-- 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.jaw = 0 v.head = 0 v.trappedEnt = 0 v.getOutHits = 0 v.hx = 0 v.hy = 0 v.hurtTimer = 0 local STATE_TRAP = 1001 local STATE_TRAPPED = 1002 local STATE_RELEASE = 1003 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "PredatoryTunicate") entity_setEntityLayer(me) entity_setHealth(me, 24) entity_setAllDamageTargets(me, false) --entity_generateCollisionMask(me) entity_setCollideRadius(me, 100) entity_setCullRadius(me, 1024) --entity_generateCollisionMask(me) v.jaw = entity_getBoneByName(me, "Jaw") v.head = entity_getBoneByName(me, "Head") entity_setState(me, STATE_IDLE) entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true) entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, true) entity_setDamageTarget(me, DT_AVATAR_SHOCK, true) --entity_setDamageTarget(me, DT_AVATAR_VINE, true) entity_setUpdateCull(me, 2000) esetv(me, EV_ENTITYDIED, 1) end function entityDied(me, ent) if v.trappedEnt == ent then v.trappedEnt = 0 entity_setState(me, STATE_IDLE, -1, 1) end end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) local node = entity_getNearestNode(me, "FLIP") if node ~= 0 and node_isEntityIn(node, me) then entity_fh(me) end end function update(me, dt) --entity_handleShotCollisionsSkeletal(me) v.hx, v.hy = bone_getWorldPosition(v.head) entity_clearTargetPoints(me) entity_addTargetPoint(me, v.hx, v.hy) entity_handleShotCollisions(me) if entity_isState(me, STATE_IDLE) then local ent = getFirstEntity() while ent ~= 0 do if ent ~= me and entity_isDamageTarget(ent, DT_ENEMY_TRAP) and entity_isEntityInRange(me, ent, 256) then if not entity_isDead(ent) then if not eisv(ent, EV_TYPEID, EVT_PET) and not entity_isName(ent, "ubervine") and not (entity_getEntityType(ent)==ET_INGREDIENT) then v.trappedEnt = ent entity_setState(me, STATE_TRAP) break end end end ent = getNextEntity() end end if entity_isState(me, STATE_TRAPPED) then if v.trappedEnt ~= 0 and (entity_getEntityType(v.trappedEnt)==ET_AVATAR or v.trappedEnt == getLi()) then entity_setDamageTarget(me, DT_AVATAR_LIZAP, true) end else entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) end if not entity_isAnimating(me) and entity_isState(me, STATE_TRAP) then --[[ ent = getFirstEntity() v.trappedEnt = 0 while ent ~= 0 do if ent ~= me and entity_isEntityInRange(me, ent, 256) then v.trappedEnt = ent break end ent = getNextEntity() end ]]-- if v.trappedEnt ~= 0 then if entity_getEntityType(v.trappedEnt)==ET_AVATAR or v.trappedEnt==getLi() then toggleLiCombat(true) end debugLog(string.format("trapped ent:%s", entity_getName(v.trappedEnt))) entity_setState(me, STATE_TRAPPED) else entity_setState(me, STATE_IDLE) end end --[[ if not entity_isAnimating(me) and entity_isState(me, STATE_RELEASE) then entity_setState(me, STATE_IDLE) end ]]-- if entity_isState(me, STATE_TRAP) and v.trappedEnt ~= 0 then entity_setPosition(v.trappedEnt, v.hx, v.hy, 0.1) if entity_isDead(v.trappedEnt) then v.trappedEnt = 0 entity_setState(me, STATE_IDLE) end elseif entity_isState(me, STATE_TRAPPED) and v.trappedEnt ~= 0 then entity_setPosition(v.trappedEnt, v.hx, v.hy) v.hurtTimer = v.hurtTimer + dt if v.hurtTimer > 1 then if entity_getEntityType(v.trappedEnt) == ET_ENEMY then entity_damage(v.trappedEnt, me, 2, DT_ENEMY_TRAP) else entity_damage(v.trappedEnt, me, 1, DT_ENEMY_TRAP) end if entity_isDead(v.trappedEnt) then v.trappedEnt = 0 entity_setState(me, STATE_IDLE) end v.hurtTimer = 0 end end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_TRAP) then entity_animate(me, "trap") elseif entity_isState(me, STATE_TRAPPED) then v.hurtTimer = 0 entity_animate(me, "trapped", -1) elseif entity_isState(me, STATE_RELEASE) then entity_animate(me, "release", -1) entity_setStateTime(me, 5) end end function exitState(me) if entity_isState(me, STATE_TRAP) then elseif entity_isState(me, STATE_RELEASE) then entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_TRAPPED) then --entity_addVel(v.trappedEnt, -800, 0) if v.trappedEnt ~= 0 then entity_push(v.trappedEnt, -800, 0, 1) end v.trappedEnt = 0 if v.trapDelay == 0 then v.trapDelay = 1.5 end end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_TRAPPED) then v.getOutHits = v.getOutHits + dmg if v.getOutHits > 5 then v.getOutHits = 0 entity_setState(me, STATE_RELEASE) end debugLog(string.format("getOutHits: %d", v.getOutHits)) return true end return false 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