share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Fri, 12 Jul 2013 12:00:30 +0300
branchspacecampaign
changeset 9334 4bf3edc24444
parent 9330 b6483dc78feb
child 9336 5f2224dce442
permissions -rw-r--r--
custom stats in moon mission

------------------- ABOUT ----------------------
--
-- This is the first stop of hero's journey.
-- Here he'll get fuels to continue traveling.
-- However, the PAoTH allies of the hero have
-- been taken hostages by professor Hogevil.
-- So hero has to get whatever available equipement
-- there is and rescue them.

-- TODO
-- Fix some glitches when gaining control on animations, on skip I get control of the talking hog
-- Round time after check point 2
-- Check if enemy weapons are good
-- Stats
-- check points
-- add a dialog at the end and second event if all minions are dead

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")

----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("Moon, stop for fuels!")
local weaponsAcquired = false
local battleZoneReached = false
local checkPointReached = 1 -- 1 is start of the game
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
-- mission objectives
local goals = {
	[dialog01] = {missionName, loc("Getting ready"), loc("Go to the upper platform and get the weapons in the crates!"), 1, 4500},
	[dialog02] = {missionName, loc("Prepare to fight"), loc("Go down and save these PAoTH hogs!"), 1, 5000},
	[dialog03] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000},
	[dialog04] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000}
}
-- crates
local weaponsY = 100
local bazookaX = 70
local parachuteX = 110
local grenadeX = 160
local deserteagleX = 200
-- hogs
local hero = {}
local paoth1 = {}
local paoth2 = {}
local paoth3 = {}
local paoth4 = {}
local professor = {}
local minion1 = {}
local minion2 = {}
local minion3 = {}
local minion4 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
local teamD = {}
-- hedgehogs values
hero.name = "Hog Solo"
hero.x = 1380
hero.y = 1750
hero.dead = false
paoth1.name = "Joe"
paoth1.x = 1430
paoth1.y = 1750
paoth2.name = "Bruce"
paoth2.x = 3760
paoth2.y = 1800
paoth3.name = "Helena"
paoth3.x = 3800
paoth3.y = 1800
paoth4.name = "Boris"
paoth4.x = 3860
paoth4.y = 1800
professor.name = "Pr.Hogevil"
professor.x = 3710
professor.y = 1650
professor.dead = false
professor.health = 100
minion1.name = "Minion"
minion1.x = 2460
minion1.y = 1450
minion2.name = "Minion"
minion2.x = 2450
minion2.y = 1900
minion3.name = "Minion"
minion3.x = 3500
minion3.y = 1750
teamA.name = loc("PAoTH")
teamA.color = tonumber("FF0000",16) -- red
teamB.name = loc("Minions")
teamB.color = tonumber("0033FF",16) -- blue
teamC.name = loc("Professor")
teamC.color = tonumber("0033FF",16) -- blue
teamD.name = loc("Hog Solo")
teamD.color = tonumber("38D61C",16) -- green

-------------- LuaAPI EVENT HANDLERS ------------------

function onGameInit()
	Seed = 1
	GameFlags = gfSolidLand + gfDisableWind
	TurnTime = 25000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 3000
	Explosives = 0
	Delay = 5 
	Map = "moon01_map"
	Theme = "Cheese" -- Because ofc moon is made of cheese :)
	-- Hog Solo
	AddTeam(teamD.name, teamD.color, "Bone", "Island", "HillBilly", "cm_birdy")
	if GetCampaignVar("HeroHealth") then
		hero.gear = AddHog(hero.name, 0, tonumber(GetCampaignVar("HeroHealth")), "war_desertgrenadier1")
	else
		hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
	end
	AnimSetGearPosition(hero.gear, hero.x, hero.y)
	-- PAoTH
	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
	paoth1.gear = AddHog(paoth1.name, 0, 100, "scif_2001O")
	AnimSetGearPosition(paoth1.gear, paoth1.x, paoth1.y)
	HogTurnLeft(paoth1.gear, true)
	paoth2.gear = AddHog(paoth2.name, 0, 100, "scif_2001Y")
	AnimSetGearPosition(paoth2.gear, paoth2.x, paoth2.y)
	HogTurnLeft(paoth2.gear, true)
	paoth3.gear = AddHog(paoth3.name, 0, 100, "hair_purple")
	AnimSetGearPosition(paoth3.gear, paoth3.x, paoth3.y)
	HogTurnLeft(paoth3.gear, true)
	paoth4.gear = AddHog(paoth4.name, 0, 100, "scif_2001Y")
	AnimSetGearPosition(paoth4.gear, paoth4.x, paoth4.y)
	HogTurnLeft(paoth4.gear, true)
	-- Professor
	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
	professor.gear = AddHog(professor.name, 0, 120, "tophats")
	AnimSetGearPosition(professor.gear, professor.x, professor.y)
	HogTurnLeft(professor.gear, true)
	-- Minions
	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
	minion1.gear = AddHog(minion1.name, 1, 50, "Gasmask")
	AnimSetGearPosition(minion1.gear, minion1.x, minion1.y)
	HogTurnLeft(minion1.gear, true)
	minion2.gear = AddHog(minion2.name, 1, 50, "Gasmask")
	AnimSetGearPosition(minion2.gear, minion2.x, minion2.y)
	HogTurnLeft(minion2.gear, true)
	minion3.gear = AddHog(minion3.name, 1, 50, "Gasmask")
	AnimSetGearPosition(minion3.gear, minion3.x, minion3.y)
	HogTurnLeft(minion3.gear, true)
	
	-- get the check point
	if tonumber(GetCampaignVar("Moon01CheckPoint")) then
		checkPointReached = tonumber(GetCampaignVar("Moon01CheckPoint"))
	end
	
	if checkPointReached == 1 then
		-- Start of the game
	elseif checkPointReached == 2 then
		AnimSetGearPosition(hero.gear, parachuteX, weaponsY)
	end
	
	AnimInit()
	AnimationSetup()	
end

function onGameStart()
	-- wait for the first turn to start
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)
	
	ShowMission(campaignName, missionName, loc("Hog Solo has to refuel his saucer.")..
	"|"..loc("Rescue the imprisoned PAoTH team and get your fuels!"), -amSkip, 0)
	
	AddAmmo(minion1.gear, amDEagle, 10)
	AddAmmo(minion2.gear, amDEagle, 10)
	AddAmmo(minion3.gear, amDEagle, 10)
	AddAmmo(minion1.gear, amBazooka, 2)
	AddAmmo(minion2.gear, amBazooka, 2)
	AddAmmo(minion3.gear, amBazooka, 2)
	AddAmmo(minion1.gear, amGrenade, 2)
	AddAmmo(minion2.gear, amGrenade, 2)
	AddAmmo(minion3.gear, amGrenade, 2)
	
	-- check for death has to go first
	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
	AddEvent(onProfessorDeath, {professor.gear}, professorDeath, {professor.gear}, 0)
	AddEvent(onMinionsDeath, {professor.gear}, minionsDeath, {professor.gear}, 0)
	AddEvent(onBattleZone, {hero.gear}, battleZone, {hero.gear}, 0)
	AddEvent(onProfessorHit, {professor.gear}, professorHit, {professor.gear}, 1)

	if checkPointReached == 1 then
		AddAmmo(hero.gear, amRope, 2)
		SpawnAmmoCrate(bazookaX, weaponsY, amBazooka)
		SpawnAmmoCrate(parachuteX, weaponsY, amParachute)
		SpawnAmmoCrate(grenadeX, weaponsY, amGrenade)
		SpawnAmmoCrate(deserteagleX, weaponsY, amDEagle)
		AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0)
		TurnTimeLeft = 0
		AddAnim(dialog01)
	elseif checkPointReached == 2 then	
		AddAmmo(hero.gear, amBazooka, 3)
		AddAmmo(hero.gear, amParachute, 1)
		AddAmmo(hero.gear, amGrenade, 6)
		AddAmmo(hero.gear, amDEagle, 4)
		SetWind(60)		
		GameFlags = bor(GameFlags,gfDisableWind)
		weaponsAcquired = true
		TurnTimeLeft = 0
		AddAnim(dialog02)
	end
	
	SendHealthStatsOff()
end

function onAmmoStoreInit()
	SetAmmo(amBazooka, 0, 0, 0, 3)
	SetAmmo(amParachute, 0, 0, 0, 1)
	SetAmmo(amGrenade, 0, 0, 0, 6)
	SetAmmo(amDEagle, 0, 0, 0, 4)
end

function onGameTick()
	AnimUnWait()
	if ShowAnimation() == false then
		return
	end
	ExecuteAfterAnimations()
	CheckEvents()
	if CurrentHedgehog ~= hero.gear and not battleZone then
		TurnTimeLeft = 0
	end
end

function onNewTurn()		
	-- rounds start if hero got his weapons or got near the enemies
	if not weaponsAcquired and not battleZoneReached and CurrentHedgehog ~= hero.gear then
		TurnTimeLeft = 0
	elseif weaponsAcquired and not battleZoneReached and CurrentHedgehog ~= hero.gear then
		battleZoneReached = true
		AddAnim(dialog04)
	elseif not weaponsAcquired and not battleZoneReached and CurrentHedgehog == hero.gear then
		TurnTimeLeft = -1
	elseif CurrentHedgehog == paoth1.gear or CurrentHedgehog == paoth2.gear
		or CurrentHedgehog == paoth3.gear or CurrentHedgehog == paoth4.gear then
		TurnTimeLeft = 0
	elseif CurrentHedgehog == professor.gear then
		AnimSwitchHog(hero.gear)
		TurnTimeLeft = 0
	end
end

function onPrecise()
	if GameTime > 3000 then
		SetAnimSkip(true)   
	end
end

function onGearDelete(gear)
	if gear == hero.gear then
		hero.dead = true
	elseif gear == professor.gear then
		professor.dead = true
	end
end

-------------- EVENTS ------------------

function onWeaponsPlatform(gear)
	if not hero.dead and GetX(gear) > bazookaX-200 and GetX(gear) < deserteagleX+400  
		and GetY(gear) < weaponsY+150 and StoppedGear(gear) then
		return true
	end
	return false
end

function onHeroDeath(gear)
	if hero.dead then
		return true
	end
	return false
end

function onBattleZone(gear)
	if not battleZoneReached and not hero.dead and GetX(gear) > 1900 and StoppedGear(gear) then
		return true
	end
	return false
end

function onProfessorHit(gear)
	if GetHealth(gear) then
		if CurrentHedgehog ~= hero.gear and GetHealth(gear) < professor.health then
			professor.health = GetHealth(gear)
			return true
		elseif GetHealth(gear) < professor.health then
			professor.health = GetHealth(gear)
		end
	end
	return false
end

function onProfessorDeath(gear)
	if professor.dead then
		return true
	end
	return false
end

function onMinionsDeath(gear)
	if not (GetHealth(minion1.gear) or GetHealth(minion2.gear) or GetHealth(minion3.gear)) then
		return true
	end
	return false
end

-------------- OUTCOMES ------------------

function weaponsPlatform(gear)	
	SaveCampaignVar("Moon01CheckPoint", "2")	
	SaveCampaignVar("HeroHealth",GetHealth(hero.gear))
	TurnTimeLeft = 0
	weaponsAqcuired = true
	SetWind(60)		
	GameFlags = bor(GameFlags,gfDisableWind)
	AddAnim(dialog02)
end

function heroDeath(gear)
	SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1
	SendStat('siCustomAchievement', loc("You have to get the weapons and rescue the PAoTH researchers")) --11
	SendStat('siPlayerKills','1',teamC.name)
	SendStat('siPlayerKills','0',teamD.name)
	EndGame()
end

function battleZone(gear)
	TurnTimeLeft = 0
	battleZoneReached = true
	if weaponsAqcuired then
		AddAnim(dialog04)
	else
		AddAnim(dialog03)
	end
end

function professorHit(gear)
	if currentHedgehog ~= hero.gear then
		AnimSay(professor.gear,loc("Don't hit me you fools!"), SAY_SHOUT, 2000)
	end
end

function professorDeath(gear)
	if GetHealth(minion1.gear) then
		AnimSay(minion1.gear, loc("The boss has fallen! Retreat!"), SAY_SHOUT, 6000)
	elseif GetHealth(minion2.gear) then
		AnimSay(minion2.gear, loc("The boss has fallen! Retreat!"), SAY_SHOUT, 6000)
	elseif GetHealth(minion3.gear) then
		AnimSay(minion3.gear, loc("The boss has fallen! Retreat!"), SAY_SHOUT, 6000)
	end
	ParseCommand("teamgone " .. teamB.name)
	AnimCaption(hero.gear, loc("Congrats! You made them run away!"), 6000)
	AnimWait(hero.gear,5000)	
	
	SendStat('siGameResult', loc("Hog Solo win, conrgatulations!")) --1
	SendStat('siCustomAchievement', loc("Eliminated the professor Hogevil")) --11
	SendStat('siCustomAchievement', loc("Drove the minions away")) --11
	SendStat('siPlayerKills','1',teamD.name)
	SendStat('siPlayerKills','0',teamC.name)
	
	EndGame()
end

function minionsDeath(gear)
	-- do staffs here
	AnimSay(professor.gear, loc("I may lost that battle, but I haven't lost the war yet!"), SAY_SHOUT, 6000)
	ParseCommand("teamgone " .. teamC.name)
	AnimCaption(hero.gear, loc("Congrats! You won!"), 6000)
	AnimWait(hero.gear,5000)	
	
	SendStat('siGameResult', loc("Hog Solo win, conrgatulations!")) --1
	SendStat('siCustomAchievement', loc("Eliminated the evil minions")) --11
	SendStat('siCustomAchievement', loc("Drove the professor away")) --11
	SendStat('siPlayerKills','1',teamD.name)
	SendStat('siPlayerKills','0',teamC.name)
	
	EndGame()
end

-------------- ANIMATIONS ------------------

function Skipanim(anim)
	if goals[anim] ~= nil then
		ShowMission(unpack(goals[anim]))
    end
    if anim == dialog03 then
		startCombat()
	else
		AnimSwitchHog(hero.gear)
	end
end

function AnimationSetup()
	-- DIALOG 01 - Start, welcome to moon
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near PAoTH base at moon..."),  4000}})
	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Hey Hog Solo! Finaly you have come..."), SAY_SAY, 2000}})
	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("It seems that Professor Hogevil learned for your arrival!"), SAY_SAY, 4000}})
	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Now he have captured the rest of the PAoTH team and awaits to capture you!"), SAY_SAY, 5000}})
	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("We have to hurry! Are you armed?"), SAY_SAY, 4300}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("No, I am afraid I had to travel light"), SAY_SAY, 2500}})
	table.insert(dialog01, {func = AnimWait, args = {paoth1.gear, 500}})
	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Ok, then you have to go and take some of the waepons we have hidden in case of an emergency!"), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("They are up there! Take that rope and hurry!"), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Ehm... ok..."), SAY_SAY, 2500}})
	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
	-- DIALOG 02 - To the weapons platform
	AddSkipFunction(dialog02, Skipanim, {dialog02})
	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Checkpoint reached!"),  4000}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I've made it! YEAAAAAH!"), SAY_SHOUT, 4000}})
	table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry up and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}})
	table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
	-- DIALOG 03 - Hero spotted and has no weapons
	AddSkipFunction(dialog03, Skipanim, {dialog03})
	table.insert(dialog03, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}})
	table.insert(dialog03, {func = AnimSay, args = {minion1.gear, loc("Look boss! There is the target!"), SAY_SHOUT, 4000}})
	table.insert(dialog03, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}})
	table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Oops, I've been spotted and I have no weapons! I am doomed!"), SAY_THINK, 4000}})
	table.insert(dialog03, {func = startCombat, args = {hero.gear}})
	-- DIALOG 04 - Hero spotted and *HAS* weapons
	AddSkipFunction(dialog04, Skipanim, {dialog04})
	table.insert(dialog04, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}})
	table.insert(dialog04, {func = AnimSay, args = {minion1.gear, loc("Look boss! There is the target!"), SAY_SHOUT, 4000}})
	table.insert(dialog04, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}})
	table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Here we go!"), SAY_THINK, 4000}})
	table.insert(dialog04, {func = startCombat, args = {hero.gear}})
end

------------------- custom "animation" functions --------------------------

function startCombat()
	-- use this so guard2 will gain control
	AnimSwitchHog(minion3.gear)
	TurnTimeLeft = 0
end