share/hedgewars/Data/Missions/Campaign/A Space Adventure/cosmos.lua
branchspacecampaign
changeset 9308 4bddcc1a1450
parent 9296 5cc010e79431
parent 9306 c9978ada9a3d
child 9310 1469147c110f
--- a/share/hedgewars/Data/Missions/Campaign/A Space Adventure/cosmos.lua	Mon Jul 01 22:28:42 2013 +0300
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,390 +0,0 @@
-------------------- ABOUT ----------------------
---
--- This map works as a menu for the hero hog to
--- navigate through planets. It portrays the hogs
--- planet and above the planets that he'll later
--- visit.
-
--- TODO
--- Save and Load All Check Points
--- Save hero health
--- Decide and implement if hero will use gas bombs...
--- ofc add custom stats page
--- PROBLEM : What if one makes a bad choice and wants to replay it map, how to reset?
--- POSSIBLE SOLUTIONS: In game function keys, frontend button...
-
-HedgewarsScriptLoad("/Scripts/Locale.lua")
-HedgewarsScriptLoad("/Scripts/Animate.lua")
-
------------------ VARIABLES --------------------
--- globals
-local campaignName = loc("A Space Adventure")
-local missionName = loc("Cosmos")
-local timeForGuard1ToTurn = 1000 * 5 -- 5 sec
-local timeForGuard1ToTurnLeft = timeForGuard1ToTurn
-local saucerAcquired = false
-local checkPointReached = 1 -- 1 is start of the game
--- dialogs
-local dialog01 = {}
-local dialog02 = {}
-local dialog03 = {}
-local dialog04 = {}
-local dialog05 = {}
-local dialog06 = {}
--- mission objectives
-local goals = {
-	[dialog01] = {missionName, loc("Getting ready"), loc("Go and collect the crate on top of the column").."|"..loc("Use the sleep gas bomb if the guards spot you!"), 1, 4500},
-	[dialog02] = {missionName, loc("The adventure begins!"), loc("Use the saucer and fly to the moon").."|"..loc("Drive carefully as your fuels are limited"), 1, 4500},
-	[dialog03] = {missionName, loc("An unexpected event!"), loc("Use the saucer and fly away or use the gas bomb to neutralize the guards").."|"..loc("Beware, any damage taken will stay until you take some medicine or visit moon"), 1, 7000}
-}
--- crates
-local saucerX = 3270
-local saucerY = 1500
--- hogs
-local hero = {}
-local director = {}
-local doctor = {}
-local guard1 = {}
-local guard2 = {}
--- teams
-local teamA = {}
-local teamB = {}
-local teamC = {}
--- hedgehogs values
-hero.name = loc("Hog Solo")
-hero.x = 1450
-hero.y = 1550
-director.name = loc("H")
-director.x = 1350
-director.y = 1550
-doctor.name = loc("Dr.Cornelius")
-doctor.x = 1300
-doctor.y = 1550
-guard1.name = loc("Bob")
-guard1.x = 3350
-guard1.y = 1800
-guard1.turn = false
-guard1.keepTurning = true
-guard2.name = loc("Sam")
-guard2.x = 3400
-guard2.y = 1800
-teamA.name = loc("PAoTH")
-teamA.color = tonumber("FF0000",16) -- red
-teamB.name = loc("Guards")
-teamB.color = tonumber("0033FF",16) -- blue
-teamC.name = loc("Hog Solo")
-teamC.color = tonumber("38D61C",16) -- green
-
--------------- LuaAPI EVENT HANDLERS ------------------
-function onGameInit()
-	Seed = 35
-	GameFlags = gfSolidLand + gfDisableWind
-	TurnTime = 40000
-	CaseFreq = 0
-	MinesNum = 0
-	Explosives = 0
-	Delay = 5
-	Map = "cosmos_map" -- custom map included in file
-	Theme = "Nature"
-	-- I had originally hero in PAoTH team and changed it, may reconsider though
-	-- PAoTH
-	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")	
-	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
-	AnimSetGearPosition(hero.gear, hero.x, hero.y)	
-	HogTurnLeft(hero.gear, true)
-	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")	
-	director.gear = AddHog(director.name, 0, 100, "hair_yellow")
-	AnimSetGearPosition(director.gear, director.x, director.y)
-	doctor.gear = AddHog(doctor.name, 0, 100, "Glasses")
-	AnimSetGearPosition(doctor.gear, doctor.x, doctor.y)
-	-- Guards
-	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
-	guard1.gear = AddHog(guard1.name, 1, 100, "policecap")
-	AnimSetGearPosition(guard1.gear, guard1.x, guard1.y)
-	guard2.gear = AddHog(guard2.name, 1, 100, "policecap")
-	AnimSetGearPosition(guard2.gear, guard2.x, guard2.y)
-	
-	-- get the check point
-	if tonumber(GetCampaignVar("CosmosCheckPoint")) then
-		checkPointReached = tonumber(GetCampaignVar("CosmosCheckPoint"))
-	end
-	-- do checkpoint stuff needed before game starts
-	if checkPointReached == 1 then
-		-- Start of the game
-	elseif checkPointReached == 2 then
-		-- Hero on the column, just took space ship unnoticed
-		AnimSetGearPosition(hero.gear, saucerX, saucerY)
-	elseif checkPointReached == 3 then
-		-- Hero near column, without space ship unnoticed
-	elseif checkPointReached == 4 then
-		-- Hero visited moon for fuels
-		AnimSetGearPosition(hero.gear, 1110, 850)
-	elseif checkPointReached == 5 then
-		-- Hero has visited a planet, he has plenty of fuels and can change planet
-	end
-	
-	AnimInit()
-	AnimationSetup()
-end
-
-function onGameStart()
-	-- wait for the first turn to start
-	AnimWait(hero.gear, 3000)
-
-	FollowGear(hero.gear)
-	ShowMission(loc("A Space Adventure"), loc("Cosmos"), loc("Help Hog Solo to find all the parts of the anti-gravity device.")..
-	"|"..loc("Travel to all the neighbor planets and collect all the pieces"), -amSkip, 0)
-	
-	-- do checkpoint stuff needed after game starts
-	if checkPointReached == 1 then	
-		AddAnim(dialog01)
-		AddAmmo(hero.gear, amGasBomb, 5)
-		AddAmmo(hero.gear, amRope, 2)
-		-- Added for dev/debug purposes, remove before release
-		AddAmmo(hero.gear, amJetpack, 2)
-		AddAmmo(guard1.gear, amDEagle, 2)
-		AddAmmo(guard2.gear, amDEagle, 2)
-		SpawnAmmoCrate(saucerX, saucerY, amJetpack)	
-		-- EVENT HANDLERS
-		AddEvent(onHeroBeforeTreePosition, {hero.gear}, heroBeforeTreePosition, {hero.gear}, 0)
-		AddEvent(onHeroAtSaucerPosition, {hero.gear}, heroAtSaucerPosition, {hero.gear}, 0)
-		AddEvent(onHeroOutOfGuardSight, {hero.gear}, heroOutOfGuardSight, {hero.gear}, 0)
-	elseif checkPointReached == 2 then
-		AddAmmo(hero.gear, amJetpack, 1)
-		AddAnim(dialog02)
-	elseif checkPointReached == 3 then
-		-- Hero near column, without space ship unnoticed
-	elseif checkPointReached == 4 then
-		-- Hero visited moon for fuels
-		AddAnim(dialog05)
-	elseif checkPointReached == 5 then
-		-- Hero has visited a planet, he has plenty of fuels and can change planet
-	end
-	-- always check for landings
-	if GetCampaignVar("Planet") ~= "moon" then
-		AddEvent(onMoonLanding, {hero.gear}, moonLanding, {hero.gear}, 0)
-	end
-	if GetCampaignVar("Planet") ~= "desertPlanet" then
-		AddEvent(onDesertPlanetLanding, {hero.gear}, desertPlanetLanding, {hero.gear}, 0)
-	end	
-	if GetCampaignVar("Planet") ~= "fruitPlanet" then
-		AddEvent(onFruitPlanetLanding, {hero.gear}, fruitPlanetLanding, {hero.gear}, 0)
-	end
-	if GetCampaignVar("Planet") ~= "icePlanet" then
-		AddEvent(onIcePlanetLanding, {hero.gear}, icePlanetLanding, {hero.gear}, 0)
-	end
-end
-
-function onGameTick()
-	-- maybe alert this to avoid timeForGuard1ToTurnLeft overflow
-	if timeForGuard1ToTurnLeft == 0 and guard1.keepTurning then
-		guard1.turn = not guard1.turn
-		HogTurnLeft(guard1.gear, guard1.turn)
-		timeForGuard1ToTurnLeft = timeForGuard1ToTurn
-	end
-	timeForGuard1ToTurnLeft = timeForGuard1ToTurnLeft - 1
-	AnimUnWait()
-	if ShowAnimation() == false then
-		return
-	end
-	ExecuteAfterAnimations()
-	CheckEvents()
-end
-
-function onPrecise()
-	if GameTime > 3000 then
-		SetAnimSkip(true)   
-	end
-end
-
-function onAmmoStoreInit()
-	SetAmmo(amJetpack, 0, 0, 0, 1)
-end
-
-function onNewTurn()
-	if CurrentHedgehog == director.gear or CurrentHedgehog == doctor.gear then
-		TurnTimeLeft = 0
-	end
-	if guard1.keepTurning then
-		AnimSwitchHog(hero.gear)
-		TurnTimeLeft = -1
-	end
-end
-
--------------- EVENTS ------------------
-
-function onHeroBeforeTreePosition(gear)
-	if GetX(gear) > 2444 then
-		return true
-	end
-	return false
-end
-
-function onHeroAtSaucerPosition(gear)
-	if GetX(gear) >= saucerX-32 and GetX(gear) <= saucerX+32 and GetY(gear) >= saucerY-32 and GetY(gear) <= saucerY+32 then
-		saucerAcquired = true
-	end
-	if saucerAcquired and StoppedGear(gear) then
-		return true
-	end
-	return false
-end
-
-function onHeroOutOfGuardSight(gear)
-	if GetX(gear) < 3100 and GetY(gear) > saucerY-25 and StoppedGear(gear) and not guard1.keepTurning then
-		return true
-	end
-	return false
-end
---
-function onMoonLanding(gear)
-	if GetX(gear) > 1010 and GetX(gear) < 1220  and GetY(gear) < 1300 and StoppedGear(gear) then
-		return true
-	end
-	return false
-end
-
-function onFruitPlanetLanding(gear)
-	if GetX(gear) > 2240 and GetX(gear) < 2540  and GetY(gear) < 1100 and StoppedGear(gear) then
-		return true
-	end
-	return false
-end
-
-function onDesertPlanetLanding(gear)
-	if GetX(gear) > 3568 and GetX(gear) < 4052  and GetY(gear) < 500 and StoppedGear(gear) then
-		return true
-	end
-	return false
-end
-
-function onIcePlanetLanding(gear)
-	if GetX(gear) > 1330 and GetX(gear) < 1650  and GetY(gear) < 500 and StoppedGear(gear) then
-		return true
-	end
-	return false
-end
-
--------------- OUTCOMES ------------------
-
-function heroBeforeTreePosition(gear)
-	AnimSay(gear,loc("Now I have to climb the trees"), SAY_SAY, 4000)
-	AnimCaption(hero.gear, loc("Use the rope to get to the crate"),  4000)
-end
-
-function heroAtSaucerPosition(gear)
-	TurnTimeLeft = 0
-	-- save check point	
-	SaveCampaignVar("CosmosCheckPoint", "2")
-	AddAnim(dialog02)
-	-- check if he was spotted by the guard
-	if guard1.turn then
-		guard1.keepTurning = false
-		AddAnim(dialog03)
-	end	
-end
-
-function heroOutOfGuardSight(gear)
-	guard1.keepTurning = true
-	AddAnim(dialog04)
-end
-
-function moonLanding(gear)
-	WriteLnToConsole("MOON LANDING, HOORAY!")
-	AnimCaption(hero.gear,loc("Welcome to the moon!"))
-	SaveCampaignVar("CosmosCheckPoint", "4")
-	SaveCampaignVar("Planet", "moon")
-	EndGame()
-end
-
-function fruitPlanetLanding(gear)
-	if checkPointReached < 5 then
-		AddAnim(dialog06)
-	end
-end
-
-function desertPlanetLanding(gear)
-	if checkPointReached < 5 then
-		AddAnim(dialog06)
-	end
-end
-
-function icePlanetLanding(gear)
-	if checkPointReached < 5 then
-		AddAnim(dialog06)
-	end
-end
-
--------------- ANIMATIONS ------------------
-
-function Skipanim(anim)
-	if goals[anim] ~= nil then
-		ShowMission(unpack(goals[anim]))
-    end
-    if CurrentHedgehog ~= hero.gear and anim ~= dialog03 then
-		AnimSwitchHog(hero.gear)
-	elseif anim == dialog03 then
-		startCombat()
-	elseif anim == dialog05 or anim == dialog06 then
-		EndGame()
-	end
-end
-
-function AnimationSetup()
-	-- DIALOG 01 - Start
-	AddSkipFunction(dialog01, Skipanim, {dialog01})
-	table.insert(dialog01, {func = AnimWait, args = {doctor.gear, 3000}})
-	--table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2500}, skipFunc = Skipanim, skipArgs = dialog01})
-	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near secret base 17 of PAoTH in the rural Hogland..."),  4000}})
-	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("So Hog Solo, here we are..."), SAY_SAY, 2000}})
-	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Behind these trees on the East there is secret base 17"), SAY_SAY, 4000}})
-	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("You have to continue alone from now on."), SAY_SAY, 3000}})
-	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Be careful, the future of Hogera is in your hands!"), SAY_SAY, 7200}})
-	table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("We'll use our communicators to contact you"), SAY_SAY, 2600}})
-	table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("In am also entrusting you with a rope and a sleep gas bomb"), SAY_SAY, 5000}})
-	table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("You may find them handy"), SAY_SAY, 2300}})
-	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Thank you Dr.Cornelius"), SAY_SAY, 1600}})
-	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I'll make good use of them"), SAY_SAY, 4500}})
-	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("It would be wiser to steal the space ship while PAoTH guards are taking a brake!"), SAY_SAY, 7000}})
-	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Remember! Many will seek the anti-gravity device! Now go, hurry up!"), SAY_SAY, 4000}})
-	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
-	-- DIALOG 02 - Hero got the saucer
-	AddSkipFunction(dialog02, Skipanim, {dialog02})
-	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 500}})
-	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("CheckPoint reached!"),  4000}})
-	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Got the saucer!"), SAY_SHOUT, 2000}})
-	table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Nice!"), SAY_SHOUT, 1000}})
-	table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Now use it and go to the moon PAoTH station to get more fuels!"), SAY_SHOUT, 5000}})
-    table.insert(dialog02, {func = AnimGearWait, args = {hero.gear, 500}})
-    -- DIALOG 03 - Hero got spotted by guard
-	AddSkipFunction(dialog03, Skipanim, {dialog03})
-	table.insert(dialog03, {func = AnimWait, args = {guard1.gear, 4000}})
-	table.insert(dialog03, {func = AnimCaption, args = {guard1.gear, loc("Prepare to battle or flee!"),  4000}})	
-	table.insert(dialog03, {func = AnimSay, args = {guard1.gear, loc("Hey").." "..guard2.name.."! "..loc("Look, someone is stealing the saucer!"), SAY_SHOUT, 4000}})
-	table.insert(dialog03, {func = AnimSay, args = {guard2.gear, loc("I'll get him!"), SAY_SAY, 4000}})
-	table.insert(dialog03, {func = startCombat, args = {guard1.gear}})
-	-- DIALOG 04 - Hero out of sight
-	AddSkipFunction(dialog04, Skipanim, {dialog04})
-	table.insert(dialog04, {func = AnimCaption, args = {guard1.gear, loc("You are out of danger, time to go to the moon!"),  4000}})
-	table.insert(dialog04, {func = AnimSay, args = {guard1.gear, loc("I guess we lost him!"), SAY_SAY, 3000}})
-	table.insert(dialog04, {func = AnimSay, args = {guard2.gear, loc("We should better report this and continue our watch!"), SAY_SAY, 5000}})
-	table.insert(dialog04, {func = AnimSwitchHog, args = {hero.gear}})
-	-- DIALOG 05 - Hero returned from moon without fuels
-	AddSkipFunction(dialog05, Skipanim, {dialog05})
-	table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("I guess I can't go far without fuels!"), SAY_THINK, 6000}})
-	table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Go to go back"), SAY_THINK, 2000}})
-	table.insert(dialog05, {func = EndGame, args = {hero.gear}})
-	-- DIALOG 06 - Landing on wrong planet or on earth if not enough fuels
-	AddSkipFunction(dialog06, Skipanim, {dialog06})
-	table.insert(dialog06, {func = AnimCaption, args = {hero.gear, loc("You have to try again!"),  5000}})
-	table.insert(dialog06, {func = AnimSay, args = {hero.gear, loc("Hm... Now I run out of fuels..."), SAY_THINK, 3000}})
-	table.insert(dialog06, {func = EndGame, args = {hero.gear}})
-end
-
-------------------- custom "animation" functions --------------------------
-
-function startCombat()
-	-- use this so guard2 will gain control
-	AnimSwitchHog(hero.gear)
-	TurnTimeLeft = 0
-end