
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end
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v.moveTowardsTimer = 0
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v.rotateOffset = 0
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v.flyTimer = 2
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entity_applySurfaceNormalForce(me, 800)
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--entity_adjustPositionBySurfaceNormal(me, 64)
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entity_adjustPositionBySurfaceNormal(me, v.fudge)
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v.vx = entity_velx(me)
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v.vy = entity_vely(me)
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--entity_animate(me, "swim", LOOP_INF)
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elseif entity_isState(me, STATE_RETURNTOWALL) then
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--entity_fireAtTarget(me, "BlasterFire", 1, 400, 200, 3)
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local s = createShot("RoodShrimp", me, entity_getTarget(me))
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shot_setOut(s, 32)
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--entity_fireShot(me, getNaija())
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debugLog("returning to wall")
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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 true
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end
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function exitState(me)
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if entity_isState(me, STATE_TRANSITION) then
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entity_setState(me, STATE_IDLE)
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end
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end
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