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Aquaria/game_scripts/scripts/entities/maul.lua

221 lines
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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
-- ================================================================================================
-- M A U L
-- ================================================================================================
-- entity specific
local STATE_MAULATTACK = 1000
local STATE_PULLBACK = 1001
local STATE_ATTACKPREP = 1002
v.n = 0
v.minCap = 400
v.maxCap = 700
v.cap = v.minCap
v.deathtimer = 20
v.cr = 8
v.lungeDelay = 2
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
v.add = math.random(50)
setupBasicEntity(
me,
"Maul", -- texture
6, -- health
1, -- manaballamount
1, -- exp
1, -- money
v.cr, -- collideRadius
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
v.deathtimer = v.deathtimer + math.random(20)
entity_scale(me, 1.5, 1.5)
--entity_setDropChance(me, 50)
--entity_scale(me, 0.9, 0.9)
end
function update(me, dt)
--[[
if entity_isState(me, STATE_ATTACKPREP) then
return
end
]]--
if entity_getState(me) == STATE_IDLE then
v.cap = v.cap - dt*400
if v.cap < v.minCap then
v.cap = v.minCap
end
local add = v.add
if isLeftMouse() then
v.cap = v.maxCap
add = 600
end
--entity_doCollisionAvoidance(me, dt, 4, 0.5)
entity_doEntityAvoidance(me, dt, 16, 0.5)
local e = entity_getNearestEntity(me, "BigMaul", 1400)
if e ~= 0 then
local x = entity_x(e)
local y = entity_y(e)
entity_moveTowards(me, x, y, dt, 800+add)
local vx = entity_velx(me)
local vy = entity_vely(me)
vx, vy = vector_cap(vx, vy, v.cap)
entity_clearVel(me)
entity_addVel(me, vx, vy)
entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
else
v.deathtimer = v.deathtimer - dt*2
entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
end
--entity_updateMovement(me, dt)
entity_rotateToVel(me)
if v.lungeDelay > 0 then
v.lungeDelay = v.lungeDelay - dt
else
if not entity_hasTarget(me) then
entity_findTarget(me, 800)
else
if entity_isTargetInRange(me, 800) then
entity_moveTowardsTarget(me, dt, 400) -- move in if we're too far away
if entity_isTargetInRange(me, 350) then
entity_setState(me, STATE_ATTACKPREP)
end
end
end
end
end
if entity_getState(me) == STATE_MAULATTACK then
--debugLog("attacking")
entity_moveTowardsTarget(me, dt, 500)
--entity_doEntityAvoidance(me, dt, 256, 0.2)
entity_doCollisionAvoidance(me, dt, 2, 0.5)
entity_rotateToVel(me, 0.1)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
end
if entity_getState(me) == STATE_PULLBACK then
--debugLog("pulling back")
if not entity_hasTarget(me) then
entity_setState(me, STATE_IDLE)
else
if entity_isTargetInRange(me, 800) then
entity_moveTowardsTarget(me, dt, -5000)
else
entity_setState(me, STATE_IDLE)
end
end
entity_doEntityAvoidance(me, dt, 256, 0.2)
entity_doCollisionAvoidance(me, dt, 6, 0.5)
entity_rotateToVel(me, 0.1)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
end
if entity_isState(me, STATE_ATTACKPREP) then
entity_updateMovement(me, dt)
end
v.deathtimer = v.deathtimer - dt
--debugLog(v.deathtimer)
if v.deathtimer < 1 then
entity_setState(me, STATE_DEAD)
end
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, v.cr, 0.5, 100)
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setMaxSpeed(me, 500)
entity_setMaxSpeedLerp(me, 1, 0.5)
elseif entity_isState(me, STATE_ATTACKPREP) then
entity_doGlint(me, "Glint", BLEND_ADD)
entity_setStateTime(me, 0.5)
entity_setMaxSpeedLerp(me, 0.2, 0)
elseif entity_getState(me)==STATE_MAULATTACK then
entity_setMaxSpeed(me, 800)
entity_setMaxSpeedLerp(me, 1.1, 0)
v.lungeDelay = 1
entity_moveTowardsTarget(me, 1, 1000)
elseif entity_getState(me)==STATE_PULLBACK then
entity_setMaxSpeed(me, 550)
entity_setMaxSpeedLerp(me, 1, 0.5)
end
end
function exitState(me)
if entity_getState(me)==STATE_MAULATTACK then
entity_setState(me, STATE_PULLBACK, 1)
elseif entity_getState(me)==STATE_PULLBACK then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_ATTACKPREP) then
entity_setState(me, STATE_MAULATTACK, 1)
end
end
function hitSurface(me)
end
function activate(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -99)
end
return true
end