-- Copyright (C) 2007, 2010 - Bit-Blot -- -- This file is part of Aquaria. -- -- Aquaria is free software; you can redistribute it and/or -- modify it under the terms of the GNU General Public License -- as published by the Free Software Foundation; either version 2 -- of the License, or (at your option) any later version. -- -- This program is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. -- -- See the GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with this program; if not, write to the Free Software -- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. if not v then v = {} end if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end -- entity specific local STATE_GOTOHOLE = 1001 local STATE_HIDE = 1002 local STATE_SHOW = 1003 v.chaseDelay = 0 v.lastHole = 0 v.node = 0 v.holeDelay = 0 v.holeSpd = 0 v.nextHoleDelay = 8 v.segDist = 32 v.dist = 0 function init(me) setupBasicEntity(me, "rotworm/head", -- texture 9, -- health 1, -- manaballamount 2, -- exp 1, -- money 32, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 0, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 5000 -- updateCull -1: disabled, default: 4000 ) --entity_flipVertical(me) -- fix the head orientation entity_initSegments(me, 9, -- num segments 0, -- minDist v.segDist, -- maxDist "rotworm/segment", -- body tex "rotworm/tail", -- tail tex 128, -- width 128, -- height 0.05, -- taper 0 -- reverse segment direction ) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setEatType(me, EAT_NONE) end function update(me, dt) if entity_isState(me, STATE_HIDE) then v.dist = v.dist - dt*48 if v.dist < 1 then v.dist = 1 entity_alpha(me, 0, 0.1) end entity_setSegsMaxDist(me, v.dist) entity_clearVel(me) entity_updateMovement(me, dt) end if not (entity_isState(me, STATE_HIDE) or entity_isState(me, STATE_SHOW)) then entity_handleShotCollisions(me) if entity_touchAvatarDamage(me, 64, 1, 400) then setPoison(1, 16) end --[[ if entity_hasTarget(me) then if entity_isTargetInRange(me, 64) then entity_hurtTarget(me, 1) entity_pushTarget(me, 400) end end ]]-- end if v.chaseDelay > 0 then v.chaseDelay = v.chaseDelay - dt if v.chaseDelay < 0 then v.chaseDelay = 0 end end if entity_isState(me, STATE_IDLE) then v.holeDelay = v.holeDelay + dt if v.holeDelay > v.nextHoleDelay then v.holeDelay = 0 entity_setState(me, STATE_GOTOHOLE) end end if entity_isState(me, STATE_GOTOHOLE) then --[[ if not entity_isFollowingPath(me) then entity_setState(me, STATE_HIDE, 4) end x=node_x(v.node) y=node_y(v.node) ]]-- if v.node ~= 0 then if entity_isPositionInRange(me, node_x(v.node), node_y(v.node), 64) then entity_setState(me, STATE_HIDE, 4+math.random(3)) else v.holeSpd = v.holeSpd + 200*dt --[[ if v.holeSpd > 1500 then v.holeSpd = 1500 end ]]-- local x = node_x(v.node)-entity_x(me) local y = node_y(v.node)-entity_y(me) x, y = vector_setLength(x, y, v.holeSpd*dt) entity_addVel(me, x, y) end entity_doCollisionAvoidance(me, dt, 5, 1) entity_updateMovement(me, dt) --entity_rotateToVel(me, 0.1) entity_rotateToVel(me, 0) else entity_setState(me, STATE_IDLE) end --entity_rotateToVec(me, x-entity_x(me), y-entity_y(me), 0.1, -180) end if entity_getState(me)==STATE_IDLE then if not entity_hasTarget(me) then entity_findTarget(me, 700) else --if v.chaseDelay==0 then if entity_isTargetInRange(me, 1000) then if entity_getHealth(me) < 6 then entity_setMaxSpeed(me, 450) entity_moveTowardsTarget(me, dt, 1500) else entity_setMaxSpeed(me, 380) entity_moveTowardsTarget(me, dt, 1000) end else entity_setMaxSpeed(me, 100) end --end entity_doEntityAvoidance(me, dt, 200, 0.1) if entity_getHealth(me) < 4 then entity_doSpellAvoidance(me, dt, 64, 0.5); end entity_doCollisionAvoidance(me, dt, 5, 1) entity_updateMovement(me, dt) --entity_rotateToVel(me, 0.1) entity_rotateToVel(me, 0) --entity_rotate(me, 0) end end end function enterState(me) if entity_getState(me)==STATE_IDLE then v.nextHoleDelay = 6 + math.random(6) entity_setSegsMaxDist(me, v.segDist) --entity_flipVertical(me) elseif entity_isState(me, STATE_GOTOHOLE) then v.holeSpd = 300 --entity_flipVertical(me) if chance(50) then v.node = entity_getNearestNode(getNaija(), "ROTWORM-HOLE") else v.node = entity_getNearestNode(me, "ROTWORM-HOLE") end if v.node ~= 0 then v.lastHole = v.node end entity_setMaxSpeedLerp(me, 2) entity_setStateTime(me, 6+math.random(4)) --[[ v.node = entity_getNearestNode(me, "ROTWORM-HOLE") if v.node ~= 0 then v.lastHole = v.node entity_swimToNode(me, v.node, SPEED_NORMAL) end ]]-- elseif entity_isState(me, STATE_HIDE) then entity_clearVel(me) --entity_alpha(me, 0.0, 1.0) v.dist = v.segDist entity_setPosition(me, node_x(v.node), node_y(v.node), 0.2) entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false) entity_setDamageTarget(me, DT_AVATAR_SHOCK, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) elseif entity_isState(me, STATE_SHOW) then v.node = entity_getNearestNode(me, "ROTWORM-HOLE", v.lastHole) if v.node ~= 0 then entity_setPosition(me, node_x(v.node), node_y(v.node)) entity_warpSegments(me) end entity_clearVel(me) entity_alpha(me, 1, 0.5) end end function exitState(me) if entity_isState(me, STATE_SHOW) then entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true) entity_setDamageTarget(me, DT_AVATAR_SHOCK, true) entity_setDamageTarget(me, DT_AVATAR_PET, true) entity_setDamageTarget(me, DT_AVATAR_LIZAP, true) entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_HIDE) then entity_setState(me, STATE_SHOW, 0.5) elseif entity_isState(me, STATE_GOTOHOLE) then entity_setMaxSpeedLerp(me, 1) entity_setState(me, STATE_IDLE) end end