1-- Copyright (C) 2007, 2010 - Bit-Blot 2-- 3-- This file is part of Aquaria. 4-- 5-- Aquaria is free software; you can redistribute it and/or 6-- modify it under the terms of the GNU General Public License 7-- as published by the Free Software Foundation; either version 2 8-- of the License, or (at your option) any later version. 9-- 10-- This program is distributed in the hope that it will be useful, 11-- but WITHOUT ANY WARRANTY; without even the implied warranty of 12-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 13-- 14-- See the GNU General Public License for more details. 15-- 16-- You should have received a copy of the GNU General Public License 17-- along with this program; if not, write to the Free Software 18-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 19 20if not v then v = {} end 21if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end 22 23-- ================================================================================================ 24-- M A U L 25-- ================================================================================================ 26 27-- entity specific 28local STATE_MAULATTACK = 1000 29local STATE_PULLBACK = 1001 30local STATE_ATTACKPREP = 1002 31 32v.n = 0 33 34v.minCap = 400 35v.maxCap = 700 36v.cap = v.minCap 37 38v.deathtimer = 20 39 40v.cr = 8 41 42v.lungeDelay = 2 43 44-- ================================================================================================ 45-- FUNCTIONS 46-- ================================================================================================ 47 48function init(me) 49 v.add = math.random(50) 50 51 setupBasicEntity( 52 me, 53 "Maul", -- texture 54 6, -- health 55 1, -- manaballamount 56 1, -- exp 57 1, -- money 58 v.cr, -- collideRadius 59 STATE_IDLE, -- initState 60 128, -- sprite width 61 128, -- sprite height 62 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 63 0, -- 0/1 hit other entities off/on (uses collideRadius) 64 4000 -- updateCull -1: disabled, default: 4000 65 ) 66 67 v.deathtimer = v.deathtimer + math.random(20) 68 entity_scale(me, 1.5, 1.5) 69 --entity_setDropChance(me, 50) 70 --entity_scale(me, 0.9, 0.9) 71end 72 73function update(me, dt) 74 75--[[ 76 if entity_isState(me, STATE_ATTACKPREP) then 77 return 78 end 79 ]]-- 80 81 if entity_getState(me) == STATE_IDLE then 82 v.cap = v.cap - dt*400 83 if v.cap < v.minCap then 84 v.cap = v.minCap 85 end 86 local add = v.add 87 if isLeftMouse() then 88 v.cap = v.maxCap 89 add = 600 90 end 91 --entity_doCollisionAvoidance(me, dt, 4, 0.5) 92 entity_doEntityAvoidance(me, dt, 16, 0.5) 93 94 local e = entity_getNearestEntity(me, "BigMaul", 1400) 95 96 if e ~= 0 then 97 local x = entity_x(e) 98 local y = entity_y(e) 99 entity_moveTowards(me, x, y, dt, 800+add) 100 101 local vx = entity_velx(me) 102 local vy = entity_vely(me) 103 104 vx, vy = vector_cap(vx, vy, v.cap) 105 entity_clearVel(me) 106 entity_addVel(me, vx, vy) 107 108 entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt) 109 else 110 v.deathtimer = v.deathtimer - dt*2 111 entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt) 112 end 113 114 --entity_updateMovement(me, dt) 115 entity_rotateToVel(me) 116 117 if v.lungeDelay > 0 then 118 v.lungeDelay = v.lungeDelay - dt 119 else 120 if not entity_hasTarget(me) then 121 entity_findTarget(me, 800) 122 else 123 if entity_isTargetInRange(me, 800) then 124 entity_moveTowardsTarget(me, dt, 400) -- move in if we're too far away 125 if entity_isTargetInRange(me, 350) then 126 entity_setState(me, STATE_ATTACKPREP) 127 end 128 end 129 end 130 end 131 end 132 133 if entity_getState(me) == STATE_MAULATTACK then 134 --debugLog("attacking") 135 entity_moveTowardsTarget(me, dt, 500) 136 137 --entity_doEntityAvoidance(me, dt, 256, 0.2) 138 entity_doCollisionAvoidance(me, dt, 2, 0.5) 139 entity_rotateToVel(me, 0.1) 140 entity_updateCurrents(me, dt) 141 entity_updateMovement(me, dt) 142 end 143 144 if entity_getState(me) == STATE_PULLBACK then 145 --debugLog("pulling back") 146 if not entity_hasTarget(me) then 147 entity_setState(me, STATE_IDLE) 148 else 149 if entity_isTargetInRange(me, 800) then 150 entity_moveTowardsTarget(me, dt, -5000) 151 else 152 entity_setState(me, STATE_IDLE) 153 end 154 end 155 156 entity_doEntityAvoidance(me, dt, 256, 0.2) 157 158 entity_doCollisionAvoidance(me, dt, 6, 0.5) 159 entity_rotateToVel(me, 0.1) 160 entity_updateCurrents(me, dt) 161 entity_updateMovement(me, dt) 162 end 163 164 if entity_isState(me, STATE_ATTACKPREP) then 165 entity_updateMovement(me, dt) 166 end 167 168 169 170 v.deathtimer = v.deathtimer - dt 171 --debugLog(v.deathtimer) 172 if v.deathtimer < 1 then 173 entity_setState(me, STATE_DEAD) 174 end 175 176 177 entity_handleShotCollisions(me) 178 entity_touchAvatarDamage(me, v.cr, 0.5, 100) 179end 180 181function enterState(me) 182 if entity_getState(me)==STATE_IDLE then 183 entity_setMaxSpeed(me, 500) 184 entity_setMaxSpeedLerp(me, 1, 0.5) 185 elseif entity_isState(me, STATE_ATTACKPREP) then 186 entity_doGlint(me, "Glint", BLEND_ADD) 187 entity_setStateTime(me, 0.5) 188 entity_setMaxSpeedLerp(me, 0.2, 0) 189 elseif entity_getState(me)==STATE_MAULATTACK then 190 entity_setMaxSpeed(me, 800) 191 entity_setMaxSpeedLerp(me, 1.1, 0) 192 v.lungeDelay = 1 193 entity_moveTowardsTarget(me, 1, 1000) 194 elseif entity_getState(me)==STATE_PULLBACK then 195 entity_setMaxSpeed(me, 550) 196 entity_setMaxSpeedLerp(me, 1, 0.5) 197 end 198end 199 200function exitState(me) 201 if entity_getState(me)==STATE_MAULATTACK then 202 entity_setState(me, STATE_PULLBACK, 1) 203 elseif entity_getState(me)==STATE_PULLBACK then 204 entity_setState(me, STATE_IDLE) 205 elseif entity_isState(me, STATE_ATTACKPREP) then 206 entity_setState(me, STATE_MAULATTACK, 1) 207 end 208end 209 210function hitSurface(me) 211end 212 213function activate(me) 214end 215 216function damage(me, attacker, bone, damageType, dmg) 217 if damageType == DT_AVATAR_BITE then 218 entity_changeHealth(me, -99) 219 end 220 return true 221end 222