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Move scripts to files, to make automated overriding easier
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151
files/scripts/entities/shocker.lua
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151
files/scripts/entities/shocker.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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-- SHOCKER
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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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local STATE_SHOCKPREP = 1000
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local STATE_SHOCK = 1001
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v.moveStateTimer = 0
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v.moveState = 0
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v.shockDelay = 0
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v.shockDelayTime = 5
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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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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10, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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32, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- 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, "Shocker")
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entity_setDeathParticleEffect(me, "Explode")
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--entity_scale(me, 0.5, 0.5)
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entity_setState(me, STATE_IDLE)
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entity_setDropChance(me, 75)
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end
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function update(me, dt)
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dt = dt * 0.8
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 20, 0, 1000)
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entity_findTarget(me, 900)
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if not entity_hasTarget(me) then
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entity_doCollisionAvoidance(me, dt, 4, 0.1)
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end
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if entity_hasTarget(me) and entity_isTargetInRange(me, 512) then
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v.shockDelay = v.shockDelay - dt
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if v.shockDelay < 0 then
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v.shockDelay = v.shockDelayTime
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entity_setState(me, STATE_SHOCKPREP, 2)
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end
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end
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if entity_isState(me, STATE_SHOCKPREP) then
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entity_offset(me, math.random(5)-2.5, math.random(5)-2.5)
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end
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if entity_hasTarget(me) then
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entity_updateMovement(me, dt)
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if entity_isTargetInRange(me, 128) then
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entity_moveTowardsTarget(me, dt, -800)
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else
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entity_moveTowardsTarget(me, dt, 1000)
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end
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entity_doCollisionAvoidance(me, dt, 8, 1.0)
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--[[
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if v.moveState == 0 then
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entity_addVel(me, 0*dt, -500*dt)
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elseif v.moveState == 1 then
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entity_moveTowardsTarget(me, dt, 500)
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elseif v.moveState == 2 then
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entity_addVel(me, 0*dt, 500*dt)
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elseif v.moveState == 3 then
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entity_moveTowardsTarget(me, dt, -500)
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end
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]]--
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v.moveStateTimer = v.moveStateTimer + dt
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if v.moveStateTimer > 3 then
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v.moveStateTimer = 0
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v.moveState = v.moveState + 1
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if v.moveState > 3 then
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v.moveState = 0
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end
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end
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end
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entity_rotateToVel(me, 0.1)
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end
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function hitSurface(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_setMaxSpeedLerp(me, 1, 1)
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entity_setMaxSpeed(me, 500)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_SHOCKPREP) then
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entity_setMaxSpeedLerp(me, 0.2, 1)
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elseif entity_isState(me, STATE_SHOCK) then
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playVisualEffect(VFX_SHOCK, entity_getPosition(me))
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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_SHOCKPREP) then
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entity_setState(me, STATE_SHOCK, 0.5)
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elseif entity_isState(me, STATE_SHOCK) then
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if entity_isEntityInRange(me, getNaija(), 256) then
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entity_damage(getNaija(), me, 1)
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end
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entity_setState(me, STATE_IDLE)
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end
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end
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