share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/death02.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Wed, 11 Sep 2013 08:39:00 +0300
branchspacecampaign
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moon side mission map and most of the logic
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------------------- ABOUT ----------------------
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--
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-- Hero has been surrounded my some space villains
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-- He has to defeat them in order to escape
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Animate.lua")
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HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
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----------------- VARIABLES --------------------
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-- globals
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local missionName = loc("Killing the specialists")
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local challengeObjectives = loc("Use your available weapons in order to eliminate the enemies").."|"..
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	loc("Each time you play this missions enemy hogs will play in a random order").."|"..
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	loc("At the start of the game each enemy hog has only the weapon that he is named of").."|"..
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	loc("A random hog will inherit the weapons of the deceased hogs").."|"..
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	loc("If you kill a hog with the weapon your hp will be 100").."|"..
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	loc("If you injure a hog you'll get 35% of the damage dealt").."|"..
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	loc("Every time you kill an enemy hog your ammo will get reseted").."|"..
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	loc("Rope won't get reseted")
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-- dialogs
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local dialog01 = {}
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-- mission objectives
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local goals = {
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	[dialog01] = {missionName, loc("Challenge Objectives"), challengeObjectives, 1, 4500},
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}
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-- hogs
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local hero = {
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	name = loc("Hog Solo"),
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	x = 850,
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	y = 460,
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	mortarAmmo = 2,
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	firepunchAmmo = 1,
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	deagleAmmo = 4,
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	bazookaAmmo = 2,
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	grenadeAmmo = 4,
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}
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local enemies = {
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	{ name = loc("Mortar"), x = 1890, y = 520, weapon = amMortar, additionalWeapons = {}},
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	{ name = loc("Desert Eagle"), x = 1390, y = 790, weapon = amDEagle, additionalWeapons = {}},
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	{ name = loc("Grenade"), x = 186, y = 48, weapon = amGrenade, additionalWeapons = {}},
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	{ name = loc("Shyryuken"), x = 330, y = 270, weapon = amFirePunch, additionalWeapons = {}},
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	{ name = loc("Bazooka"), x = 1950, y = 150, weapon = amBazooka, additionalWeapons = {}},
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}
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-- teams
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local teamA = {
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	name = loc("Hog Solo"),
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	color = tonumber("38D61C",16) -- green
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}
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local teamB = {
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	name = loc("5 deadly hogs"),
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	color = tonumber("FF0000",16) -- red
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}
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-------------- LuaAPI EVENT HANDLERS ------------------
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function onGameInit()
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	Seed = 1
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	TurnTime = 25000
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	CaseFreq = 0
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	MinesNum = 0
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	MinesTime = 1
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	Explosives = 0
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	Map = "death02_map"
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	Theme = "Hell"
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	-- Hog Solo
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	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(hero.gear, hero.x, hero.y)
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	-- enemies
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	shuffleHogs(enemies)
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	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	for i=1,table.getn(enemies) do
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		enemies[i].gear = AddHog(enemies[i].name, 1, 100, "war_desertgrenadier1")
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		AnimSetGearPosition(enemies[i].gear, enemies[i].x, enemies[i].y)
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	end
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	initCheckpoint("death02")
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	AnimInit()
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	AnimationSetup()
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end
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function onGameStart()
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	AnimWait(hero.gear, 3000)
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	FollowGear(hero.gear)
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	ShowMission(missionName, loc("Challenge Objectives"), challengeObjectives, -amSkip, 0)
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	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
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	AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0)
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	--hero ammo
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	AddAmmo(hero.gear, amSkip, 100)
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	AddAmmo(hero.gear, amRope, 2)
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	refreshHeroAmmo()
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	SendHealthStatsOff()
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	AddAnim(dialog01)
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end
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function onNewTurn()
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	if CurrentHedgehog ~= hero.gear then
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		enemyWeapons()
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	end
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end
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function onGearDelete(gear)
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	if isHog(gear) then
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		SetHealth(hero.gear, 100)
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		local deadHog = getHog(gear)
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		if deadHog.weapon == amMortar then
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			hero.mortarAmmo = 0
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		elseif deadHog.weapon == amFirePunch then
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			hero.firepunchAmmo = 0
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		elseif deadHog.weapon == amDEagle then
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			hero.deagleAmmo = 0
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		elseif deadHog.weapon == amBazooka then
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			hero.bazookaAmmo = 0
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		elseif deadHog.weapon == amGrenade then
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			hero.grenadeAmmo = 0
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		end		
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		local randomHog = math.random(1,table.getn(enemies))
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		while not GetHealth(enemies[randomHog].gear) do
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			randomHog = math.random(1,table.getn(enemies))
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		end
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		table.insert(enemies[randomHog].additionalWeapons, deadHog.weapon)
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		for i=1,table.getn(deadHog.additionalWeapons) do
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			table.insert(enemies[randomHog].additionalWeapons, deadHog.additionalWeapons[i])
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		end
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		refreshHeroAmmo()
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	end
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end
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function onGearDamage(gear, damage)
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	if isHog(gear) and GetHealth(hero.gear) then
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		SetHealth(hero.gear, GetHealth(hero.gear) + damage/3)
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	end
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end
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function onGameTick()
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	AnimUnWait()
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	if ShowAnimation() == false then
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		return
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	end
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	ExecuteAfterAnimations()
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	CheckEvents()
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end
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function onPrecise()
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	if GameTime > 3000 then
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		SetAnimSkip(true)   
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	end
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end
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-------------- EVENTS ------------------
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function onHeroDeath(gear)
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	if not GetHealth(hero.gear) then
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		return true
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	end
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	return false
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end
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function onHeroWin(gear)
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	local allDead = true
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	for i=1,table.getn(enemies) do
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		if GetHealth(enemies[i].gear) then
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			allDead = false
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			break
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		end
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	end
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	return allDead
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end
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-------------- ACTIONS ------------------
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function heroDeath(gear)
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	SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1
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	SendStat('siCustomAchievement', loc("You have to eliminate all the enemies")) --11			
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	SendStat('siCustomAchievement', loc("Read the Challenge Objectives from within the mission for more details")) --11		
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	SendStat('siPlayerKills','1',teamB.name)
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	SendStat('siPlayerKills','0',teamA.name)
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	EndGame()
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end
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function heroWin(gear)
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	SendStat('siGameResult', loc("Congratulations, you won!")) --1
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	SendStat('siCustomAchievement', loc("You complete the mission in "..TotalRounds.." rounds")) --11			
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	-- TODO SendStat('siCustomAchievement', loc("You have gained some extra life")) --11		
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	SendStat('siPlayerKills','1',teamA.name)
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	EndGame()
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end
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-------------- ANIMATIONS ------------------
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function Skipanim(anim)
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	if goals[anim] ~= nil then
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		ShowMission(unpack(goals[anim]))
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    end
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    startBattle()
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end
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function AnimationSetup()
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	-- DIALOG 01 - Start, game instructions
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	AddSkipFunction(dialog01, Skipanim, {dialog01})
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	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere in the Planet of Death..."), 3000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("...Hog Solo fights for his life"), 3000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Each time you play this missions enemy hogs will play in a random order"), 5000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("At the start of the game each enemy hog has only the weapon that he is named of"), 5000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("A random hog will inherit the weapons of the deceased hogs"), 5000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you kill a hog with the weapon your hp will be 100"), 5000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you injure a hog you'll get 35% of the damage dealt"), 5000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Every time you kill an enemy hog your ammo will get reseted"), 5000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Rope won't get reseted"), 2000}})
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	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
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	table.insert(dialog01, {func = startBattle, args = {hero.gear}})	
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end
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------------ Other Functions -------------------
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function startBattle()
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	AnimSwitchHog(hero.gear)
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	TurnTimeLeft = TurnTime
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end
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function shuffleHogs(hogs)
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    local hogsNumber = table.getn(hogs)
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    for i=1,hogsNumber do
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		local randomHog = math.random(hogsNumber)
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		hogs[i], hogs[randomHog] = hogs[randomHog], hogs[i]
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    end
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end
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function refreshHeroAmmo()
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	local extraAmmo = 0
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	if getAliveEnemiesCount() == 1 then
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		extraAmmo = 2
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	end
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	AddAmmo(hero.gear, amMortar, hero.mortarAmmo + extraAmmo)
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	AddAmmo(hero.gear, amFirePunch, hero.firepunchAmmo + extraAmmo)
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	AddAmmo(hero.gear, amDEagle, hero.deagleAmmo + extraAmmo)
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	AddAmmo(hero.gear, amBazooka, hero.bazookaAmmo + extraAmmo)
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	AddAmmo(hero.gear, amGrenade, hero.grenadeAmmo + extraAmmo)
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end
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function enemyWeapons()
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	for i=1,table.getn(enemies) do
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		if GetHealth(enemies[i].gear) and enemies[i].gear == CurrentHedgehog then
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			AddAmmo(enemies[i].gear, amMortar, 0)
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			AddAmmo(enemies[i].gear, amFirePunch, 0)
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			AddAmmo(enemies[i].gear, amDEagle, 0)
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			AddAmmo(enemies[i].gear, amBazooka, 0)
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			AddAmmo(enemies[i].gear, amGrenade, 0)
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			AddAmmo(enemies[i].gear, enemies[i].weapon, 1)
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			for w=1,table.getn(enemies[i].additionalWeapons) do
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				AddAmmo(enemies[i].gear, enemies[i].additionalWeapons[w], 1)
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			end
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		end
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	end
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end
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function isHog(gear)
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	local hog = false
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	for i=1,table.getn(enemies) do
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		if gear == enemies[i].gear then
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			hog = true
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			break
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		end
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	end
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	return hog
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end
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function getHog(gear)
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	for i=1,table.getn(enemies) do
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		if gear == enemies[i].gear then
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			return enemies[i]
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		end
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	end
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end
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function getAliveEnemiesCount()
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	local count = 0
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	for i=1,table.getn(enemies) do
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		if GetHealth(enemies[i].gear) then
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			count = count + 1
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		end
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	end
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	return count
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   291
end