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Aquaria/game_scripts/scripts/entities/oarfish.lua

260 lines
6.8 KiB
Lua

-- 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
-- ================================================================================================
-- OARFISH
-- ================================================================================================
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
v.dir = 0
v.switchDirDelay = 0
v.wiggleTime = 0
v.wiggleDir = 1
v.interestTimer = 0
v.colorRevertTimer = 0
v.collisionSegs = 50
v.avoidLerp = 0
v.avoidDir = 1
v.interest = false
-- initializes the entity
function init(me)
-- oldhealth : 40
setupBasicEntity(
me,
"", -- texture
6, -- 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
)
entity_setDropChance(me, 50)
v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away
entity_initHair(me, 160, 4, 64, "oarfish")
--[[
entity_initSegments(
25, -- num segments
2, -- minDist
12, -- maxDist
"wurm-body", -- body tex
"wurm-tail", -- tail tex
128, -- width
128, -- height
0.01, -- taper
0 -- reverse segment direction
)
]]--
if chance(50) then
v.dir = 0
else
v.dir = 1
end
if chance(50) then
v.interest = true
end
v.switchDirDelay = math.random(800)/100.0
v.naija = getNaija()
entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
--entity_setDeathParticleEffect(me, "Explode")
entity_setDeathScene(me, true)
entity_setCanLeaveWater(me, true)
end
-- the entity's main update function
function update(me, dt)
dt = dt * 1.2
if v.colorRevertTimer > 0 then
v.colorRevertTimer = v.colorRevertTimer - dt
if v.colorRevertTimer < 0 then
entity_setColor(me, 1, 1, 1, 3)
end
end
entity_handleShotCollisionsHair(me, v.collisionSegs)
--entity_handleShotCollisions(me)
if entity_collideHairVsCircle(me, v.naija, v.collisionSegs) then
entity_touchAvatarDamage(me, 0, 0, 500)
end
-- in idle state only
if entity_getState(me)==STATE_IDLE then
-- count down the v.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
v.wiggleTime = v.wiggleTime + (dt*200)*v.wiggleDir
if v.wiggleTime > 1000 then
v.wiggleDir = -1
elseif v.wiggleTime < 0 then
v.wiggleDir = 1
end
v.interestTimer = v.interestTimer - dt
if v.interestTimer < 0 then
if v.interest then
v.interest = false
else
v.interest = true
entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
end
v.interestTimer = math.random(400.0)/100.0 + 2.0
end
if v.interest then
if entity_isNearObstruction(getNaija(), 8) then
v.interest = false
else
if entity_isTargetInRange(me, 1600) then
if entity_isTargetInRange(me, 100) then
entity_moveTowardsTarget(me, dt, -500) -- if we're too close, move away
elseif not entity_isTargetInRange(me, 300) then
entity_moveTowardsTarget(me, dt, 1000) -- move in if we're too far away
end
entity_moveAroundTarget(me, dt, 1000+v.wiggleTime, v.dir)
end
end
else
if entity_isTargetInRange(me, 1600) then
entity_moveTowardsTarget(me, dt, -100) -- if we're too close, move away
end
end
--[[
v.switchDirDelay = v.switchDirDelay - dt
if v.switchDirDelay < 0 then
v.switchDirDelay = math.random(800)/100.0
if v.dir == 0 then
v.dir = 1
else
v.dir = 0
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
]]--
v.avoidLerp = v.avoidLerp + dt*v.avoidDir
if v.avoidLerp >= 1 or v.avoidLerp <= 0 then
v.avoidLerp = 0
if v.avoidDir == -1 then
v.avoidDir = 1
else
v.avoidDir = -1
end
end
-- avoid other things nearby
entity_doEntityAvoidance(me, dt, 32, 0.1)
-- entity_doSpellAvoidance(dt, 200, 1.5);
entity_doCollisionAvoidance(me, dt, 10, 0.1)
entity_doCollisionAvoidance(me, dt, 4, 0.8)
end
end
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
if entity_checkSplash(me) then
if not entity_isUnderWater(me) then
entity_setMaxSpeedLerp(me, 2)
if entity_velx(me) < 0 then
entity_addVel(me, -200, -500)
else
entity_addVel(me, 200, -500)
end
entity_setWeight(me, 600)
v.jumpDelay = 2+math.random(5)
else
--entity_setCanLeaveWater(me, false)
entity_setWeight(me, 0)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeed(me, 500)
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_clearVel(me)
entity_setStateTime(me, 1.2)
local sz = 20.0
for i=80,0,-sz do
local x, y = entity_getHairPosition(me, i)
spawnParticleEffect("TinyGreenExplode", x, y, 0.15*((80-i)/sz))
end
end
end
function exitState(me)
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
entity_setMaxSpeed(me, 700)
return true
end
function songNote(me, note)
if getForm()~=FORM_NORMAL then
return
end
v.interest = true
local r,g,b = getNoteColor(note)
entity_setColor(me, r,g,b,1)
v.colorRevertTimer = 2 + math.random(300)/100.0
--entity_setColor(me, 1,1,1,10)
end
function dieNormal(me)
if chance(25) then
spawnIngredient("EelOil", entity_x(me), entity_y(me))
end
end