Starbound/attic/npcs/tentaclecomet/behavior.lua
2025-03-21 22:23:30 +11:00

443 lines
13 KiB
Lua

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function init()
self.timers = createTimers()
self.state = stateMachine.create({
"smashAttack",
"riseState",
"followState",
"rangedAttack",
"followState",
"meleeAttack",
"followState",
})
self.state.enteringState = function(stateName)
self.state.moveStateToEnd(stateName)
end
self.state.leavingState = function(stateName)
self.hoverTimer = nil
end
entity.setAggressive(true)
-- Setup blinking
for i = 1, 3 do
local animationStateName = "eye" .. i
local blinkDelay = entity.randomizeParameterRange("blinkTimeRange")
self.timers.start(blinkDelay, function()
local animation = entity.animationState(animationStateName)
if animation == "open" then
entity.setAnimationState(animationStateName, "blink")
end
return blinkDelay
end)
end
self.state.pickState({ requestedState = "entrance" })
end
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function update(dt)
if not self.state.update(dt) then
mcontroller.controlFly({ 0, 0 })
end
self.timers.tick(dt)
end
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function moveTo(destination, maxSpeed)
moveBy(world.distance(destination, mcontroller.position()), maxSpeed)
end
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function moveBy(delta, maxSpeed)
if maxSpeed ~= nil then
local speed = world.magnitude(delta)
delta = vec2.mul(vec2.norm(delta), math.min(speed, maxSpeed))
end
mcontroller.setVelocity(vec2.div(delta, script.updateDt()))
end
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function hoverOffset(dt)
if self.hoverTimer == nil then
self.hoverTimer = 0
else
self.hoverTimer = self.hoverTimer + dt
end
local angle = 2.0 * math.pi * entity.configParameter("hoverFrequency") * self.hoverTimer
return entity.configParameter("hoverAmplitude") * math.sin(angle)
end
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function findTargets(radius)
local position = mcontroller.position()
local targetIds = world.entityQuery(position, radius, {
-- validTargetOf = entity.id(), -- deprecated, but so is this whole behavior file
includedTypes = {"creature"},
order = "nearest"
})
-- Prefer an existing target as long as it stays within the search radius
if self.targetId ~= nil then
local targetPosition = world.entityPosition(self.targetId)
if targetPosition ~= nil then
local distance = world.magnitude(targetPosition, position)
if distance < radius then
table.insert(targetIds, self.targetId)
else
self.targetId = nil
end
else
self.targetId = nil
end
end
return targetIds
end
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function closestCraterOffset(targetPosition)
local minDistance, bestOffset, bestOffsetIndex = nil, nil, nil
for index, offset in ipairs(entity.configParameter("craterOffsets")) do
local distance = world.magnitude(entity.toAbsolutePosition(offset), targetPosition)
if minDistance == nil or distance < minDistance then
minDistance = distance
bestOffset = offset
bestOffsetIndex = index
end
end
return bestOffset, bestOffsetIndex
end
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riseState = {
riseSpeedFraction = 0.15,
riseHeight = 18,
maxRiseTime = 4,
pauseTime = 2,
}
function riseState.enterWith(params)
if params.requestedState ~= "rise" then return nil end
return { initialPosition = mcontroller.position(), timer = 0 }
end
function riseState.update(dt, stateData)
-- Pause for a bit after rising up
if stateData.pauseTimer ~= nil then
if stateData.hoverPosition == nil then
stateData.hoverPosition = mcontroller.position()
end
moveTo(vec2.add(stateData.hoverPosition, { 0, hoverOffset(dt) }))
if entity.animationState("eye1") == "closed" then
entity.setAnimationState("eye1", "open")
entity.setAnimationState("eye2", "open")
entity.setAnimationState("eye3", "open")
end
stateData.pauseTimer = stateData.pauseTimer - dt
return stateData.pauseTimer <= 0
end
local distance = world.magnitude(mcontroller.position(), stateData.initialPosition)
stateData.timer = stateData.timer + dt
if distance >= riseState.riseHeight or stateData.timer >= riseState.maxRiseTime then
stateData.pauseTimer = riseState.pauseTime
end
moveBy({ 0, entity.flySpeed() * riseState.riseSpeedFraction })
return false
end
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followState = {
targetSearchRadius = 30,
duration = 10,
heightOffset = 15,
trackTargetXInterval = 0.25,
trackTargetYInterval = 1,
moveSpeedFraction = 0.1,
}
followState.enter = function()
local targetIds = findTargets(followState.targetSearchRadius)
if #targetIds > 0 then
return {
timer = followState.duration,
targetId = targetIds[1],
targetPosition = world.entityPosition(targetIds[1]),
trackTargetXTimer = followState.trackTargetXInterval,
trackTargetYTimer = followState.trackTargetYInterval,
}
end
return nil
end
followState.update = function(dt, stateData)
local targetPosition = world.entityPosition(stateData.targetId)
if targetPosition == nil then return true end
stateData.targetPosition[1] = targetPosition[1]
stateData.trackTargetXTimer = stateData.trackTargetYTimer - dt
if stateData.trackTargetXTimer <= 0 then
stateData.targetPosition[1] = targetPosition[1]
stateData.trackTargetXTimer = followState.trackTargetXInterval
end
stateData.trackTargetYTimer = stateData.trackTargetYTimer - dt
if stateData.trackTargetYTimer <= 0 then
stateData.targetPosition[2] = targetPosition[2]
stateData.trackTargetYTimer = followState.trackTargetYInterval
end
local followPosition = {
stateData.targetPosition[1],
stateData.targetPosition[2] + followState.heightOffset + hoverOffset(dt)
}
moveTo(followPosition, entity.flySpeed() * followState.moveSpeedFraction)
stateData.timer = stateData.timer - dt
return stateData.timer <= 0
end
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-- Rise up a bit (optional), then smash down in the target's vicinity
smashAttack = {
entranceTargetSearchRadius = 100,
targetSearchRadius = 50,
riseSpeedFraction = 0.2,
riseHeight = 22,
riseMaxTime = 4,
smashSpeedFraction = 0.5,
smashMaxTime = 3,
smashTargetOffset = { 0, -2 },
cooldown = 1,
explosionOffset = { 0, -6.25 },
}
function smashAttack.enter()
local targetIds = findTargets(smashAttack.targetSearchRadius)
if #targetIds == 0 then return nil end
return {
targetId = targetIds[1],
targetPosition = world.entityPosition(targetIds[1]),
riseTimer = smashAttack.riseMaxTime,
}
end
function smashAttack.enterWith(params)
-- Called on initial spawn, this is just a version of this state with some
-- additional effects/options
if params.requestedState ~= "entrance" then return nil end
local direction = { 0, -1 }
local targetIds = findTargets(smashAttack.entranceTargetSearchRadius)
if #targetIds > 0 then
direction = smashAttack.targetDirection(targetIds[1])
end
return { direction = direction }
end
function smashAttack.update(dt, stateData)
-- Delay one update after crashing to allow the explosion to trigger
if stateData.landed then
self.state.pickState({ requestedState = "rise" })
return true, smashAttack.cooldown
end
local position = mcontroller.position()
if stateData.riseTimer ~= nil then
-- Rising up
if not world.entityExists(stateData.targetId) then return true, smashAttack.cooldown end
local delta = world.distance(stateData.targetPosition, mcontroller.position())
if delta[2] < -smashAttack.riseHeight or stateData.riseTimer <= 0 then
stateData.direction = smashAttack.targetDirection(stateData.targetId)
stateData.riseTimer = nil
else
moveBy({ 0, entity.flySpeed() * smashAttack.riseSpeedFraction })
stateData.riseTimer = stateData.riseTimer - dt
end
else
-- Smashing down
local angle = vec2.angle(stateData.direction)
if stateData.direction[1] < 0 then angle = math.pi - angle end
entity.rotateGroup("flames", angle + math.pi / 2, true)
entity.setAnimationState("flames", "idle")
local delta = vec2.mul(stateData.direction, entity.flySpeed() * smashAttack.smashSpeedFraction)
moveBy(vec2.mul(vec2.norm(delta), entity.flySpeed() * smashAttack.smashSpeedFraction))
local bounds = entity.configParameter("metaBoundBox")
bounds = {
bounds[1] + position[1] + delta[1],
bounds[2] + position[2] + delta[2],
bounds[3] + position[1] + delta[1],
bounds[4] + position[2] + delta[2]
}
moveBy(delta)
if stateData.smashTimer == nil then
stateData.smashTimer = smashAttack.smashMaxTime
end
stateData.smashTimer = stateData.smashTimer - dt
if stateData.smashTimer <= 0 then
self.state.pickState({ requestedState = "rise" })
return true, smashAttack.cooldown
end
if world.rectTileCollision(bounds) then
-- entity.setFireDirection(smashAttack.explosionOffset, { 0, 0 })
-- entity.startFiring("crashexplosion")
stateData.landed = true
end
end
return false
end
function smashAttack.leavingState(stateData)
-- entity.stopFiring()
entity.setAnimationState("flames", "hidden")
end
function smashAttack.targetDirection(targetId)
local targetPosition = vec2.add(world.entityPosition(targetId), smashAttack.smashTargetOffset)
local toTarget = world.distance(targetPosition, mcontroller.position())
return vec2.norm(toTarget)
end
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rangedAttack = {
targetSearchRadius = 30,
duration = 1,
cooldown = 1,
}
function rangedAttack.enter()
local targetIds = findTargets(rangedAttack.targetSearchRadius)
if #targetIds == 0 then return nil end
return {
targetId = targetIds[1],
targetPosition = world.entityPosition(targetIds[1]),
timer = rangedAttack.duration,
}
end
function rangedAttack.enteringState(stateData)
local fireOffset = closestCraterOffset(stateData.targetPosition)
-- entity.setFireDirection(fireOffset, vec2.norm(fireOffset))
-- entity.startFiring("meteor")
end
function rangedAttack.update(dt, stateData)
mcontroller.controlFly({ 0, 0 })
stateData.timer = stateData.timer - dt
return stateData.timer <= 0, rangedAttack.cooldown
end
function rangedAttack.leavingState(stateData)
-- entity.stopFiring()
end
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meleeAttack = {
targetSearchRadius = 30,
targetOffset = { 0, 6 },
moveSpeedFraction = 0.3,
tentacleSearchRadius = 12,
maxTime = 4,
pauseTime = 2,
cooldown = 1,
minDistance = 7,
projectileLifetime = 0.5,
}
function meleeAttack.enter()
local targetIds = findTargets(meleeAttack.targetSearchRadius)
if #targetIds == 0 then return nil end
return {
targetId = targetIds[1],
targetPosition = vec2.add(world.entityPosition(targetIds[1]), meleeAttack.targetOffset),
timer = meleeAttack.maxTime,
tentacleProjectileEntityIds = { nil, nil, nil, nil, nil, nil, nil, nil }
}
end
function meleeAttack.update(dt, stateData)
local targetIds = findTargets(meleeAttack.tentacleSearchRadius)
for _, targetId in pairs(targetIds) do
local offset, index = closestCraterOffset(world.entityPosition(targetId))
local animationStateName = "tentacle" .. index
if entity.animationState(animationStateName) == "hidden" then
entity.setAnimationState(animationStateName, "extend")
end
end
local craterOffsets = entity.configParameter("craterOffsets")
for i = 1, 8 do
local animationStateName = "tentacle" .. i
local animation = entity.animationState(animationStateName)
if animation == "idle" then
if stateData.tentacleProjectileEntityIds[i] == nil or not world.entityExists(stateData.tentacleProjectileEntityIds[i]) then
stateData.tentacleProjectileEntityIds[i] = world.spawnProjectile("tentaclecomet" .. i, mcontroller.position(), entity.id(), craterOffsets[i], true, {
speed = 0,
power = 20,
timeToLive = meleeAttack.projectileLifetime
})
end
end
end
if stateData.pauseTimer ~= nil then
if stateData.hoverPosition == nil then
stateData.hoverPosition = mcontroller.position()
end
moveTo(vec2.add(stateData.hoverPosition, { 0, hoverOffset(dt) }))
stateData.pauseTimer = stateData.pauseTimer - dt
return stateData.pauseTimer <= 0, meleeAttack.cooldown
end
local distance = world.magnitude(stateData.targetPosition, mcontroller.position())
if distance <= meleeAttack.minDistance or stateData.timer <= 0 then
stateData.pauseTimer = meleeAttack.pauseTime
else
moveTo(stateData.targetPosition, entity.flySpeed() * meleeAttack.moveSpeedFraction)
end
return false
end
function meleeAttack.leavingState(stateData)
for i = 1, 8 do
local animationStateName = "tentacle" .. i
if entity.animationState(animationStateName) ~= "hidden" then
entity.setAnimationState(animationStateName, "retract")
end
end
end