351 lines
8.4 KiB
Lua
351 lines
8.4 KiB
Lua
dofile( "data/scripts/lib/coroutines.lua" )
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dofile( "data/scripts/lib/utilities.lua" )
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-- enum for changing C++ logic state. keep this in sync with the values in limbboss_system.cpp
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MoveAroundNest = 0
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FollowPlayer = 1
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Escape = 2
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DontMove = 3
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local details_hidden = false
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local is_dead = false
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local did_wait = false
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-- gather some data we're gonna reuse --------------
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local herd_id = get_herd_id( GetUpdatedEntityID() )
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local force_coeff_orig = component_get_value_float( GetUpdatedEntityID(), "PhysicsAIComponent", "force_coeff", 10.0 )
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-- animate eyes and skull randomly -----------------
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async_loop(function()
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wait(120)
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if details_hidden == false then
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animate_random_detail()
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end
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end)
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-- do various attack patterns -----------------
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function phase0()
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-- init
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set_logic_state( FollowPlayer )
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-- timeline
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boss_wait(5 * 60)
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choose_random_phase()
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end
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function phase1()
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-- init
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set_logic_state( DontMove )
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-- open and shoot
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expose_weak_spot()
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circleshot()
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boss_wait(50)
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circleshot()
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boss_wait(50)
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circleshot()
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-- keep the weak spot temporarily exposed
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boss_wait(3 * 80)
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-- close
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hide_weak_spot()
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boss_wait(10)
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choose_random_phase()
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end
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function phase2()
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-- init
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set_logic_state( FollowPlayer )
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-- timeline
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spawn_minion()
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boss_wait(30)
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spawn_minion()
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boss_wait(100)
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choose_random_phase()
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end
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function phase3()
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-- init
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set_logic_state( FollowPlayer )
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-- timeline
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prepare_chase()
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chase_start()
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boss_wait(1 * 80)
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chase_stop()
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state = phase1
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end
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function phase4()
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-- init
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set_logic_state( DontMove )
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-- open and shoot
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expose_weak_spot()
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homingshot()
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boss_wait(40)
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homingshot()
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boss_wait(2 * 60)
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-- close
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hide_weak_spot()
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boss_wait(10)
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state = phase0
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end
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function choose_random_phase()
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local r = math.random(0,4)
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if r == 0 then state = phase0
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elseif r == 1 then state = phase1
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elseif r == 2 then state = phase2
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elseif r == 3 then state = phase3
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else state = phase4
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end
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end
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-- helpers -----------------
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function circleshot()
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set_main_animation( "attack_ranged", "opened" )
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boss_wait(15)
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local this = GetUpdatedEntityID()
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local pos_x, pos_y = EntityGetTransform( this )
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local angle = 0
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local amount = 8
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local space = math.floor(360 / amount)
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local speed = 230
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for i=1,amount do
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local vel_x = math.cos( math.rad(angle) ) * speed
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local vel_y = math.sin( math.rad(angle) ) * speed
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angle = angle + space
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local orb = shoot_projectile( this, "data/entities/animals/boss_limbs/orb_boss_limbs.xml", pos_x, pos_y, vel_x, vel_y )
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end
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end
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function homingshot()
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set_main_animation( "attack_ranged", "opened" )
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boss_wait(15)
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local this = GetUpdatedEntityID()
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local pos_x, pos_y = EntityGetTransform( this )
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local vel_x = 0
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local vel_y = -30
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shoot_projectile( this, "data/entities/animals/boss_limbs/orb_pink_big.xml", pos_x, pos_y, vel_x, vel_y )
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end
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function spawn_minion()
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-- check that we only have less than N minions
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local existing_minion_count = 0
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local existing_minions = EntityGetWithTag( "slimeshooter_boss_limbs" )
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if ( #existing_minions > 0 ) then
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existing_minion_count = #existing_minions
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end
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if existing_minion_count >= 2 then
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return
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end
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-- spawn
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local x, y = EntityGetTransform( GetUpdatedEntityID() )
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SetRandomSeed( GameGetFrameNum(), x + y )
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local slime = EntityLoad( "data/entities/animals/boss_limbs/slimeshooter_boss_limbs.xml", x, y )
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edit_component( slime, "VelocityComponent", function(comp,vars)
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local vel_x = Random(-90,90)
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local vel_y = Random(-150,25)
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ComponentSetValueVector2( comp, "mVelocity", vel_x, vel_y )
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end)
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end
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function get_idle_animation_name()
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return "stand"
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end
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function prepare_chase()
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set_main_animation( "charge", get_idle_animation_name() )
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boss_wait(40)
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end
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function chase_start()
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local physics_ai = EntityGetFirstComponent( GetUpdatedEntityID(), "PhysicsAIComponent" )
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ComponentSetValue( physics_ai, "force_coeff", tostring( force_coeff_orig * 5.0 ) )
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local celleater = EntityGetFirstComponent( GetUpdatedEntityID(), "CellEaterComponent" )
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ComponentSetValue( celleater, "eat_probability", tostring(100.0) )
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end
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function chase_stop()
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local physics_ai = EntityGetFirstComponent( GetUpdatedEntityID(), "PhysicsAIComponent" )
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ComponentSetValue( physics_ai, "force_coeff", tostring( force_coeff_orig ) )
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local celleater = EntityGetFirstComponent( GetUpdatedEntityID(), "CellEaterComponent" )
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ComponentSetValue( celleater, "eat_probability", tostring(0.0) )
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end
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function expose_weak_spot()
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set_main_animation( "open", "opened" )
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set_details_hidden( true )
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boss_wait(10)
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set_hitboxes_weak( true )
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boss_wait(20)
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end
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function hide_weak_spot()
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set_main_animation( "close", get_idle_animation_name() )
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boss_wait(10)
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set_hitboxes_weak( false )
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boss_wait(30)
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set_details_hidden( false )
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end
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function set_hitboxes_weak( weak_spot_exposed )
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EntitySetComponentsWithTagEnabled( GetUpdatedEntityID(), "hitbox_weak_spot", weak_spot_exposed )
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EntitySetComponentsWithTagEnabled( GetUpdatedEntityID(), "hitbox_default", weak_spot_exposed == false )
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end
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function set_main_animation( current_name, next_name )
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local sprite = EntityGetFirstComponent( GetUpdatedEntityID(), "SpriteComponent" )
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if ( sprite ~= nil ) then
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animate_sprite( sprite, current_name, next_name )
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end
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end
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function animate_random_detail()
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local which = math.random(1, 3)
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for_comps( "SpriteComponent", function(i,sprite)
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if i == which + 1 then
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animate_sprite_simple( sprite, "animate", "stand" )
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end
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end)
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end
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function set_details_hidden( is_hidden )
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if is_hidden then
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set_detail_animation( "invisible" )
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else
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set_detail_animation( "stand" )
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end
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details_hidden = is_hidden
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end
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function set_detail_animation( current_name )
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for_comps( "SpriteComponent", function(i,sprite)
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if i > 1 then
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ComponentSetValue( sprite, "rect_animation", current_name )
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end
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end)
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end
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function animate_sprite( sprite, current_name, next_name )
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GamePlayAnimation( GetUpdatedEntityID(), current_name, 0, next_name, 0 )
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--ComponentSetValue( sprite, "rect_animation", current_name )
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--ComponentSetValue( sprite, "next_rect_animation", next_name )
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end
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function animate_sprite_simple( sprite, current_name, next_name )
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ComponentSetValue( sprite, "rect_animation", current_name )
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ComponentSetValue( sprite, "next_rect_animation", next_name )
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end
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function set_logic_state( state )
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local comp = EntityGetFirstComponent( GetUpdatedEntityID(), "LimbBossComponent" )
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if( comp ~= nil ) then
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ComponentSetValue( comp, "state", state )
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end
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end
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function check_death()
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local comp = EntityGetFirstComponent( GetUpdatedEntityID(), "DamageModelComponent" )
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if( comp ~= nil ) then
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--ComponentSetValue( comp, "hp", "-0.1" ) -- DEBUG: kill immediately
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local hp = ComponentGetValueFloat( comp, "hp" )
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if ( hp <= 0.0 ) then
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-- disable the attack limb
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local children = EntityGetAllChildren( GetUpdatedEntityID() )
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for i,child in ipairs( children ) do
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if EntityGetName( child ) == "limb_attacker" then
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EntityKill( child )
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end
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end
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-- run death sequence
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set_hitboxes_weak( false )
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set_details_hidden( true )
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set_logic_state( DontMove )
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set_main_animation( "death1", "death2" )
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SetRandomSeed( GameGetFrameNum(), GameGetFrameNum() )
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local rand = function() return Random( -10, 10 ) end
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for i = 1,40 do
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local x,y = EntityGetTransform( GetUpdatedEntityID() )
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GameScreenshake( i * 1, x, y )
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GameCreateParticle( "slime_green", x + rand(), y + rand(), 10, i * 5.5, i * 5.5, true, false )
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if i > 20 then
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GameCreateParticle( "gunpowder_unstable", x + rand(), y + rand(), 3, 40.0, 40.0, true, false )
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end
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wait( 3 )
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end
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-- kill
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comp = EntityGetFirstComponent( GetUpdatedEntityID(), "DamageModelComponent" )
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if( comp ~= nil ) then
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ComponentSetValue( comp, "kill_now", "1" )
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end
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StatsLogPlayerKill( GetUpdatedEntityID() )
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is_dead = true
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AddFlagPersistent( "miniboss_limbs" )
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return
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end
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end
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end
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function boss_wait( frames )
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check_death()
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wait( frames )
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check_death()
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did_wait = true
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end
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-- init --------------------------------------------
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set_hitboxes_weak( false )
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set_main_animation( get_idle_animation_name(), get_idle_animation_name() )
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set_details_hidden( false )
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-- run phase state machine -----------------
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state = phase0
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async_loop(function()
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-- alive
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if is_dead then
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wait(60 * 10)
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else
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did_wait = false
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state()
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if did_wait == false then -- ensure the coroutine doesn't get stuck in an infinite loop if the states never wait
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wait(1)
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end
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end
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end)
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