--- a/share/hedgewars/Data/Scripts/Multiplayer/Construction_Mode.lua Tue Apr 26 18:15:10 2016 +0200
+++ b/share/hedgewars/Data/Scripts/Multiplayer/Construction_Mode.lua Tue Apr 26 20:51:13 2016 +0200
@@ -1,5 +1,5 @@
---------------------------------------------------------
---- LE CONSTRUCTION MODE 0.8 (badly adapted from Hedge Editor 0.5)
+--- LE CONSTRUCTION MODE 0.7+ (badly adapted from Hedge Editor 0.5)
---------------------------------------------------------
-- a hedgewars gameplay mode by mikade
-- special thanks to all who helped test and offered suggestions
@@ -77,12 +77,13 @@
-- added a cfg file
-- removed another 903 lines of code we weren't using (lol)
---v0.8 (merged in repo)
+--v0.7+ (merged in repo)
-- applied Wuzzy's patches:
-- script parameters: initialenergy, energyperround, maxenergy
-- fix crate costs
-- various minor tweaks and fixes
-- (see commits in official repo)
+-- make Construction Mode play well together with fort mode (clan order = fort order)
--------------------------------
-- STRUCTURES LIST / IDEAS
@@ -153,6 +154,8 @@
strucCircType = {}
strucAltDisplay = {}
+fortMode = false
+
placedExpense = 0
tempID = nil
@@ -1533,6 +1536,12 @@
EnableGameFlags(gfInfAttack)
+ fortMode = GetGameFlag(gfForts)
+
+ -- if there are forts, let engine place the hogs on them
+ if fortMode then
+ EnableGameFlags(gfDivideTeams)
+ end
RedefineSubset()
@@ -1540,7 +1549,10 @@
function initialSetup(gear)
- FindPlace(gear, false, clanBoundsSX[GetHogClan(gear)], clanBoundsEX[GetHogClan(gear)],true)
+ -- engine already placed hogs in fort mode
+ if not fortMode then
+ FindPlace(gear, false, clanBoundsSX[GetHogClan(gear)], clanBoundsEX[GetHogClan(gear)],true)
+ end
-- for now, everyone should have this stuff
AddAmmo(gear, amAirAttack, 100)
@@ -1592,20 +1604,30 @@
tMapHeight = WaterLine - TopY
clanInterval = div(tMapWidth,ClansCount)
- for i = 1, ClansCount do
+ -- define construction areas for each clan
+ -- if there are forts-based spawn locations, adjust areas around them
+ for i = 0, ClansCount-1 do
+ local slot
+ if fortMode then
+ slot = div(GetX(getFirstHogOfClan(i))-LeftX,clanInterval)
+ else
+ slot = i
+ end
- clanBoundsSX[i-1] = LeftX+(clanInterval*i)-clanInterval+20
- clanBoundsSY[i-1] = TopY
- clanBoundsEX[i-1] = LeftX+(clanInterval*i)-20
- clanBoundsEY[i-1] = WaterLine
+ local color = GetClanColor(i)
+
+ clanBoundsSX[i] = LeftX+(clanInterval*slot)+20
+ clanBoundsSY[i] = TopY
+ clanBoundsEX[i] = LeftX+(clanInterval*slot)+clanInterval-20
+ clanBoundsEY[i] = WaterLine
--top and bottom
- AddWall(LeftX+(clanInterval*i)-clanInterval,TopY,clanInterval,margin,GetClanColor(i-1))
- AddWall(LeftX+(clanInterval*i)-clanInterval,WaterLine-25,clanInterval,margin,GetClanColor(i-1))
+ AddWall(LeftX+(clanInterval*slot),TopY,clanInterval,margin,color)
+ AddWall(LeftX+(clanInterval*slot),WaterLine-25,clanInterval,margin,color)
--add a wall to the left and right
- AddWall(LeftX+(clanInterval*i)-clanInterval+20,TopY,margin,WaterLine,GetClanColor(i-1))
- AddWall(LeftX+(clanInterval*i)-20,TopY,margin,WaterLine,GetClanColor(i-1))
+ AddWall(LeftX+(clanInterval*slot)+20,TopY,margin,WaterLine,color)
+ AddWall(LeftX+(clanInterval*slot)+clanInterval-20,TopY,margin,WaterLine,color)
end