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Aquaria/files/scripts/entities/moray.lua

181 lines
4.2 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
v.n = 0
v.attackDelay = 1
v.boneHead = 0
v.attackNum = 0
v.a1 = 0
v.a2 = 0
v.a3 = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Moray")
--entity_setAllDamageTargets(me, false)
entity_setHealth(me, 10)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_setCullRadius(me, 512)
entity_setDeathScene(me, true)
v.boneHead = entity_getBoneByName(me, "Head")
v.a1 = entity_getBoneByName(me, "a1")
v.a2 = entity_getBoneByName(me, "a2")
v.a3 = entity_getBoneByName(me, "a3")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local node = entity_getNearestNode(me, "FLIP")
if node_isEntityIn(node, me) then
entity_fh(me)
end
end
function update(me, dt)
--entity_updateMovement(me, dt)
entity_clearTargetPoints(me)
if entity_isState(me, STATE_IDLE) then
if entity_isEntityInRange(me, v.n, 512) then
v.attackDelay = v.attackDelay - dt
if v.attackDelay < 0 then
entity_setState(me, STATE_ATTACK)
end
end
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
if entity_isState(me, STATE_ATTACK) then
--entity_damage(v.n, me, 1)
entity_touchAvatarDamage(me, 0, 1, 800)
else
entity_touchAvatarDamage(me, 0, 0.5, 800)
end
end
entity_addTargetPoint(me, bone_getWorldPosition(v.boneHead))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_setStateTime(me, entity_animate(me, "death")+1)
entity_setColor(me, 0.2, 0.2, 0.2, entity_getStateTime(me))
elseif entity_isState(me, STATE_ATTACK) then
--[[
atkname = "attack1"
if entity_y(v.n) < entity_y(me)-16 then
atkname = "attack2"
end
]]--
local x = entity_x(v.n)
local y = entity_y(v.n)
local bx, by = bone_getWorldPosition(v.a1)
local d1 = vector_getLength(x-bx, y-by)
local bx, by = bone_getWorldPosition(v.a2)
local d2 = vector_getLength(x-bx, y-by)
local bx, by = bone_getWorldPosition(v.a3)
local d3 = vector_getLength(x-bx, y-by)
--debugLog(string.format("d1: %d, d2: %d, d3: %d", d1, d2, d3))
if d1 < d2 and d1 < d3 then
v.attackNum = 1
elseif d2 < d1 and d2 < d3 then
v.attackNum = 2
elseif d3 < d1 and d3 < d1 then
v.attackNum = 3
else
v.attackNum = 1
end
entity_setStateTime(me, entity_animate(me, string.format("attack%d", v.attackNum)))
end
end
function exitState(me)
if entity_isState(me, STATE_ATTACK) then
v.attackDelay = 0.5
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
v.attackDelay = v.attackDelay - dmg*2
entity_setColor(me, 1, 0.5, 0.5)
entity_setColor(me, 1, 1, 1, 1)
return true
end
function animationKey(me, key)
if entity_isState(me, STATE_ATTACK) then
if key == 2 then
entity_sound(me, "bite")
end
end
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end
function dieNormal(me)
if chance(75) then
local bx, by = bone_getWorldPosition(v.boneHead)
if chance(50) then
spawnIngredient("SmallEgg", bx , by)
else
spawnIngredient("EelOil", bx, by)
end
end
end