mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-26 06:35:51 +00:00
4c8fc05de8
Thx Diablodoct0r for reporting the latter.
229 lines
5.7 KiB
Lua
229 lines
5.7 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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v.jaw = 0
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v.head = 0
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v.trappedEnt = 0
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v.getOutHits = 0
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v.hx = 0
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v.hy = 0
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v.hurtTimer = 0
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v.trapDelay = 0
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local STATE_TRAP = 1001
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local STATE_TRAPPED = 1002
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local STATE_RELEASE = 1003
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "PredatoryTunicate")
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entity_setEntityLayer(me)
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entity_setHealth(me, 24)
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entity_setAllDamageTargets(me, false)
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--entity_generateCollisionMask(me)
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entity_setCollideRadius(me, 100)
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entity_setCullRadius(me, 1024)
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--entity_generateCollisionMask(me)
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v.jaw = entity_getBoneByName(me, "Jaw")
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v.head = entity_getBoneByName(me, "Head")
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entity_setState(me, STATE_IDLE)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, true)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
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--entity_setDamageTarget(me, DT_AVATAR_VINE, true)
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entity_setUpdateCull(me, 2000)
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esetv(me, EV_ENTITYDIED, 1)
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end
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function entityDied(me, ent)
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if v.trappedEnt == ent then
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v.trappedEnt = 0
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entity_setState(me, STATE_IDLE, -1, 1)
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end
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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local node = entity_getNearestNode(me, "FLIP")
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if node ~= 0 and node_isEntityIn(node, me) then
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entity_fh(me)
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end
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end
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function update(me, dt)
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--entity_handleShotCollisionsSkeletal(me)
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v.hx, v.hy = bone_getWorldPosition(v.head)
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, v.hx, v.hy)
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entity_handleShotCollisions(me)
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if entity_isState(me, STATE_IDLE) then
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local ent = getFirstEntity()
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while ent ~= 0 do
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if ent ~= me and entity_isDamageTarget(ent, DT_ENEMY_TRAP) and entity_isEntityInRange(me, ent, 256) then
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if not entity_isDead(ent) then
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if not eisv(ent, EV_TYPEID, EVT_PET) and
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not entity_isName(ent, "ubervine") and
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not (entity_getEntityType(ent)==ET_INGREDIENT) then
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v.trappedEnt = ent
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entity_setState(me, STATE_TRAP)
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break
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end
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end
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end
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ent = getNextEntity()
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end
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end
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if entity_isState(me, STATE_TRAPPED) then
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if v.trappedEnt ~= 0 and (entity_getEntityType(v.trappedEnt)==ET_AVATAR or v.trappedEnt == getLi()) then
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
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end
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else
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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end
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if not entity_isAnimating(me) and entity_isState(me, STATE_TRAP) then
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--[[
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ent = getFirstEntity()
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v.trappedEnt = 0
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while ent ~= 0 do
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if ent ~= me and entity_isEntityInRange(me, ent, 256) then
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v.trappedEnt = ent
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break
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end
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ent = getNextEntity()
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end
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]]--
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if v.trappedEnt ~= 0 then
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if entity_getEntityType(v.trappedEnt)==ET_AVATAR or v.trappedEnt==getLi() then
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toggleLiCombat(true)
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end
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debugLog(string.format("trapped ent:%s", entity_getName(v.trappedEnt)))
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entity_setState(me, STATE_TRAPPED)
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else
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entity_setState(me, STATE_IDLE)
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end
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end
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--[[
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if not entity_isAnimating(me) and entity_isState(me, STATE_RELEASE) then
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entity_setState(me, STATE_IDLE)
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end
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]]--
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if entity_isState(me, STATE_TRAP) and v.trappedEnt ~= 0 then
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entity_setPosition(v.trappedEnt, v.hx, v.hy, 0.1)
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if entity_isDead(v.trappedEnt) then
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v.trappedEnt = 0
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entity_setState(me, STATE_IDLE)
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end
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elseif entity_isState(me, STATE_TRAPPED) and v.trappedEnt ~= 0 then
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entity_setPosition(v.trappedEnt, v.hx, v.hy)
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v.hurtTimer = v.hurtTimer + dt
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if v.hurtTimer > 1 then
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if entity_getEntityType(v.trappedEnt) == ET_ENEMY then
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entity_damage(v.trappedEnt, me, 2, DT_ENEMY_TRAP)
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else
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entity_damage(v.trappedEnt, me, 1, DT_ENEMY_TRAP)
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end
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if entity_isDead(v.trappedEnt) then
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v.trappedEnt = 0
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entity_setState(me, STATE_IDLE)
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end
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v.hurtTimer = 0
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end
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_TRAP) then
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entity_animate(me, "trap")
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elseif entity_isState(me, STATE_TRAPPED) then
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v.hurtTimer = 0
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entity_animate(me, "trapped", -1)
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elseif entity_isState(me, STATE_RELEASE) then
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entity_animate(me, "release", -1)
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entity_setStateTime(me, 5)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_TRAP) then
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elseif entity_isState(me, STATE_RELEASE) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_TRAPPED) then
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--entity_addVel(v.trappedEnt, -800, 0)
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if v.trappedEnt ~= 0 then
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entity_push(v.trappedEnt, -800, 0, 1)
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end
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v.trappedEnt = 0
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if v.trapDelay == 0 then
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v.trapDelay = 1.5
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end
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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if entity_isState(me, STATE_TRAPPED) then
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v.getOutHits = v.getOutHits + dmg
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if v.getOutHits > 5 then
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v.getOutHits = 0
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entity_setState(me, STATE_RELEASE)
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end
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debugLog(string.format("getOutHits: %d", v.getOutHits))
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return true
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end
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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