Consistency/data/entities/animals/boss_pit/boss_pit_logic.lua

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2021-08-20 01:53:47 +00:00
dofile_once("data/scripts/lib/utilities.lua")
local entity_id = GetUpdatedEntityID()
local x, y = EntityGetTransform( GetUpdatedEntityID() )
local dm = 1.0
edit_component( entity_id, "HitboxComponent", function(comp,vars)
dm = ComponentGetValue2( comp, "damage_multiplier" )
if ( dm < 1.0 ) then
dm = math.min( 1.0, dm + 0.35 )
end
ComponentSetValue2( comp, "damage_multiplier", dm )
end)
EntitySetComponentsWithTagEnabled( entity_id, "invincible", false )
local state = 0
local p = ""
local comps = EntityGetComponent( entity_id, "VariableStorageComponent" )
if ( comps ~= nil ) then
for i,v in ipairs( comps ) do
local n = ComponentGetValue2( v, "name" )
if ( n == "state" ) then
state = ComponentGetValue2( v, "value_int" )
state = (state + 1) % 10
ComponentSetValue2( v, "value_int", state )
elseif ( n == "memory" ) then
--print( ComponentGetValue2( v, "value_string" ) )
p = ComponentGetValue2( v, "value_string" )
if ( #p == 0 ) then
p = "data/entities/projectiles/enlightened_laser_darkbeam.xml"
ComponentSetValue2( v, "value_string", p )
end
end
end
end
SetRandomSeed( x, y * GameGetFrameNum() )
local players = EntityGetWithTag( "player_unit" )
local player = players[1]
if ( state == 1 ) then
if ( #p > 0 ) then
local angle = Random( 1, 200 ) * math.pi
local vel_x = math.cos( angle ) * 100
local vel_y = 0 - math.cos( angle ) * 100
local spells = { "rocket", "rocket_tier_2", "rocket_tier_3", "grenade", "grenade_tier_2", "grenade_tier_3", "rubber_ball" }
local rnd = Random( 1, #spells )
local path = "data/entities/projectiles/deck/" .. spells[rnd] .. ".xml"
local wid = shoot_projectile( entity_id, "data/entities/animals/boss_pit/wand.xml", x, y, vel_x, vel_y )
edit_component( wid, "VariableStorageComponent", function(comp,vars)
ComponentSetValue2( comp, "value_string", path )
end)
EntityAddComponent( wid, "HomingComponent",
{
homing_targeting_coeff = "30.0",
homing_velocity_multiplier = "0.16",
target_tag = "player_unit",
} )
if ( string.find( path, "rocket" ) ~= nil ) then
EntityAddComponent( wid, "VariableStorageComponent",
{
name = "mult",
value_float = 0.5,
} )
else
EntityAddComponent( wid, "VariableStorageComponent",
{
name = "mult",
value_float = 1.2,
} )
end
end
elseif ( state == 7 ) then
if ( Random( 1, 10 ) == 5 ) or ( 1 == 1 ) then
local spells = { "orb_poly", "orb_neutral", "orb_tele", "orb_dark" }
local rnd = Random( 1, #spells )
local path = "data/entities/projectiles/" .. spells[rnd] .. ".xml"
local arc = math.pi * 0.25
local offset = math.pi * ( Random( 1, 10 ) * 0.1 )
for i=0,7 do
local vel_x = math.cos( arc * i + offset ) * 300
local vel_y = 0 - math.sin( arc * i + offset ) * 300
shoot_projectile( entity_id, path, x, y, vel_x, vel_y )
end
end
end