Game mode messages: New messages for PlaceHog+King; All messages get a colon to get highlighted; Reorder messages more logically
--[[
Flying Saucer Training
This is a training mission which teaches many basic (and not-so-basic) moves
with the flying saucer.
Lesson plan:
- Taking off
- Basic flight
- Landing safely
- Managing fuel
- Changing saucers in mid-flight
- Diving
- Dropping weapons from flying saucer
- Firing from flying saucer with [Precise] + [Attack]
- Aiming in flying saucer with [Precise] + [Up]/[Down]
- Underwater attack
- Free flight with inf. fuel and some weapons at end of training
FIXME:
- Bad respawn animation ("explosion" just happens randomly because of the way the resurrection effect works)
- Hide fuel if infinite (probably needs engine support)
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
local Player = nil -- Pointer to hog created in: onGameInit
local Target = nil -- Pointer to target hog
local Objective = false -- Get to the target
local TargetNumber = 0 -- The current target number
local GrenadeThrown = false -- Used for the Boom Target
local BazookasLeft = 0 -- Used by the Launch Target and the Unterwater Attack Target
local InfFuel = false -- If true, flying saucer has infinite fuel
local SaucerGear = nil -- Store flying saucer gear here (if one exists)
local TargetGears = {} -- List of remaining gears to collect or destroy in the current round
local TargetsRemaining = 0
local Barrels = {} -- Table contraining the explosive barrel gears
local CheckTimer = 500 -- Time to wait at least before checking safe landing
local Check = false -- The last target has recently been collected/destroyed and the CheckTimer is running
local GrenadeTimer = 0 -- Time after a grenade has been thrown
local TargetPos = {} -- Table of targets
local StartPos = { X = 742, Y = 290 }
--[[
List of all targets (or "objectives"). The player has to complete them one-by-one and must always land safely afterwards.
Some target numbers have names for easier reference.
]]
TargetPos[1] = {
Targets = {{ X = 1027, Y = 217 }},
Ammo = { },
Message = loc("Here you will learn how to fly the flying saucer|and get so learn some cool tricks.") .. "|" ..
loc("Collect the first crate to begin!"),
MessageIcon = -amJetpack, }
TargetPos[2] = {
Targets = {{ X = 1369, Y = 265 }},
Ammo = { [amJetpack] = 100 },
InfFuel = true,
MessageTime = 10000,
Message = loc("Get to the crate using your flying saucer!") .. "|" ..
loc("Press [Attack] (space bar by default) to start,|repeadedly tap the up, left and right movement keys to accelerate.") .. "|" ..
loc("Try to land softly, as you can still take fall damage!"), }
TargetPos[3] = {
Targets = {{ X = 689, Y = 58 }},
Ammo = { [amJetpack] = 100 },
MessageTime = 5000,
Message = loc("Now collect the next crate!") .. "|" .. loc("Be careful, your fuel is limited from now on!") .."|" ..
loc("Tip: If you get stuck in this training, use \"Skip turn\" to restart the current objective.") }
-- The Double Target
local DoubleTarget = 4
TargetPos[4] = {
Targets = { { X = 84, Y = -20 }, { X = 1980 , Y = -20 } },
Ammo = { [amJetpack] = 2 },
MessageTime = 9000,
Message = loc("Now collect the 2 crates to the far left and right.") .. "|" ..
loc("You only have 2 flying saucers this time.") .. "|" ..
loc("Tip: You can change your flying saucer|in mid-flight by hitting the [Attack] key twice."), }
TargetPos[5] = {
Targets = {{ X = 47, Y = 804 }},
Ammo = { [amJetpack] = 100 },
MessageTime = 5000,
Message = loc("Time for a more interesting stunt, but first just collect the next crate!"), }
TargetPos[6] = {
Targets = {{ X = 604, Y = 871}},
MessageTime = 15000,
Message = loc("You can dive with your flying saucer!") .. "|" ..
loc("Try it now and dive here to collect the crate on the right girder.") .. "|" ..
loc("You only have one flying saucer this time.") .. "|" ..
loc("Beware, though, you will only be able to move slowly through the water.") .. "|" ..
loc("Warning: Never ever leave the flying saucer while in water!"),
Ammo = { [amJetpack] = 1 }, }
TargetPos[7] = {
Targets = {{ X = 1884, Y = 704 }},
MessageTime = 6500,
Message = loc("Now dive just one more time and collect the next crate." .. "|" ..
loc("Tip: Don't remain for too long in the water, or you won't make it.")),
Ammo = { [amJetpack] = 1}, }
-- The Boom Target
local BoomTarget = 8
TargetPos[8] = {
Modifier = true, Func = function()
Info(loc("Instructions"),
loc("Now let's try to drop weapons while flying!") .. "|" ..
loc("You have to destroy the target above by dropping a grenade on it from your flying saucer.") .. "|" ..
loc("It's not that easy, so listen carefully:") .. "|" ..
loc("Step 1: Activate your flying saucer but do NOT move yet!") .. "|" ..
loc("Step 2: Select your grenade.") .. "|" ..
loc("Step 3: Start flying and get yourself right above the target.") .. "|" ..
loc("Step 4: Drop your grenade by pressing the [Long jump] key.") .. "|" ..
loc("Step 5: Get away quickly and land safely anywhere." .. "| |" ..
loc("Note: We only give you grenades if you stay in your flying saucer.")), nil, 20000)
SpawnBoomTarget()
if SaucerGear ~= nil then
AddAmmo(Player, amGrenade, 1)
else
AddAmmo(Player, amGrenade, 0)
end
GrenadeThrown = false
end,
Ammo = { [amJetpack] = 100 },
Respawn = { X = 2000, Y = 742 }, }
-- The Launch Target
local LaunchTarget = 9
TargetPos[9] = {
Targets = {{ X = 1700, Y = 640, Type = gtTarget }, { X = 1460, Y = 775, Type = gtTarget }},
MessageTime = 20000,
Message = loc("Only the best pilots can master the following stunts.") .. "|" ..
loc("As you've seen, the dropped grenade roughly fell into your flying direction.") .. "|" ..
loc("You have to destroy two targets, but the previous technique would be very difficult or dangerous to use.") .. "|" ..
loc("So you are able to launch projectiles into your aiming direction, always at full power.") .."|"..
loc("To launch a projectile in mid-flight, hold [Precise] and press [Long jump].") .. "|" ..
loc("You can even change your aiming direction in mid-flight if you first hold [Precice] and then press [Up] or [Down].") .. "|" ..
loc("Tip: Changing your aim while flying is very difficult, so adjust it before you take off."),
Ammo = { [amJetpack] = 1, },
Respawn = { X = 1764, Y = 916 },
ExtraFunc = function()
HogTurnLeft(Player, true)
if SaucerGear ~= nil then
AddAmmo(Player, amBazooka, 2)
else
AddAmmo(Player, amBazooka, 0)
end
BazookasLeft = 2
end }
-- The Underwater Attack Target
local UnderwaterAttackTarget = 10
TargetPos[10] = {
MessageTime = 17000,
Message = loc("Now for the supreme discipline of saucer flying, the underwater attack.") .. "|" ..
loc("Basically this is a combination of diving and launching.") .. "|" ..
loc("Dropping a weapon while in water would just drown it, but launching one would work.") .."|" ..
loc("Based on what you've learned, destroy the target on the girder and as always, land safely!"),
Targets = {{ X = 1200, Y = 930, Type = gtTarget }},
Ammo = { [amJetpack] = 1, },
Respawn = { X = 1027, Y = 217 },
ExtraFunc = function()
if SaucerGear ~= nil then
AddAmmo(Player, amBazooka, 1)
else
AddAmmo(Player, amBazooka, 0)
end
BazookasLeft = 1
end }
TargetPos[11] = {
Targets = {{ X = 742, Y = 290 }},
MessageTime = 5000,
Message = loc("This almost concludes our tutorial.") .. "|" ..
loc("You now have infinite fuel, grenades and bazookas for fun.") .. "|" ..
loc("Collect or destroy the final crate to finish the training."),
Ammo = { [amJetpack] = 100, [amGrenade] = 100, [amBazooka] = 100 },
InfFuel = true, }
TargetPos[12] = { Modifier = true, Func = function()
Objective = true
AddCaption(loc("Training complete!"), 0xFFFFFFFF, capgrpGameState)
Info(loc("Training complete!"), loc("Good bye!"), 4, 5000)
if SaucerGear ~= nil then
DeleteGear(SaucerGear)
end
SetState(Player, band(GetState(Player), bnot(gstHHDriven)))
SetState(Player, bor(GetState(Player), gstWinner))
PlaySound(sndVictory, Player)
SendStat(siGameResult, loc("You have finished the Flying Saucer Training!"))
SendStat(siCustomAchievement, loc("Good job!"))
SendStat(siPlayerKills, "0", loc("Hogonauts"))
TurnTimeLeft = 0
EndGame()
end,
}
-- Just a wrapper for ShowMission
function Info(Title, Text, Icon, Time)
if Time == nil then Time = 0 end
if Icon == nil then Icon = 2 end
ShowMission(loc("Flying Saucer Training"), Title, Text, Icon, Time)
end
-- Spawn all the gears for the Boom Target
function SpawnBoomTarget()
if TargetsRemaining < 1 then
TargetGears[1] = AddGear(1602, 507, gtTarget, 0, 0, 0, 0)
TargetsRemaining = TargetsRemaining + 1
end
if Barrels[1] == nil then
Barrels[1] = AddGear(1563, 532, gtExplosives, 0, 0, 0, 0)
end
if Barrels[2] == nil then
Barrels[2] = AddGear(1648, 463, gtExplosives, 0, 0, 0, 0)
end
for i=1,#Barrels do
SetHealth(Barrels[i], 1)
end
end
-- Generic target spawning for the current target
function SpawnTargets()
for i=1,#TargetPos[TargetNumber].Targets do
if TargetGears[i] == nil then
SpawnTarget(TargetPos[TargetNumber].Targets[i].X, TargetPos[TargetNumber].Targets[i].Y,
TargetPos[TargetNumber].Targets[i].Type, i)
end
end
end
function SpawnTarget( PosX, PosY, Type, ID )
if Type ~= nil and Type ~= gtCase then
if Type == gtTarget then
TargetGears[ID] = AddGear(PosX, PosY, gtTarget, 0, 0, 0, 0)
end
else
TargetGears[ID] = SpawnFakeUtilityCrate(PosX, PosY, false, false)
end
TargetsRemaining = TargetsRemaining + 1
end
function AutoSpawn() -- Auto-spawn the next target after you've obtained the current target!
TargetNumber = TargetNumber + 1
TargetsRemaining = 0
if TargetPos[TargetNumber].Ammo then
for ammoType, count in pairs(TargetPos[TargetNumber].Ammo) do
AddAmmo(Player, ammoType, count)
end
if GetCurAmmoType() ~= amJetpack then
SetWeapon(amJetpack)
end
end
if TargetPos[TargetNumber].InfFuel then
InfFuel = true
else
InfFuel = false
end
-- Func (if present) will be run instead of the ordinary spawning handling
if TargetPos[TargetNumber].Modifier then -- If there is a modifier, run the function
TargetPos[TargetNumber].Func()
return true
end
-- ExtraFunc is for additional events for a target
if TargetPos[TargetNumber].ExtraFunc ~= nil then
TargetPos[TargetNumber].ExtraFunc()
end
local subcap
if TargetNumber == 1 then
subcap = loc("Training")
else
subcap = loc("Instructions")
end
Info(subcap, TargetPos[TargetNumber].Message, TargetPos[TargetNumber].MessageIcon, TargetPos[TargetNumber].MessageTime)
-- Spawn targets on the next position
SpawnTargets()
if TargetNumber > 1 then
AddCaption(loc("Next target is ready!"), 0xFFFFFFFF, capgrpMessage2)
end
end
-- Returns true if the hedgehog has safely "landed" (alive, no flying saucer gear and not moving)
-- This is to ensure the training only continues when the player didn't screw up and to restart the current target
function HasHedgehogLandedYet()
if band(GetState(Player), gstMoving) == 0 and SaucerGear == nil and GetHealth(Player) > 0 then
return true
else
return false
end
end
-- Clean up the gear mess left behind when the player failed to get a clean state after restarting
function CleanUpGears()
-- (We track flames, grenades, bazooka shells)
runOnGears(DeleteGear)
end
-- Completely restarts the current target/objective; the hedgehog is spawned at the last "checkpoint"
-- Called when hedgeghog is resurrected or skips turn
function ResetCurrentTarget()
GrenadeThrown = false
GrenadeTimer = 0
if TargetNumber == LaunchTarget then
BazookasLeft = 2
elseif TargetNumber == UnderwaterAttackTarget then
BazookasLeft = 1
else
BazookasLeft = 0
end
Check = false
CleanUpGears()
local X, Y
if TargetNumber == 1 then
X, Y = StartPos.X, StartPos.Y
else
if TargetPos[TargetNumber-1].Modifier or TargetPos[TargetNumber-1].Respawn ~= nil then
X, Y = TargetPos[TargetNumber-1].Respawn.X, TargetPos[TargetNumber-1].Respawn.Y
else
X, Y = TargetPos[TargetNumber-1].Targets[1].X, TargetPos[TargetNumber-1].Targets[1].Y
end
end
if TargetNumber == BoomTarget then
SpawnBoomTarget()
end
if TargetPos[TargetNumber].Modifier ~= true then
SpawnTargets()
end
if TargetPos[TargetNumber].Ammo then
for ammoType, count in pairs(TargetPos[TargetNumber].Ammo) do
AddAmmo(Player, ammoType, count)
end
if GetCurAmmoType() ~= amJetpack then
SetWeapon(amJetpack)
end
end
if TargetPos[TargetNumber].InfFuel then
InfFuel = true
else
InfFuel = false
end
SetGearPosition(Player, X, Y)
end
function onGameInit()
Seed = 1
GameFlags = gfInfAttack + gfOneClanMode + gfSolidLand + gfDisableWind
TurnTime = 2000000 --[[ This rffectively hides the turn time; a turn time above 1000s is not displayed.
We will also ensure this timer always stays above 999s later ]]
CaseFreq = 0
MinesNum = 0
Explosives = 0
Map = "Eyes"
Theme = "EarthRise"
SuddenDeathTurns = 50
WaterRise = 0
HealthDecrease = 0
-- Team name is a pun on “hedgehog” and “astronauts”
AddTeam( loc( "Hogonauts" ), 0xDDDD00, "earth", "Earth", "Default", "cm_galaxy" )
-- Hedgehog name is a pun on “Neil Armstrong”
Player = AddHog( loc( "Neil Hogstrong" ), 0, 1, "NoHat" )
SetGearPosition( Player, StartPos.X, StartPos.Y)
SetEffect( Player, heResurrectable, 1 )
end
function onGameStart()
SendHealthStatsOff()
-- Girder near first crate
PlaceGirder(1257, 204, 6)
-- The upper girders
PlaceGirder(84, 16, 0)
PlaceGirder(1980, 16, 0)
-- The lower girder platform at the water pit
PlaceGirder(509, 896, 4)
PlaceGirder(668, 896, 4)
PlaceGirder(421, 896, 2)
PlaceGirder(758, 896, 2)
-- Girders for the Launch Target and the Underwater Attack Target
PlaceGirder(1191, 960, 4)
PlaceGirder(1311, 960, 0)
PlaceGirder(1460, 827, 3)
PlaceGirder(1509, 763, 2)
PlaceGirder(1605, 672, 4)
PlaceGirder(1764, 672, 4)
PlaceGirder(1803, 577, 6)
-- Spawn our 1st target using the wrapper function
AutoSpawn()
end
function onAmmoStoreInit()
SetAmmo(amJetpack, 0, 0, 0, 0)
SetAmmo(amGrenade, 0, 0, 0, 0)
SetAmmo(amBazooka, 0, 0, 0, 0)
-- Added for resetting current target/objective when player is stuck somehow
SetAmmo(amSkip, 9, 0, 0, 0)
end
function onGearAdd(Gear)
if GetGearType(Gear) == gtJetpack then
SaucerGear = Gear
if TargetNumber == BoomTarget and GrenadeThrown == false then
AddAmmo(Player, amGrenade, 1)
end
if (TargetNumber == LaunchTarget or TargetNumber == UnderwaterAttackTarget) and BazookasLeft > 0 then
AddAmmo(Player, amBazooka, BazookasLeft)
end
end
if GetGearType(Gear) == gtGrenade then
GrenadeThrown = true
GrenadeTimer = 0
end
if GetGearType(Gear) == gtShell then
BazookasLeft = BazookasLeft - 1
end
if GetGearType(Gear) == gtFlame or GetGearType(Gear) == gtGrenade or GetGearType(Gear) == gtShell then
trackGear(Gear)
end
end
function onGearDelete(Gear)
if GetGearType(Player) ~= nil and (GetGearType(Gear) == gtTarget or GetGearType(Gear) == gtCase) then
for i=1, #TargetGears do
if Gear == TargetGears[i] then
TargetGears[i] = nil
TargetsRemaining = TargetsRemaining - 1
end
end
if TargetsRemaining <= 0 then
if TargetNumber == BoomTarget or not HasHedgehogLandedYet() then
if SaucerGear then
AddCaption(loc("Objective completed! Now land safely."), 0xFFFFFFFF, capgrpMessage2)
end
Check = true
CheckTimer = 500
else
AutoSpawn()
end
end
end
if GetGearType(Gear) == gtGrenade then
GrenadeTimer = 0
GrenadeExploded = true
end
if GetGearType(Gear) == gtJetpack then
SaucerGear = nil
if TargetNumber == BoomTarget then
AddAmmo(Player, amGrenade, 0)
end
if TargetNumber == LaunchTarget or TargetNumber == UnderwaterAttackTarget then
AddAmmo(Player, amBazooka, 0)
end
end
if GetGearType(Gear) == gtCase and GetGearType(Player) ~= nil then
PlaySound(sndShotgunReload)
end
if Gear == Barrels[1] then
Barrels[1] = nil
end
if Gear == Barrels[2] then
Barrels[2] = nil
AddCaption(loc("Kaboom!"), 0xFFFFFFFF, capgrpMessage)
end
end
function onNewTurn()
SetWeapon(amJetpack)
end
function onGameTick20()
if (TurnTimeLeft < 1500000 and not Objective) then
TurnTimeLeft = TurnTime
end
if Check then
CheckTimer = CheckTimer - 20
if CheckTimer <= 0 then
if HasHedgehogLandedYet() then
AutoSpawn()
Check = false
GrenadeThrown = false
end
end
end
if GrenadeExploded and TargetNumber == BoomTarget then
GrenadeTimer = GrenadeTimer + 20
if GrenadeTimer > 1500 then
GrenadeTimer = 0
GrenadeThrown = false
GrenadeExploded = false
if SaucerGear and TargetNumber == BoomTarget and TargetsRemaining > 0 then
PlaySound(sndShotgunReload)
AddCaption(loc("+1 Grenade"), 0xDDDD00FF, capgrpAmmoinfo)
AddAmmo(Player, amGrenade, 1)
end
end
end
ResetFuel()
end
-- Used to ensure infinite fuel
function ResetFuel()
if SaucerGear and InfFuel then
SetHealth(SaucerGear, 2000)
end
end
onUp = ResetFuel
onLeft = ResetFuel
onRight = ResetFuel
function onGearDamage(Gear)
if Gear == Player then
CleanUpGears()
GrenadeThrown = false
Check = false
end
end
function onGearResurrect(Gear)
if Gear == Player then
AddCaption(loc("Oh no! You have died. Try again!"), 0xFFFFFFFF, capgrpMessage2)
ResetCurrentTarget()
end
end
function onHogAttack(ammoType)
if ammoType == amSkip then
AddCaption(loc("Try again!"), 0xFFFFFFFF, capgrpMessage2)
ResetCurrentTarget()
end
end