-- 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 v.n = 0 v.attackDelay = 0 v.attacked = 0 v.aggro = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Swordfish") entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) entity_setCanLeaveWater(me, true) entity_setCollideRadius(me, 128) entity_setUpdateCull(me, 4000) entity_setDeathParticleEffect(me, "TinyBlueExplode") entity_setCullRadius(me, 256) entity_setHealth(me, 12) loadSound("swordfish-attack") loadSound("swordfish-die") entity_setDeathSound(me, "swordfish-die") end function postInit(me) v.n = getNaija() ---entity_setTarget(me, v.n) end v.t = 0 local function rotflip(me) entity_flipToVel(me) if entity_isfh(me) then entity_rotateToVel(me, v.t, -90) else entity_rotateToVel(me, v.t, 90) end end function update(me, dt) if not isForm(FORM_FISH) then v.aggro = 1 end if v.attacked > 0 then v.attacked = v.attacked - dt if v.attacked < 0 then v.attacked = 0 end end entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then entity_damage(v.n, me, 1) local x, y = entity_getVectorToEntity(me, v.n) entity_addVel(v.n, x*500, y*500) end if entity_isState(me, STATE_ATTACK) then if entity_isEntityInRange(me, v.n, 800) then entity_moveTowardsTarget(me, dt, 800) end end if entity_isState(me, STATE_CHARGE1) then end if entity_isState(me, STATE_IDLE) then if entity_hasTarget(me) then entity_moveTowardsTarget(me, dt, 100) if entity_isUnderWater(me) then if v.attacked > 0 or entity_isEntityInRange(me, v.n, 512) then v.attackDelay = v.attackDelay - dt if v.attackDelay <= 0 and v.aggro == 1 then --[[ entity_moveTowardsTarget(me, 1, 1000) entity_flipToEntity(me, v.n) rotflip(me) entity_clearVel(me) ]]-- entity_moveTowardsTarget(me, 1, -100) entity_setState(me, STATE_CHARGE1) --[[ x, y = entity_getNormal(me) sw = x x = -y y = sw len = -1000 x = x * len y = y * len if entity_collideCircleVsLine(v.n, entity_x(me), entity_y(me), entity_x(me)+x, entity_y(me)+y, 128) then entity_setState(me, STATE_CHARGE1) end ]]-- end end end entity_doCollisionAvoidance(me, dt, 8, 0.1) entity_doCollisionAvoidance(me, dt, 4, 0.5) entity_doEntityAvoidance(me, dt, 32, 0.2) --entity_doSpellAvoidance(me, dt, 256, 0.2) --entity_doSpellAvoidance(me, dt, 128, 0.8) entity_findTarget(me, 2500) else entity_findTarget(me, 1000) end end if not entity_isState(me, STATE_CHARGE1) then rotflip(me) end if entity_isState(me, STATE_CHARGE1) then local vx = entity_velx(me) local vy = entity_vely(me) entity_clearVel(me) entity_moveTowardsTarget(me, 1, 1000) rotflip(me) entity_clearVel(me) entity_addVel(me, vx, vy) end --entity_flipToVel(me) entity_updateMovement(me, dt) if entity_checkSplash(me) then if not entity_isUnderWater(me) then entity_setMaxSpeedLerp(me, 4) if entity_velx(me) < 0 then entity_addVel(me, -300, -500) else entity_addVel(me, 300, -500) end entity_setWeight(me, 650) else --entity_setCanLeaveWater(me, false) entity_setWeight(me, 0) end end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_CHARGE1) then entity_sound(me, "swordfish-attack") entity_moveTowardsTarget(me, 1, -1000) --entity_flipToEntity(me, v.n) entity_setMaxSpeedLerp(me, 0.75) entity_setMaxSpeedLerp(me, 0.5, 0.2) entity_setStateTime(me, entity_animate(me, "attackPrep")) entity_doGlint(me, "Glint", BLEND_ADD) --entity_fv(me) elseif entity_isState(me, STATE_ATTACK) then --entity_fv(me) entity_setMaxSpeedLerp(me, 4) entity_setStateTime(me, entity_animate(me, "attack")) local x, y = entity_getNormal(me) local sw = x x = -y y = sw local spd = 3000 entity_moveTowardsTarget(me, 1, spd) rotflip(me) end end function exitState(me) if entity_isState(me, STATE_CHARGE1) then entity_setState(me, STATE_ATTACK) elseif entity_isState(me, STATE_ATTACK) then v.attackDelay = math.random(3)+2 entity_setState(me, STATE_IDLE) entity_setMaxSpeedLerp(me, 1, 1) end end function damage(me, attacker, bone, damageType, dmg) v.attackDelay = v.attackDelay - dmg * 2 v.attacked = 1 v.aggro = 1 return true end function animationKey(me, key) end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end function dieNormal(me) if chance(50) then spawnIngredient("SwordfishSteak", entity_x(me), entity_y(me)) else spawnIngredient("FishMeat", entity_x(me), entity_y(me)) end end