make BasketballField available as regular map. maybe should make it destructable when not in mission mode *shrugs*
--------------------------------
-- CTF_BLIZZARD 0.9
--------------------------------
---------
-- 0.2
---------
-- disabled super weapons
-- theme modifications
-- improved hog placement system: teams can now be put
-- in any order and be of any size
---------
-- 0.3
---------
-- In this version:
-- changed starting weapons
-- changed crate drop contents and rate of drops
-- completely removed super weapons and super weapon scripts
-- removed custom respawning
-- removed set respawn points
-- added AIRespawn-esque respawning
-- added simple left vs right respawn points
-- added non-lethal poison to flag carriers as an indicator
-- improved flag mechanics and player-flag feedback
-- flag now instantly respawns if you kill enemy hog and return it,
-- or if the flag falls in water, _BUT_ not if it is blown up
---------
-- 0.4
---------
-- tweaked crate drop rates and crate contents
-- improved the teleporters, they should now be able to handle rope... hopefully
-- updated SetEffect calls to be in line with 0.9.15 definitions
-- added visual gears when hogs respawn
-- added visual gears when hogs teleport
-- added visual gear to track flag and flag carriers
-- removed poisoning of flag carriers
-- removed health adjustments for flag carriers due to aforementioned poisons
---------
-- 0.5
---------
-- added translation support, hopefully
-- added ctf rules
-- added effects to the teleporters
-- added aura round spawning area
-- changed the aura around the flag carrier / flag to an aura and added some support for this
-- changed things so the seed is no longer always the same...
---------
-- 0.6
---------
-- removed branding and version number
-- removed teleport from starting weapons
-- increased captures to 3
------------
-- 0.7
------------
-- hopefully fixed a bug with the teleporters
-- added a fix for crate possibly getting imbedded in land when it was near the water line
------------
-- 0.8
------------
-- fixed version control fail with missing check on onGearDelete
-- changed hog placements code so that they start in the same place for both teams
-- and hogs move in the same order, not backwards to each other.
-----------
-- 0.9
------------
-- add support for more players
-- re-enable sudden death, but set water rise to 0
HedgewarsScriptLoad("/Scripts/Locale.lua")
---------------------------------------------------------------
----------lots of bad variables and things
----------because someone is too lazy
----------to read about tables properly
------------------ "Oh well, they probably have the memory"
local actionReset = 0 -- used in CheckTeleporters()
local roundsCounter = 0 -- used to determine when to spawn more crates
-- currently every 6 TURNS, should this work
-- on ROUNDS instead?
local effectTimer = 0
local ropeGear = nil
--------------------------
-- hog and team tracking variales
--------------------------
local numhhs = 0 -- store number of hedgehogs
local hhs = {} -- store hedgehog gears
local numTeams -- store the number of teams in the game
local teamNameArr = {} -- store the list of teams
local teamSize = {} -- store how many hogs per team
local teamIndex = {} -- at what point in the hhs{} does each team begin
-------------------
-- flag variables
-------------------
local fGear = {} -- pointer to the case gears that represent the flag
local fThief = {} -- pointer to the hogs who stole the flags
local fIsMissing = {} -- have the flags been destroyed or captured
local fNeedsRespawn = {} -- do the flags need to be respawned
local fCaptures = {} -- the team "scores" how many captures
local fSpawnX = {} -- spawn X for flags
local fSpawnY = {} -- spawn Y for flags
local fThiefX = {}
local fThiefY = {}
local FTTC = 0 -- flag thief tracker counter
--local fThiefsHealed = false
local fSpawnC = {}
local fCirc = {} -- flag/carrier marker circles
local fCol = {} -- colour of the clans
local vCircX = {}
local vCircY = {}
local vCircMinA = {}
local vCircMaxA = {}
local vCircType = {}
local vCircPulse = {}
local vCircFuckAll = {}
local vCircRadius = {}
local vCircWidth = {}
local vCircCol = {}
--------------------------------
--zone and teleporter variables
--------------------------------
local redTel
local orangeTel
--local areaArr = {} -- no longer used
local zXMin = {}
local zWidth = {}
local zYMin = {}
local zHeight = {}
local zOccupied = {}
local zCount = 0
------------------------
-- zone methods
------------------------
-- see on gameTick also
function ManageTeleporterEffects()
effectTimer = effectTimer + 1
if effectTimer > 50 then -- 100
effectTimer = 0
for i = 0,1 do
eX = 10 + zXMin[i] + GetRandom(zWidth[i]-10)
eY = 50 + zYMin[i] + GetRandom(zHeight[i]-110)
-- steam and smoke and DUST look good, smokering looks trippy
-- smoketrace and eviltrace are not effected by wind?
-- chunk is a LR falling gear
tempE = AddVisualGear(eX, eY, vgtDust, 0, false)
if tempE ~= 0 then
g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)
SetVisualGearValues(tempE, eX, eY, g3, g4, g5, g6, g7, g8, g9, fCol[i])
end
end
end
end
function CreateZone(xMin, yMin, width, height)
zXMin[zCount] = xMin
zYMin[zCount] = yMin
zWidth[zCount] = width
zHeight[zCount] = height
zOccupied[zCount] = false
zCount = zCount + 1
return (zCount-1)
end
function GearIsInZone(gear, zI)
if (GetX(gear) > zXMin[zI]) and (GetX(gear) < (zXMin[zI]+zWidth[zI])) and (GetY(gear) > zYMin[zI]) and (GetY(gear) < (zYMin[zI]+zHeight[zI])) then
zOccupied[zI] = true
else
zOccupied[zI] = false
end
return zOccupied[zI]
end
------------------------
--flag methods
------------------------
function CheckScore(teamID)
if teamID == 0 then
alt = 1
winner = "Red"
elseif teamID == 1 then
alt = 0
winner = "Blue"
end
if fCaptures[teamID] == 3 then
for i = 0, (numhhs-1) do
if GetHogClan(hhs[i]) == alt then
SetEffect(hhs[i], heResurrectable, 0)
SetHealth(hhs[i],0)
end
end
--ShowMission("GAME OVER!", "Victory for the " .. winner .. " Team!", "Hooray!", 0, 0)
ShowMission(loc("GAME OVER!"), loc("Victory for the ") .. GetHogTeamName(CurrentHedgehog), loc("Hooray!"), 0, 0)
end
end
function HandleRespawns()
for i = 0, 1 do
if fNeedsRespawn[i] == true then
fGear[i] = SpawnAmmoCrate(fSpawnX[i],fSpawnY[i],amSkip)
--fGear[i] = SpawnHealthCrate(fSpawnX[i],fSpawnY[i])
fNeedsRespawn[i] = false
fIsMissing[i] = false -- new, this should solve problems of a respawned flag being "returned" when a player tries to score
AddCaption(loc("Flag respawned!"))
end
end
end
function FlagDeleted(gear)
if (gear == fGear[0]) then
wtf = 0
bbq = 1
elseif (gear == fGear[1]) then
wtf = 1
bbq = 0
end
--ShowMission("OH HAI!", "FlagDeleted was called", "Oh noes!", -amBazooka, 0)
if CurrentHedgehog ~= nil then
--ShowMission("GUESS WAT?", "I'm not nil", "Oh noes!", -amBazooka, 0)
--if the player picks up the flag
if CheckDistance(CurrentHedgehog, fGear[wtf]) < 1600 then
fGear[wtf] = nil -- the flag has now disappeared and we shouldnt be pointing to it
-- player has successfully captured the enemy flag
if (GetHogClan(CurrentHedgehog) == wtf) and (CurrentHedgehog == fThief[bbq]) and (fIsMissing[wtf] == false) then
fIsMissing[wtf] = false
fNeedsRespawn[wtf] = true
fIsMissing[bbq] = false
fNeedsRespawn[bbq] = true
fCaptures[wtf] = fCaptures[wtf] +1 --fCaptures[wtf]
--ShowMission(LOC_NOT("You have SCORED!!"), "Red Team: " .. fCaptures[0], "Blue Team: " .. fCaptures[1], -amBazooka, 0)
ShowMission(loc("You have SCORED!!"), GetHogTeamName(CurrentHedgehog) .. ": " .. fCaptures[wtf], loc("Opposing Team: ") .. fCaptures[bbq], 0, 0)
PlaySound(sndVictory)
--SetEffect(fThief[bbq], hePoisoned, false)
fThief[bbq] = nil -- player no longer has the enemy flag
CheckScore(wtf)
--if the player is returning the flag
elseif GetHogClan(CurrentHedgehog) == wtf then
fNeedsRespawn[wtf] = true
-- NEW ADDIITON, does this work? Should make it possible to return your flag and then score in the same turn
if fIsMissing[wtf] == true then
HandleRespawns() -- this will set fIsMissing[wtf] to false :)
AddCaption(loc("Flag returned!"))
elseif fIsMissing[wtf] == false then
AddCaption(loc("That was pointless.") .. loc("The flag will respawn next round."))
end
--fIsMissing[wtf] = false
--ShowMission("Flag returned!", "Hooray", "", -amBazooka, 0)
--if the player is taking the enemy flag
elseif GetHogClan(CurrentHedgehog) == bbq then
fIsMissing[wtf] = true
for i = 0,numhhs-1 do
if CurrentHedgehog == hhs[i] then
fThief[wtf] = hhs[i]
--SetEffect(fThief[wtf], hePoisoned, true)
end
end
AddCaption(loc("Flag captured!"))
else --below line doesnt usually get called
AddCaption("Hmm... that wasn't supposed to happen...")
end
-- if flag has been destroyed, probably
else
if GetY(fGear[wtf]) > 2025 then
fGear[wtf] = nil
fIsMissing[wtf] = true
fNeedsRespawn[wtf] = true
HandleRespawns()
else
fGear[wtf] = nil
fIsMissing[wtf] = true
fNeedsRespawn[wtf] = true
AddCaption(loc("Boom!") .. " " .. loc("The flag will respawn next round."))
end
end
-- if flag has been destroyed deep underwater and player is now nil
-- probably only gets called if the flag thief drowns himself
-- otherwise the above one will work fine
else
--ShowMission("NIL PLAYER!", "Oh snap", "Oh noes!", -amBazooka, 0)
fGear[wtf] = nil
fIsMissing[wtf] = true
fNeedsRespawn[wtf] = true
AddCaption(loc("The flag will respawn next round."))
end
end
function FlagThiefDead(gear)
if (gear == fThief[0]) then
wtf = 0
bbq = 1
elseif (gear == fThief[1]) then
wtf = 1
bbq = 0
end
if fThief[wtf] ~= nil then
if fThiefY[wtf] > 2040 then
fGear[wtf] = SpawnAmmoCrate(fThiefX[wtf],(fThiefY[wtf]+10),amSkip)
else
fGear[wtf] = SpawnAmmoCrate(fThiefX[wtf],(fThiefY[wtf]-50),amSkip)
end
AddVisualGear(fThiefX[wtf], fThiefY[wtf], vgtBigExplosion, 0, false)
fThief[wtf] = nil
end
end
function HandleCircles()
for i = 0, 1 do
if fIsMissing[i] == false then -- draw a circle at the flag's spawning place
--SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, 33, 2, fCol[i])
SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], vCircMinA[i], vCircMaxA[i], vCircType[i], vCircPulse[i], vCircFuckAll[i], vCircRadius[i], vCircWidth[i], vCircCol[i])
elseif (fIsMissing[i] == true) and (fNeedsRespawn[i] == false) then
if fThief[i] ~= nil then -- draw circle round flag carrier
--SetVisualGearValues(fCirc[i], fThiefX[i], fThiefY[i], 20, 200, 0, 0, 100, 33, 2, fCol[i])
SetVisualGearValues(fCirc[i], fThiefX[i], fThiefY[i], vCircMinA[i], vCircMaxA[i], vCircType[i], vCircPulse[i], vCircFuckAll[i], vCircRadius[i], vCircWidth[i], vCircCol[i])
elseif fThief[i] == nil then -- draw cirle round dropped flag
--SetVisualGearValues(fCirc[i], GetX(fGear[i]), GetY(fGear[i]), 20, 200, 0, 0, 100, 33, 2, fCol[i])
SetVisualGearValues(fCirc[i], GetX(fGear[i]),GetY(fGear[i]), vCircMinA[i], vCircMaxA[i], vCircType[i], vCircPulse[i], vCircFuckAll[i], vCircRadius[i], vCircWidth[i], vCircCol[i])
end
end
if fNeedsRespawn[i] == true then -- if the flag has been destroyed, no need for a circle
SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, 0, 0, fCol[i])
end
end
end
------------------------
-- general methods
------------------------
function CheckDistance(gear1, gear2)
g1X, g1Y = GetGearPosition(gear1)
g2X, g2Y = GetGearPosition(gear2)
g1X = g1X - g2X
g1Y = g1Y - g2Y
z = (g1X*g1X) + (g1Y*g1Y)
--dist = math.sqrt(z)
dist = z
return dist
end
function CheckTeleporters()
teleportActive = false
if (GearIsInZone(CurrentHedgehog, redTel) == true) and (GetHogClan(CurrentHedgehog) == 0) then
teleportActive = true
destinationX = 1402
destinationY = 321
elseif (GearIsInZone(CurrentHedgehog, orangeTel) == true) and (GetHogClan(CurrentHedgehog) == 1) then
teleportActive = true
destinationX = 2692
destinationY = 321
end
if teleportActive == true then
if actionReset == 0 then
if ropeGear ~= nil then
if GetGearElasticity(ropeGear) ~= 0 then
SetGearMessage(CurrentHedgehog, gmAttack)
end
end
--AddCaption(actionReset .. ";" .. "attack")
elseif actionReset == 10 then
SetGearMessage(CurrentHedgehog, 0)
--AddCaption(actionReset .. ";" .. "reset")
elseif actionReset == 20 then
AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtBigExplosion, 0, false)
SetGearPosition(CurrentHedgehog,destinationX,destinationY)
AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtBigExplosion, 0, false)
--AddCaption(actionReset .. ";" .. "teleport")
end
actionReset = actionReset + 1
if actionReset >= 30 then
actionReset = 0
end
end
end
function RebuildTeamInfo()
-- make a list of individual team names
for i = 0, (TeamsCount-1) do
teamNameArr[i] = i
teamSize[i] = 0
teamIndex[i] = 0
end
numTeams = 0
for i = 0, (numhhs-1) do
z = 0
unfinished = true
while(unfinished == true) do
newTeam = true
tempHogTeamName = GetHogTeamName(hhs[i]) -- this is the new name
if tempHogTeamName == teamNameArr[z] then
newTeam = false
unfinished = false
end
z = z + 1
if z == TeamsCount then
unfinished = false
if newTeam == true then
teamNameArr[numTeams] = tempHogTeamName
numTeams = numTeams + 1
end
end
end
end
-- find out how many hogs per team, and the index of the first hog in hhs
for i = 0, numTeams-1 do
for z = 0, numhhs-1 do
if GetHogTeamName(hhs[z]) == teamNameArr[i] then
if teamSize[i] == 0 then
teamIndex[i] = z -- should give starting index
end
teamSize[i] = teamSize[i] + 1
--add a pointer so this hog appears at i in hhs
end
end
end
end
function HandleCrateDrops()
roundsCounter = roundsCounter +1
if roundsCounter == 5 then
roundsCounter = 0
r = GetRandom(8)
if r == 0 then
SpawnUtilityCrate(0,0,amSwitch)
elseif r == 1 then
SpawnUtilityCrate(0,0,amTeleport)
elseif r == 2 then
SpawnUtilityCrate(0,0,amJetpack)
elseif r == 3 then
SpawnUtilityCrate(0,0,amExtraTime)
elseif r == 4 then
SpawnUtilityCrate(0,0,amGirder)
elseif r == 5 then
SpawnAmmoCrate(0,0,amDynamite)
elseif r == 6 then
SpawnAmmoCrate(0,0,amFlamethrower)
elseif r == 7 then
SpawnUtilityCrate(0,0,amPortalGun)
end
end
end
------------------------
-- game methods
------------------------
function onGameInit()
-- Things we don't modify here will use their default values.
GameFlags = gfDivideTeams -- Game settings and rules
TurnTime = 30000 -- (was 30) The time the player has to move each round (in ms)
CaseFreq = 0 -- The frequency of crate drops
MinesNum = 0 -- The number of mines being placed
MinesTime = 2000
Explosives = 0 -- The number of explosives being placed
Delay = 10 -- The delay between each round
WaterRise = 0 -- I sure hope this works
--SuddenDeathTurns = 99 -- suddendeath is off, effectively
Map = "Blizzard" -- The map to be played
Theme = "Snow" -- The theme to be used "Nature"
end
function onGameStart()
ShowMission("CTF_BLIZZARD", "", loc(" - Return the enemy flag to your base to score | - First team to 3 captures wins | - You may only score when your flag is in your base | - Hogs will drop the flag if killed, or drowned | - Dropped flags may be returned or recaptured | - Hogs respawn when killed"), 0, 0)
-- initialize teleporters
redTel = CreateZone(342,1316,42,449) -- red teleporter
orangeTel = CreateZone(3719,1330,45,449) -- orange teleporter
--new improved placement schematics aw yeah
RebuildTeamInfo()
--ShowMission("Team Info Rebuilt", "Here you go:", "TeamCount: " .. TeamsCount .. "|" .. teamNameArr[0] .. ": " .. teamSize[0] .. " Hogs|" .. teamNameArr[1] .. ": " .. teamSize[1] .. " Hogs|" .. teamNameArr[2] .. ": " .. teamSize[2] .. " Hogs|", 0, 0)
team1Placed = 0
team2Placed = 0
for i = 0, (TeamsCount-1) do
for g = teamIndex[i], (teamIndex[i]+teamSize[i]-1) do
if GetHogClan(hhs[g]) == 0 then
SetGearPosition(hhs[g],1403+ ((team1Placed+1)*50),1570)
team1Placed = team1Placed +1
if team1Placed > 6 then
team1Placed = 0
end
elseif GetHogClan(hhs[g]) == 1 then
SetGearPosition(hhs[g],2691- ((team2Placed+1)*50),1570)
team2Placed = team2Placed +1
if team2Placed > 6 then
team2Placed = 0
end
end
end
end
--spawn starting ufos and or super weapons
SpawnAmmoCrate(2048,1858,amJetpack)
--SpawnUtilityCrate(2048,1858,amExtraTime)
--set flag spawn points and spawn the flags
fSpawnX[0] = 957
fSpawnY[0] = 1747
fSpawnX[1] = 3123
fSpawnY[1] = 1747
for i = 0, 1 do
fGear[i] = SpawnAmmoCrate(fSpawnX[i],fSpawnY[i],amSkip)
fCirc[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
fCol[i] = GetClanColor(i)
fSpawnC[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
SetVisualGearValues(fSpawnC[i], fSpawnX[i],fSpawnY[i], 10, 200, 1, 10, 0, 300, 5, fCol[i])
fIsMissing[i] = false
fNeedsRespawn[i] = false
fCaptures[i] = 0
vCircMinA[i] = 20
vCircMaxA[i] = 255
vCircType[i] = 1
vCircPulse[i] = 10
vCircFuckAll[i] = 0
vCircRadius[i] = 150
vCircWidth[i] = 5
vCircCol[i] = fCol[i]
SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], vCircMinA[i], vCircMaxA[i], vCircType[i], vCircPulse[i], vCircFuckAll[i], vCircRadius[i], vCircWidth[i], vCircCol[i])
end
end
function onNewTurn()
if lastTeam ~= GetHogTeamName(CurrentHedgehog) then
lastTeam = GetHogTeamName(CurrentHedgehog)
end
for i = 0, 1 do
if fThief[i] ~= nil then
--adjust = 5 + GetHealth(fThief[i])
--SetHealth(fThief[i], adjust)
--AddCaption('Helped out the flag poisoned flag thiefs')
end
end
--AddCaption("Handling respawns")
HandleRespawns()
HandleCrateDrops()
--myC = AddVisualGear(GetX(CurrentHedgehog),GetY(CurrentHedgehog),vgtCircle,0,true)
--SetVisualGearValues(myC, GetX(CurrentHedgehog),GetY(CurrentHedgehog), 20, 200, 0, 0, 100, 50, 3, GetClanColor(GetHogClan(CurrentHedgehog)))
end
function onGameTick()
-- onRessurect calls AFTER you have resurrected,
-- so keeping track of x,y a few milliseconds before
-- is useful
--FTTC = FTTC + 1
--if FTTC == 100 then
-- FTTC = 0
for i = 0,1 do
if fThief[i] ~= nil then
fThiefX[i] = GetX(fThief[i])
fThiefY[i] = GetY(fThief[i])
end
end
--end
-- things we wanna check often
if (CurrentHedgehog ~= nil) then
--AddCaption(GetX(CurrentHedgehog) .. "; " .. GetY(CurrentHedgehog))
--AddCaption("Checking Teleporters")
CheckTeleporters()
end
HandleCircles()
ManageTeleporterEffects()
end
function onAmmoStoreInit()
SetAmmo(amDrill,9,0,0,0)
SetAmmo(amMortar,9,0,0,0)
SetAmmo(amGrenade,9,0,0,0)
SetAmmo(amClusterBomb,4,0,0,0)
--SetAmmo(amDEagle, 4, 0, 0, 0)
SetAmmo(amShotgun, 9, 0, 0, 0)
SetAmmo(amFlamethrower, 1, 0, 0, 1)
SetAmmo(amFirePunch, 9, 0, 0, 0)
SetAmmo(amBaseballBat, 2, 0, 0, 0)
--SetAmmo(amKamikaze, 2, 0, 0, 0)
SetAmmo(amDynamite,2,0,0,1)
SetAmmo(amSMine,4,0,0,0)
SetAmmo(amBlowTorch, 9, 0, 0, 0)
SetAmmo(amPickHammer, 9, 0, 0, 0)
SetAmmo(amGirder, 2, 0, 0, 2)
SetAmmo(amPortalGun, 2, 0, 0, 2)
SetAmmo(amParachute, 9, 0, 0, 0)
SetAmmo(amRope, 9, 0, 0, 0)
SetAmmo(amTeleport, 0, 0, 0, 1)
SetAmmo(amJetpack, 1, 0, 0, 1)
SetAmmo(amSwitch, 2, 0, 0, 1)
SetAmmo(amExtraTime,1,0,0,1)
SetAmmo(amLowGravity,1,0,0,0)
SetAmmo(amSkip, 9, 0, 0, 0)
end
function onGearResurrect(gear)
--AddCaption("A gear has been resurrected!")
-- mark the flag thief as dead if he needed a respawn
for i = 0,1 do
if gear == fThief[i] then
FlagThiefDead(gear)
end
end
-- place hogs belonging to each clan either left or right side of map
if GetHogClan(gear) == 0 then
FindPlace(gear, false, 0, 2048)
elseif GetHogClan(gear) == 1 then
FindPlace(gear, false, 2048, LAND_WIDTH)
end
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
end
function onGearDamage(gear, damage)
-- >_< damn, occurs too fast, before the hog has finished moving / updated his health
--if GetGearType(gear) == gtHedgehog then
-- if damage > GetHealth(gear) then
-- AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false)
-- end
--end
end
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
hhs[numhhs] = gear
numhhs = numhhs + 1
SetEffect(gear, heResurrectable, 1)
end
if GetGearType(gear) == gtRope then
ropeGear = gear
end
end
function onGearDelete(gear)
if (gear == fGear[0]) or (gear == fGear[1]) then
FlagDeleted(gear)
end
if GetGearType(gear) == gtRope then
ropeGear = nil
end
if GetGearType(gear) == gtHedgehog then
for i = 0, (numhhs-1) do
if gear == hhs[i] then
for k = 0,1 do
if gear == fThief[k] then
FlagThiefDead(gear)
end
end
hhs[i] = nil
end
end
end
end