11405
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--[[
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Flying Saucer Training
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This is a training mission which teaches many basic (and not-so-basic) moves
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with the flying saucer.
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Lesson plan:
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- Taking off
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- Basic flight
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- Landing safely
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- Managing fuel
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- Changing saucers in mid-flight
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- Diving
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- Dropping weapons from flying saucer
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- Firing from flying saucer with [Precise] + [Attack]
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- Aiming in flying saucer with [Precise] + [Up]/[Down]
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- Underwater attack
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- Free flight with inf. fuel and some weapons at end of training
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FIXME:
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- Bad respawn animation ("explosion" just happens randomly because of the way the resurrection effect works)
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- Hide fuel if infinite (probably needs engine support)
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]]
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Tracker.lua")
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local Player = nil -- Pointer to hog created in: onGameInit
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local Target = nil -- Pointer to target hog
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local Objective = false -- Get to the target
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local TargetNumber = 0 -- The current target number
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local GrenadeThrown = false -- Used for the Boom Target
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local BazookasLeft = 0 -- Used by the Launch Target and the Unterwater Attack Target
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local InfFuel = false -- If true, flying saucer has infinite fuel
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local SaucerGear = nil -- Store flying saucer gear here (if one exists)
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local TargetGears = {} -- List of remaining gears to collect or destroy in the current round
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local TargetsRemaining = 0
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local Barrels = {} -- Table contraining the explosive barrel gears
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local CheckTimer = 500 -- Time to wait at least before checking safe landing
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local Check = false -- The last target has recently been collected/destroyed and the CheckTimer is running
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local GrenadeTimer = 0 -- Time after a grenade has been thrown
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local TargetPos = {} -- Table of targets
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local StartPos = { X = 742, Y = 290 }
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--[[
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List of all targets (or "objectives"). The player has to complete them one-by-one and must always land safely afterwards.
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Some target numbers have names for easier reference.
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]]
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TargetPos[1] = {
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Targets = {{ X = 1027, Y = 217 }},
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Ammo = { },
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Message = loc("Here you will learn how to fly the flying saucer|and get so learn some cool tricks.") .. "|" ..
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loc("Collect the first crate to begin!"),
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MessageIcon = -amJetpack, }
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TargetPos[2] = {
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Targets = {{ X = 1369, Y = 265 }},
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Ammo = { [amJetpack] = 100 },
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InfFuel = true,
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MessageTime = 10000,
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Message = loc("Get to the crate using your flying saucer!") .. "|" ..
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loc("Press [Attack] (space bar by default) to start,|repeadedly tap the up, left and right movement keys to accelerate.") .. "|" ..
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loc("Try to land softly, as you can still take fall damage!"), }
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TargetPos[3] = {
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Targets = {{ X = 689, Y = 58 }},
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Ammo = { [amJetpack] = 100 },
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MessageTime = 5000,
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Message = loc("Now collect the next crate!") .. "|" .. loc("Be careful, your fuel is limited from now on!") .."|" ..
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loc("Tip: If you get stuck in this training, use \"Skip turn\" to restart the current objective.") }
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-- The Double Target
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local DoubleTarget = 4
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TargetPos[4] = {
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Targets = { { X = 84, Y = -20 }, { X = 1980 , Y = -20 } },
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Ammo = { [amJetpack] = 2 },
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MessageTime = 9000,
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Message = loc("Now collect the 2 crates to the far left and right.") .. "|" ..
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loc("You only have 2 flying saucers this time.") .. "|" ..
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loc("Tip: You can change your flying saucer|in mid-flight by hitting the [Attack] key twice."), }
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TargetPos[5] = {
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Targets = {{ X = 47, Y = 804 }},
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Ammo = { [amJetpack] = 100 },
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MessageTime = 5000,
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Message = loc("Time for a more interesting stunt, but first just collect the next crate!"), }
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TargetPos[6] = {
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Targets = {{ X = 604, Y = 871}},
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MessageTime = 15000,
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Message = loc("You can dive with your flying saucer!") .. "|" ..
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loc("Try it now and dive here to collect the crate on the right girder.") .. "|" ..
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loc("You only have one flying saucer this time.") .. "|" ..
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loc("Beware, though, you will only be able to move slowly through the water.") .. "|" ..
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loc("Warning: Never ever leave the flying saucer while in water!"),
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Ammo = { [amJetpack] = 1 }, }
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TargetPos[7] = {
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Targets = {{ X = 1884, Y = 704 }},
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MessageTime = 6500,
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Message = loc("Now dive just one more time and collect the next crate." .. "|" ..
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loc("Tip: Don't remain for too long in the water, or you won't make it.")),
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Ammo = { [amJetpack] = 1}, }
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-- The Boom Target
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local BoomTarget = 8
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TargetPos[8] = {
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Modifier = true, Func = function()
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Info(loc("Instructions"),
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loc("Now let's try to drop weapons while flying!") .. "|" ..
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loc("You have to destroy the target above by dropping a grenade on it from your flying saucer.") .. "|" ..
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loc("It's not that easy, so listen carefully:") .. "|" ..
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loc("Step 1: Activate your flying saucer but do NOT move yet!") .. "|" ..
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loc("Step 2: Select your grenade.") .. "|" ..
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loc("Step 3: Start flying and get yourself right above the target.") .. "|" ..
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loc("Step 4: Drop your grenade by pressing the [Long jump] key.") .. "|" ..
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loc("Step 5: Get away quickly and land safely anywhere." .. "| |" ..
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loc("Note: We only give you grenades if you stay in your flying saucer.")), nil, 20000)
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SpawnBoomTarget()
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if SaucerGear ~= nil then
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AddAmmo(Player, amGrenade, 1)
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else
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AddAmmo(Player, amGrenade, 0)
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end
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GrenadeThrown = false
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end,
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Ammo = { [amJetpack] = 100 },
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Respawn = { X = 2000, Y = 742 }, }
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-- The Launch Target
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local LaunchTarget = 9
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TargetPos[9] = {
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Targets = {{ X = 1700, Y = 640, Type = gtTarget }, { X = 1460, Y = 775, Type = gtTarget }},
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MessageTime = 20000,
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Message = loc("Only the best pilots can master the following stunts.") .. "|" ..
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loc("As you've seen, the dropped grenade roughly fell into your flying direction.") .. "|" ..
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loc("You have to destroy two targets, but the previous technique would be very difficult or dangerous to use.") .. "|" ..
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loc("So you are able to launch projectiles into your aiming direction, always at full power.") .."|"..
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loc("To launch a projectile in mid-flight, hold [Precise] and press [Long jump].") .. "|" ..
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loc("You can even change your aiming direction in mid-flight if you first hold [Precice] and then press [Up] or [Down].") .. "|" ..
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loc("Tip: Changing your aim while flying is very difficult, so adjust it before you take off."),
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Ammo = { [amJetpack] = 1, },
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Respawn = { X = 1764, Y = 916 },
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ExtraFunc = function()
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HogTurnLeft(Player, true)
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if SaucerGear ~= nil then
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AddAmmo(Player, amBazooka, 2)
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else
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AddAmmo(Player, amBazooka, 0)
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end
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BazookasLeft = 2
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end }
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-- The Underwater Attack Target
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local UnderwaterAttackTarget = 10
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TargetPos[10] = {
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MessageTime = 17000,
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Message = loc("Now for the supreme discipline of saucer flying, the underwater attack.") .. "|" ..
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loc("Basically this is a combination of diving and launching.") .. "|" ..
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loc("Dropping a weapon while in water would just drown it, but launching one would work.") .."|" ..
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loc("Based on what you've learned, destroy the target on the girder and as always, land safely!"),
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Targets = {{ X = 1200, Y = 930, Type = gtTarget }},
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Ammo = { [amJetpack] = 1, },
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Respawn = { X = 1027, Y = 217 },
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ExtraFunc = function()
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if SaucerGear ~= nil then
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AddAmmo(Player, amBazooka, 1)
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else
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AddAmmo(Player, amBazooka, 0)
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end
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BazookasLeft = 1
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end }
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TargetPos[11] = {
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Targets = {{ X = 742, Y = 290 }},
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MessageTime = 5000,
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Message = loc("This almost concludes our tutorial.") .. "|" ..
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loc("You now have infinite fuel, grenades and bazookas for fun.") .. "|" ..
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loc("Collect or destroy the final crate to finish the training."),
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Ammo = { [amJetpack] = 100, [amGrenade] = 100, [amBazooka] = 100 },
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InfFuel = true, }
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TargetPos[12] = { Modifier = true, Func = function()
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Objective = true
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AddCaption(loc("Training complete!"), 0xFFFFFFFF, capgrpGameState)
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Info(loc("Training complete!"), loc("Good bye!"), 4, 5000)
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if SaucerGear ~= nil then
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DeleteGear(SaucerGear)
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end
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SetState(Player, band(GetState(Player), bnot(gstHHDriven)))
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SetState(Player, bor(GetState(Player), gstWinner))
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PlaySound(sndVictory, Player)
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SendStat(siGameResult, loc("You have finished the Flying Saucer Training!"))
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SendStat(siCustomAchievement, loc("Good job!"))
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SendStat(siPlayerKills, "0", loc("Hogonauts"))
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TurnTimeLeft = 0
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EndGame()
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end,
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}
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-- Just a wrapper for ShowMission
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function Info(Title, Text, Icon, Time)
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if Time == nil then Time = 0 end
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if Icon == nil then Icon = 2 end
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ShowMission(loc("Flying Saucer Training"), Title, Text, Icon, Time)
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end
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-- Spawn all the gears for the Boom Target
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function SpawnBoomTarget()
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if TargetsRemaining < 1 then
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TargetGears[1] = AddGear(1602, 507, gtTarget, 0, 0, 0, 0)
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TargetsRemaining = TargetsRemaining + 1
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end
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if Barrels[1] == nil then
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Barrels[1] = AddGear(1563, 532, gtExplosives, 0, 0, 0, 0)
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end
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if Barrels[2] == nil then
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Barrels[2] = AddGear(1648, 463, gtExplosives, 0, 0, 0, 0)
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end
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for i=1,#Barrels do
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SetHealth(Barrels[i], 1)
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end
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end
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-- Generic target spawning for the current target
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function SpawnTargets()
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for i=1,#TargetPos[TargetNumber].Targets do
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if TargetGears[i] == nil then
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SpawnTarget(TargetPos[TargetNumber].Targets[i].X, TargetPos[TargetNumber].Targets[i].Y,
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TargetPos[TargetNumber].Targets[i].Type, i)
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end
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end
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end
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function SpawnTarget( PosX, PosY, Type, ID )
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if Type ~= nil and Type ~= gtCase then
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if Type == gtTarget then
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TargetGears[ID] = AddGear(PosX, PosY, gtTarget, 0, 0, 0, 0)
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end
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else
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TargetGears[ID] = SpawnFakeUtilityCrate(PosX, PosY, false, false)
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end
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TargetsRemaining = TargetsRemaining + 1
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end
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function AutoSpawn() -- Auto-spawn the next target after you've obtained the current target!
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TargetNumber = TargetNumber + 1
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TargetsRemaining = 0
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if TargetPos[TargetNumber].Ammo then
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for ammoType, count in pairs(TargetPos[TargetNumber].Ammo) do
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AddAmmo(Player, ammoType, count)
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end
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if GetCurAmmoType() ~= amJetpack then
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SetWeapon(amJetpack)
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end
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end
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if TargetPos[TargetNumber].InfFuel then
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InfFuel = true
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else
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InfFuel = false
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end
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-- Func (if present) will be run instead of the ordinary spawning handling
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if TargetPos[TargetNumber].Modifier then -- If there is a modifier, run the function
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TargetPos[TargetNumber].Func()
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return true
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end
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-- ExtraFunc is for additional events for a target
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if TargetPos[TargetNumber].ExtraFunc ~= nil then
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TargetPos[TargetNumber].ExtraFunc()
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end
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local subcap
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if TargetNumber == 1 then
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subcap = loc("Training")
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else
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subcap = loc("Instructions")
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end
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Info(subcap, TargetPos[TargetNumber].Message, TargetPos[TargetNumber].MessageIcon, TargetPos[TargetNumber].MessageTime)
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-- Spawn targets on the next position
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SpawnTargets()
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if TargetNumber > 1 then
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AddCaption(loc("Next target is ready!"), 0xFFFFFFFF, capgrpMessage2)
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end
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end
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-- Returns true if the hedgehog has safely "landed" (alive, no flying saucer gear and not moving)
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-- This is to ensure the training only continues when the player didn't screw up and to restart the current target
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function HasHedgehogLandedYet()
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if band(GetState(Player), gstMoving) == 0 and SaucerGear == nil and GetHealth(Player) > 0 then
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return true
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else
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return false
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end
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end
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-- Clean up the gear mess left behind when the player failed to get a clean state after restarting
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function CleanUpGears()
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-- (We track flames, grenades, bazooka shells)
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runOnGears(DeleteGear)
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end
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-- Completely restarts the current target/objective; the hedgehog is spawned at the last "checkpoint"
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-- Called when hedgeghog is resurrected or skips turn
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function ResetCurrentTarget()
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GrenadeThrown = false
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GrenadeTimer = 0
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if TargetNumber == LaunchTarget then
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BazookasLeft = 2
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elseif TargetNumber == UnderwaterAttackTarget then
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BazookasLeft = 1
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else
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BazookasLeft = 0
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end
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Check = false
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CleanUpGears()
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local X, Y
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if TargetNumber == 1 then
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X, Y = StartPos.X, StartPos.Y
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else
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if TargetPos[TargetNumber-1].Modifier or TargetPos[TargetNumber-1].Respawn ~= nil then
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X, Y = TargetPos[TargetNumber-1].Respawn.X, TargetPos[TargetNumber-1].Respawn.Y
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else
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X, Y = TargetPos[TargetNumber-1].Targets[1].X, TargetPos[TargetNumber-1].Targets[1].Y
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end
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end
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if TargetNumber == BoomTarget then
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SpawnBoomTarget()
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end
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if TargetPos[TargetNumber].Modifier ~= true then
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SpawnTargets()
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end
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if TargetPos[TargetNumber].Ammo then
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for ammoType, count in pairs(TargetPos[TargetNumber].Ammo) do
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AddAmmo(Player, ammoType, count)
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end
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if GetCurAmmoType() ~= amJetpack then
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SetWeapon(amJetpack)
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end
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end
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if TargetPos[TargetNumber].InfFuel then
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InfFuel = true
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else
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InfFuel = false
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end
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SetGearPosition(Player, X, Y)
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end
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function onGameInit()
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Seed = 1
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GameFlags = gfInfAttack + gfOneClanMode + gfSolidLand + gfDisableWind
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TurnTime = 2000000 --[[ This rffectively hides the turn time; a turn time above 1000s is not displayed.
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We will also ensure this timer always stays above 999s later ]]
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CaseFreq = 0
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MinesNum = 0
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Explosives = 0
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Map = "Eyes"
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Theme = "EarthRise"
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SuddenDeathTurns = 50
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WaterRise = 0
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HealthDecrease = 0
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-- Team name is a pun on “hedgehog” and “astronauts”
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AddTeam( loc( "Hogonauts" ), 0xDDDD00, "earth", "Earth", "Default", "cm_galaxy" )
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|
379 |
|
|
380 |
-- Hedgehog name is a pun on “Neil Armstrong”
|
|
381 |
Player = AddHog( loc( "Neil Hogstrong" ), 0, 1, "NoHat" )
|
|
382 |
SetGearPosition( Player, StartPos.X, StartPos.Y)
|
|
383 |
SetEffect( Player, heResurrectable, 1 )
|
|
384 |
end
|
|
385 |
|
|
386 |
function onGameStart()
|
|
387 |
SendHealthStatsOff()
|
|
388 |
|
|
389 |
-- Girder near first crate
|
|
390 |
PlaceGirder(1257, 204, 6)
|
|
391 |
|
|
392 |
-- The upper girders
|
|
393 |
PlaceGirder(84, 16, 0)
|
|
394 |
PlaceGirder(1980, 16, 0)
|
|
395 |
|
|
396 |
-- The lower girder platform at the water pit
|
|
397 |
PlaceGirder(509, 896, 4)
|
|
398 |
PlaceGirder(668, 896, 4)
|
|
399 |
PlaceGirder(421, 896, 2)
|
|
400 |
PlaceGirder(758, 896, 2)
|
|
401 |
|
|
402 |
-- Girders for the Launch Target and the Underwater Attack Target
|
|
403 |
PlaceGirder(1191, 960, 4)
|
|
404 |
PlaceGirder(1311, 960, 0)
|
|
405 |
PlaceGirder(1460, 827, 3)
|
|
406 |
PlaceGirder(1509, 763, 2)
|
|
407 |
PlaceGirder(1605, 672, 4)
|
|
408 |
PlaceGirder(1764, 672, 4)
|
|
409 |
PlaceGirder(1803, 577, 6)
|
|
410 |
|
|
411 |
-- Spawn our 1st target using the wrapper function
|
|
412 |
AutoSpawn()
|
|
413 |
end
|
|
414 |
|
|
415 |
function onAmmoStoreInit()
|
|
416 |
SetAmmo(amJetpack, 0, 0, 0, 0)
|
|
417 |
SetAmmo(amGrenade, 0, 0, 0, 0)
|
|
418 |
SetAmmo(amBazooka, 0, 0, 0, 0)
|
|
419 |
|
|
420 |
-- Added for resetting current target/objective when player is stuck somehow
|
|
421 |
SetAmmo(amSkip, 9, 0, 0, 0)
|
|
422 |
end
|
|
423 |
|
|
424 |
function onGearAdd(Gear)
|
|
425 |
if GetGearType(Gear) == gtJetpack then
|
|
426 |
SaucerGear = Gear
|
|
427 |
if TargetNumber == BoomTarget and GrenadeThrown == false then
|
|
428 |
AddAmmo(Player, amGrenade, 1)
|
|
429 |
end
|
|
430 |
if (TargetNumber == LaunchTarget or TargetNumber == UnderwaterAttackTarget) and BazookasLeft > 0 then
|
|
431 |
AddAmmo(Player, amBazooka, BazookasLeft)
|
|
432 |
end
|
|
433 |
end
|
|
434 |
if GetGearType(Gear) == gtGrenade then
|
|
435 |
GrenadeThrown = true
|
|
436 |
GrenadeTimer = 0
|
|
437 |
end
|
|
438 |
if GetGearType(Gear) == gtShell then
|
|
439 |
BazookasLeft = BazookasLeft - 1
|
|
440 |
end
|
|
441 |
if GetGearType(Gear) == gtFlame or GetGearType(Gear) == gtGrenade or GetGearType(Gear) == gtShell then
|
|
442 |
trackGear(Gear)
|
|
443 |
end
|
|
444 |
end
|
|
445 |
|
|
446 |
function onGearDelete(Gear)
|
|
447 |
if GetGearType(Player) ~= nil and (GetGearType(Gear) == gtTarget or GetGearType(Gear) == gtCase) then
|
|
448 |
for i=1, #TargetGears do
|
|
449 |
if Gear == TargetGears[i] then
|
|
450 |
TargetGears[i] = nil
|
|
451 |
TargetsRemaining = TargetsRemaining - 1
|
|
452 |
end
|
|
453 |
end
|
|
454 |
if TargetsRemaining <= 0 then
|
|
455 |
if TargetNumber == BoomTarget or not HasHedgehogLandedYet() then
|
|
456 |
if SaucerGear then
|
|
457 |
AddCaption(loc("Objective completed! Now land safely."), 0xFFFFFFFF, capgrpMessage2)
|
|
458 |
end
|
|
459 |
Check = true
|
|
460 |
CheckTimer = 500
|
|
461 |
else
|
|
462 |
AutoSpawn()
|
|
463 |
end
|
|
464 |
end
|
|
465 |
end
|
|
466 |
if GetGearType(Gear) == gtGrenade then
|
|
467 |
GrenadeTimer = 0
|
|
468 |
GrenadeExploded = true
|
|
469 |
end
|
|
470 |
if GetGearType(Gear) == gtJetpack then
|
|
471 |
SaucerGear = nil
|
|
472 |
if TargetNumber == BoomTarget then
|
|
473 |
AddAmmo(Player, amGrenade, 0)
|
|
474 |
end
|
|
475 |
if TargetNumber == LaunchTarget or TargetNumber == UnderwaterAttackTarget then
|
|
476 |
AddAmmo(Player, amBazooka, 0)
|
|
477 |
end
|
|
478 |
end
|
|
479 |
if GetGearType(Gear) == gtCase and GetGearType(Player) ~= nil then
|
|
480 |
PlaySound(sndShotgunReload)
|
|
481 |
end
|
|
482 |
if Gear == Barrels[1] then
|
|
483 |
Barrels[1] = nil
|
|
484 |
end
|
|
485 |
if Gear == Barrels[2] then
|
|
486 |
Barrels[2] = nil
|
|
487 |
AddCaption(loc("Kaboom!"), 0xFFFFFFFF, capgrpMessage)
|
|
488 |
end
|
|
489 |
end
|
|
490 |
|
|
491 |
|
|
492 |
|
|
493 |
function onNewTurn()
|
|
494 |
SetWeapon(amJetpack)
|
|
495 |
end
|
|
496 |
|
|
497 |
function onGameTick20()
|
|
498 |
if (TurnTimeLeft < 1500000 and not Objective) then
|
|
499 |
TurnTimeLeft = TurnTime
|
|
500 |
end
|
|
501 |
if Check then
|
|
502 |
CheckTimer = CheckTimer - 20
|
|
503 |
if CheckTimer <= 0 then
|
|
504 |
if HasHedgehogLandedYet() then
|
|
505 |
AutoSpawn()
|
|
506 |
Check = false
|
|
507 |
GrenadeThrown = false
|
|
508 |
end
|
|
509 |
end
|
|
510 |
end
|
|
511 |
if GrenadeExploded and TargetNumber == BoomTarget then
|
|
512 |
GrenadeTimer = GrenadeTimer + 20
|
|
513 |
if GrenadeTimer > 1500 then
|
|
514 |
GrenadeTimer = 0
|
|
515 |
GrenadeThrown = false
|
|
516 |
GrenadeExploded = false
|
|
517 |
if SaucerGear and TargetNumber == BoomTarget and TargetsRemaining > 0 then
|
|
518 |
PlaySound(sndShotgunReload)
|
|
519 |
AddCaption(loc("+1 Grenade"), 0xDDDD00FF, capgrpAmmoinfo)
|
|
520 |
AddAmmo(Player, amGrenade, 1)
|
|
521 |
end
|
|
522 |
end
|
|
523 |
end
|
|
524 |
ResetFuel()
|
|
525 |
end
|
|
526 |
|
|
527 |
-- Used to ensure infinite fuel
|
|
528 |
function ResetFuel()
|
|
529 |
if SaucerGear and InfFuel then
|
|
530 |
SetHealth(SaucerGear, 2000)
|
|
531 |
end
|
|
532 |
end
|
|
533 |
|
|
534 |
onUp = ResetFuel
|
|
535 |
onLeft = ResetFuel
|
|
536 |
onRight = ResetFuel
|
|
537 |
|
|
538 |
function onGearDamage(Gear)
|
|
539 |
if Gear == Player then
|
|
540 |
CleanUpGears()
|
|
541 |
GrenadeThrown = false
|
|
542 |
Check = false
|
|
543 |
end
|
|
544 |
end
|
|
545 |
|
|
546 |
function onGearResurrect(Gear)
|
|
547 |
if Gear == Player then
|
|
548 |
AddCaption(loc("Oh no! You have died. Try again!"), 0xFFFFFFFF, capgrpMessage2)
|
|
549 |
ResetCurrentTarget()
|
|
550 |
end
|
|
551 |
end
|
|
552 |
|
|
553 |
function onHogAttack(ammoType)
|
|
554 |
if ammoType == amSkip then
|
|
555 |
AddCaption(loc("Try again!"), 0xFFFFFFFF, capgrpMessage2)
|
|
556 |
ResetCurrentTarget()
|
|
557 |
end
|
|
558 |
end
|