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Move scripts to files, to make automated overriding easier
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167
files/scripts/entities/shark.lua
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167
files/scripts/entities/shark.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.attackDelay = 0
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v.dir = 1
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v.jaw = 0
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v.go = false
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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30, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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64, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- 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, "Shark")
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entity_generateCollisionMask(me)
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entity_setDeathParticleEffect(me, "Explode")
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entity_setState(me, STATE_IDLE)
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entity_setCullRadius(me, 1024)
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v.n = getNaija()
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v.jaw = entity_getBoneByName(me, "Jaw")
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end
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function update(me, dt)
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if entity_isState(me, STATE_ATTACK) and not entity_isAnimating(me) then
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entity_setState(me, STATE_IDLE)
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end
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if entity_isState(me, STATE_IDLE) then
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local inRange = false
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local x, y = bone_getWorldPosition(v.jaw)
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if entity_isPositionInRange(v.n, x, y, 550) then
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inRange = true
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end
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if v.dir < 0 then
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if entity_x(v.n) > entity_x(me) then
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inRange = false
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end
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else
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if entity_x(v.n) < entity_x(me) then
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inRange = false
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end
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end
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if inRange then
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v.attackDelay = v.attackDelay + dt
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if v.attackDelay > 1 then
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entity_setState(me, STATE_ATTACK)
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v.attackDelay = 0
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end
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end
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end
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entity_addVel(me, 500*v.dir, 0)
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if entity_isEntityInRange(me, v.n, 900) then
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entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, 250)
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end
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if v.go then
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entity_moveTowardsTarget(me, 1, 1000)
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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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if not entity_isVelIn(me, 60) then
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entity_flipToVel(me)
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end
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if isObstructed(entity_x(me) + 300*v.dir, entity_y(me)) then
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v.dir = -v.dir
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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if avatar_isTouchHit() then
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if entity_isState(me, STATE_ATTACK) then
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entity_damage(v.n, me, 2)
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else
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entity_damage(v.n, me, 1)
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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 hitSurface(me)
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v.dir = -v.dir
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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_ATTACK) then
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entity_animate(me, "attack")
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end
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_ATTACK) then
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if key == 2 then
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entity_setMaxSpeedLerp(me, 2)
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entity_moveTowardsTarget(me, 1, 1000)
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v.go = true
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elseif key == 3 then
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playSfx("bite", 0.2)
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elseif key == 5 then
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entity_setMaxSpeedLerp(me, 1, 0.5)
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v.go = false
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end
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--entity_moveTowardsTarget(me, 1, 50000)
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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 dieNormal(me)
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if chance(100) then
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spawnIngredient("SharkFin", entity_x(me), entity_y(me))
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end
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end
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function damage(me)
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if entity_x(v.n) > entity_x(me) then
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v.dir = 1
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else
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v.dir = -1
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end
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entity_moveTowardsTarget(me, 1, 1000)
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return true
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end
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