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Aquaria/game_scripts/scripts/entities/mutilus.lua

153 lines
4.4 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
-- 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
v.dodgeTimer = 0
-- initializes the entity
function init(me)
setupBasicEntity(
me,
"Mutilus/Mutilus", -- texture
6, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
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)
-1, -- updateCull -1: disabled, default: 4000
1
)
entity_setDeathParticleEffect(me, "TinyBlueExplode")
entity_setDropChance(me, 10, 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
entity_setEatType(me, EAT_FILE, "SmallFood")
--entity_initSkeletal(me, "Mutilus")
--entity_scale(me, 1.2, 1.2)
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 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
v.dodgeTimer = v.dodgeTimer + dt
if v.dodgeTimer > 3 then
v.dodgeTimer = 0
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
entity_doEntityAvoidance(me, dt, 128, 0.5)
if v.dodgeTimer > 1.5 then
entity_doSpellAvoidance(me, dt, 256, 1)
end
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 enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setMaxSpeed(me, 600)
elseif entity_getState(me)==STATE_ATTACKPREP then
entity_sound(me, "Nautilus", 1200+math.random(100))
entity_setMaxSpeed(me, 0)
entity_doGlint(me, "Glint", BLEND_ADD)
elseif entity_getState(me)==STATE_ATTACK then
entity_enableMotionBlur(me)
v.lungeDelay = 2.0
entity_setMaxSpeed(me, 1200)
entity_moveTowardsTarget(me, 1200, 1)
end
end
function exitState(me)
if entity_getState(me)==STATE_ATTACKPREP then
entity_setState(me, STATE_ATTACK, 0.6)
elseif entity_getState(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", 900 + math.random(100))
else
entity_sound(me, "Nautilus", 600 + math.random(100))
end
return true
end
function hitSurface(me)
end
function shiftWorlds(me, old, new)
end
function dieNormal(me)
end