-- 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 -- N A U T I L U S -- entity specific local STATE_ATTACKPREP = 1000 local STATE_ATTACK = 1001 v.lungeDelay = 0 -- prevents the nautilus from lunging over and over -- initializes the entity function init(me) setupBasicEntity( me, "Nautilus", -- texture 4, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 90, -- sprite width 90, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) -1, -- updateCull -1: disabled, default: 4000 1 ) entity_setDeathParticleEffect(me, "TinyBlueExplode") entity_setDropChance(me, 5, 1) entity_rotate(me, 360, 1, LOOP_INF) -- make the nautilus spin 360 degrees endlessly over 1 second v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away loadSound("Nautilus") end -- the entity's main update function function update(me, dt) -- in any state: if we have a target and we're close enough, hurt the target and move back -- in idle state only if entity_getState(me)==STATE_IDLE then -- count down the lungeDelay timer to 0 if v.lungeDelay > 0 then v.lungeDelay = v.lungeDelay - dt if v.lungeDelay < 0 then v.lungeDelay = 0 end end -- if we don't have a target, find one if not entity_hasTarget(me) then entity_findTarget(me, 1000) else if entity_isTargetInRange(me, 1600) then if entity_isTargetInRange(me, 200) then entity_moveTowardsTarget(me, dt, -500) -- if we're too close, move away else entity_moveTowardsTarget(me, dt, 1000) -- move in if we're too far away end end -- 40% of the time when we're in range and not delaying, launch an attack if entity_isTargetInRange(me, 300) then if math.random(100) < 40 and v.lungeDelay == 0 then entity_setState(me, STATE_ATTACKPREP, 0.5) end end -- avoid other things nearby entity_doEntityAvoidance(me, dt, 128, 0.5) -- entity_doSpellAvoidance(dt, 200, 1.5) entity_doCollisionAvoidance(me, dt, 4, 0.1) end end entity_updateCurrents(me, dt) entity_updateMovement(me, dt) entity_handleShotCollisions(me) if entity_hasTarget(me) then if entity_touchAvatarDamage(me, 32, 1) then entity_moveTowardsTarget(me, dt, -10000) end end end function dieNormal(me) if chance(10) then spawnIngredient("SmallEye", entity_getPosition(me)) end if chance(5) then spawnIngredient("RubberyMeat", entity_getPosition(me)) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setMaxSpeed(me, 400) elseif entity_isState(me, STATE_ATTACKPREP) then entity_sound(me, "Nautilus", (1200 + math.random(100))/1000.0) entity_setMaxSpeed(me, 0) entity_doGlint(me, "Glint", BLEND_ADD) elseif entity_isState(me, STATE_ATTACK) then entity_enableMotionBlur(me) v.lungeDelay = 2.0 entity_setMaxSpeed(me, 950) entity_moveTowardsTarget(me, 950, 1) end end function exitState(me) if entity_isState(me, STATE_ATTACKPREP) then entity_setState(me, STATE_ATTACK, 0.5) elseif entity_isState(me, STATE_ATTACK) then entity_disableMotionBlur(me) entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) if entity_getHealth(me)-dmg <= 0 then entity_sound(me, "Nautilus", 1.5) else entity_sound(me, "Nautilus", 1.0) end return true end function hitSurface(me) end function shiftWorlds(me, old, new) end