share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/epil.lua
author Wuzzy <Wuzzy2@mail.ru>
Mon, 12 Mar 2018 02:09:21 +0100
changeset 13169 6869d27a2f3f
parent 13145 5083fb0a2992
child 13583 141cdfe0f3ca
permissions -rw-r--r--
ACF7: Add one pick hammer in crate Players often reported to screw up with the pick hammer, which is quite annoying. With one pick hammer more, this mission should be slightly less annoying.

--[[
A Classic Fairytale: Epilogue

= SUMMARY =
The epilogue, a final animated sequence (with 4 possible endings),
plus a sandbox mode.

= GOALS =
You only need to finish the cut scene and quit.
The cut scene can be skipped, this is OK, too.

= FLOW CHART =
== Linear events ==
- Long cut scene. This is one of four possible endings.
- The chosen ending depends on the enemy leader chosen in ACF8:
| ACF8 leader: Dense Cloud
    - Dense Cloud is the traitor and in prison
    - See SetupAnimDense
| ACF8 leader: Fell from Heaven
    - Fell from Heaven is the traitor
    - See SetupAnimPrincess
| ACF8 leader: Fiery Water
    - Fiery Water is the traitor and in prison
    - See SetupAnimWater
| ACF8 leader: Nancy Screw (cyborg)
    - No traitors
    - See SetupAnimCyborg
- Mission is marked as completed after cut scene, but does not exit
- Mission panel with congratulation message appears
- Sandbox mode activated
- All hogs except the traitor are now playable

Note: This mission does not exit on its own.
The player has either to kill everyone or use the Esc key.

== Non-linear events ==
| All hogs except the traitor are dead
    - It's the traitor's turn now

]]

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")

-----------------------------Constants---------------------------------
leaksNum = 1
denseNum = 2
waterNum = 3
buffaloNum = 4
chiefNum = 5
girlNum = 6
wiseNum = 7
ramonNum = 8
spikyNum = 9
princessNum = 10

denseScene = 1
princessScene = 2
waterScene = 3
cyborgScene = 4

nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"), 
               loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
               loc("Wise Oak"), loc("Ramon"), loc("Spiky Cheese"),
               loc("Fell From Heaven")
              }
nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
              "tiara", "AkuAku", "rasta", "hair_yellow", "tiara"}

nativePosCyborg = {{1900, 508}, {480, 1321}, {2927, 873},
             {1325, 905}, {3190, 1424}, {1442, 857},
             {1134, 1278}, {2881, 853}, {2974, 897},
             {2033, 511}}
nativeDirCyborg = {"Right", "Right", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Left"}

nativePosPrincess = {{1930, 508}, {480, 1321}, {2927, 873},
             {1325, 905}, {3190, 1424}, {2033, 511},
             {1134, 1278}, {2881, 853}, {2974, 897},
             {1900, 508}}
nativeDirPrincess = {"Right", "Right", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Right"}

nativePosDense = {{1930, 508}, {2285, 772}, {2927, 873},
             {1325, 905}, {3190, 1424}, {1442, 857},
             {1134, 1278}, {480, 1321}, {2974, 897},
             {2033, 511}}
nativeDirDense = {"Right", "Left", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Left"}

nativePosWater = {{1900, 508}, {2033, 511}, {2285, 772},
             {1325, 905}, {3190, 1424}, {1442, 857},
             {1134, 1278}, {480, 1321}, {2974, 897},
             {1980, 511}}
nativeDirWater = {"Right", "Left", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Left"}

prisonPos = {2285, 772}

brainNum = 1
corpseNum = 2
brutalNum = 3
earNum = 4
hanniNum = 5

cannibalNames = {loc("Brainiac"), loc("Corpse Thrower"), loc("Brutal Lily"), loc("Ear Sniffer"), loc("Hannibal")}
cannibalHats = {"Zombi", "AkuAku", "Zombi", "Zombi", "IndianChief"}
cannibalPos = {{533, 1304}, {1184, 1282}, {1386, 883}, {2854, 834}, {3243, 1415}}
cannibalDir = {"Left", "Left", "Left", "Right", "Left"}
-----------------------------Variables---------------------------------
natives = {}
cannibals = {}
traitor = nil
crate = nil

startAnim = {}

gearDead = {}
hogDead = {}
--------------------------Anim skip functions--------------------------
function SkipStartAnim()
  SetGearMessage(CurrentHedgehog, 0)
  AnimSwitchHog(natives[1])
end

function AfterStartAnim()
  crate = SpawnHealthCrate(0, 0)
  SetGearMessage(CurrentHedgehog, 0)
  AddNewEvent(CheckCrateTaken, {}, DoCrateTaken, {}, 1)
  EndTurn(true)
  ShowMission(loc("Epilogue"), loc("That's all, folks!"),
    loc("You have successfully finished the campaign!").."|"..
    loc("If you wish to replay, there are other possible endings, too!").."|"..
    loc("You can practice moving around and using utilities in this mission.|However, it will never end!"), 1, 0)
  SaveCampaignVar("Progress", "10")
  SaveCampaignVar("Won", "true")
end

---------------------------Events-------------------------------------
function CheckCrateTaken()
  return gearDead[crate]
end

function DoCrateTaken()
  crate = SpawnHealthCrate(0, 0)
end
-----------------------------Animations--------------------------------
function AnimationSetup()
  if m8Scene == cyborgScene then 
    SetupAnimCyborg()
  elseif m8Scene == princessScene then
    SetupAnimPrincess()
  elseif m8Scene == waterScene then
    SetupAnimWater()
  else
    SetupAnimDense()
  end
  AddSkipFunction(startAnim, SkipStartAnim, {})
end

function SetupAnimWater()
  startAnim = {
    {func = AnimWait, args = {natives[1], 3000}},
    {func = AnimCaption, args = {natives[ramonNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
    {func = AnimSay, args = {natives[ramonNum], loc("You got a killer mask there, amigo!"), SAY_SAY, 5500}},
    {func = AnimSay, args = {cannibals[brainNum], loc("Thanks, man! It really means a lot to me."), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
    {func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
    {func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimSay, args = {natives[leaksNum], loc("It's amazing how quickly our lives can change."), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[waterNum], loc("Aye! Fellow! Let me exit this chamber of doom!"), SAY_SAY, 7000}},
    {func = AnimTurn, args = {natives[princessNum], "Right"}},
    {func = AnimSay, args = {natives[princessNum], loc("It's your fault you're there!"), SAY_SAY, 5000}},
    {func = AnimTurn, args = {natives[princessNum], "Left"}},
    {func = AnimSay, args = {natives[leaksNum], loc("I always suspected him!"), SAY_SAY, 3000}},
    {func = AnimSay, args = {natives[leaksNum], loc("Nobody takes walks every day!"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[princessNum], loc("I don't know who I can trust anymore."), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[princessNum], loc("Everywhere I look, I see hogs walking around …"), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[princessNum], loc("… and I think they are up to something. Something bad!"), SAY_SAY, 8000}},
    {func = AnimMove, args = {natives[leaksNum], "Right", nativePosWater[princessNum][1] - 30, nativePosWater[princessNum][2]}},
    {func = AnimSay, args = {natives[leaksNum], loc("You can always trust me! I love you!"), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[princessNum], loc("I know and I'm terribly sorry!"), SAY_SAY, 5000}},
    {func = AnimSay, args = {natives[princessNum], loc("I love Dense Cloud now!"), SAY_SAY, 4000}},
    {func = AnimTurn, args = {natives[princessNum], "Right"}},
    {func = AnimMove, args = {natives[denseNum], "Left", nativePosWater[princessNum][1] + 20, nativePosWater[princessNum][2]}},
    {func = AnimSay, args = {natives[denseNum], loc("Problems, dude? Chillax!"), SAY_SAY, 4000}},
    {func = AnimTurn, args = {natives[leaksNum], "Left"}},
    {func = AnimSay, args = {natives[leaksNum], loc("Sigh."), SAY_SAY, 6000}},
    {func = AnimSwitchHog, args = {natives[leaksNum]}},
  }
end

function SetupAnimDense()
  startAnim = {
    {func = AnimWait, args = {natives[1], 3000}},
    {func = AnimCaption, args = {natives[ramonNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
    {func = AnimSay, args = {natives[ramonNum], loc("You got a killer mask there, amigo!"), SAY_SAY, 5500}},
    {func = AnimSay, args = {cannibals[brainNum], loc("Thanks, man! It really means a lot to me."), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
    {func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
    {func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimSay, args = {natives[waterNum], loc("… and then I took a stroll …"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[leaksNum], loc("It's amazing how quickly our lives can change."), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[denseNum], loc("Dude, let me out!"), SAY_SAY, 3000}},
    {func = AnimSay, args = {natives[denseNum], loc("I already said I'm sorry!"), SAY_SAY, 4000}},
    {func = AnimTurn, args = {natives[princessNum], "Right"}},
    {func = AnimSay, args = {natives[princessNum], loc("Traitors don't get to shout around here!"), SAY_SAY, 7000}},
    {func = AnimTurn, args = {natives[princessNum], "Left"}},
    {func = AnimSay, args = {natives[leaksNum], loc("I still can't believe he sold us out like that."), SAY_SAY, 8000}},
    {func = AnimSay, args = {natives[princessNum], loc("I don't know who I can trust anymore."), SAY_SAY, 6000}},
    {func = AnimMove, args = {natives[leaksNum], "Right", nativePosDense[princessNum][1] - 30, nativePosDense[princessNum][2]}},
    {func = AnimSay, args = {natives[leaksNum], loc("You can always trust me!"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[princessNum], loc("I know, my hero!"), SAY_SAY, 3000}},
    {func = AnimSay, args = {natives[princessNum], loc("I love you."), SAY_SAY, 2000}},
    {func = AnimSwitchHog, args = {natives[leaksNum]}},
  }
end

function SetupAnimCyborg()
  startAnim = {
    {func = AnimWait, args = {natives[1], 3000}},
    {func = AnimCaption, args = {natives[denseNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
    {func = AnimSay, args = {natives[denseNum], loc("Dude, that outfit is so cool!"), SAY_SAY, 4500}},
    {func = AnimSay, args = {cannibals[brainNum], loc("Thanks, dude! It really means a lot to me."), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
    {func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
    {func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimSay, args = {natives[waterNum], loc("… and then I took a stroll …"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[leaksNum], loc("I'm glad this is over!"), SAY_SAY, 4000}},
    {func = AnimMove, args = {natives[princessNum], "Right", nativePosCyborg[princessNum][1] + 30, nativePosCyborg[princessNum][2]}},
    {func = AnimSay, args = {natives[princessNum], loc("I was so scared."), SAY_SAY, 2500}},
    {func = AnimMove, args = {natives[leaksNum], "Right", nativePosCyborg[princessNum][1], nativePosCyborg[princessNum][2]}},
    {func = AnimSay, args = {natives[leaksNum], loc("You have nothing to be afraid of now."), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[leaksNum], loc("I'll protect you!"), SAY_SAY, 3000}},
    {func = AnimTurn, args = {natives[princessNum], "Left"}},
    {func = AnimSay, args = {natives[princessNum], loc("You're so brave! I feel safe with you."), SAY_SAY, 6500}},
    {func = AnimSay, args = {natives[princessNum], loc("I think I love you!"), SAY_SAY, 3500}},
    {func = AnimSay, args = {natives[leaksNum], loc("I … like being with you, too."), SAY_SAY, 4500}},
  }
end

function SetupAnimPrincess()
  startAnim = {
    {func = AnimWait, args = {natives[1], 3000}},
    {func = AnimCaption, args = {natives[denseNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
    {func = AnimSay, args = {natives[denseNum], loc("Dude, that outfit is so cool!"), SAY_SAY, 4500}},
    {func = AnimSay, args = {cannibals[brainNum], loc("Thanks, dude! It really means a lot to me."), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
    {func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
    {func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
    {func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
    {func = AnimWait, args = {natives[1], 1000}},
    {func = AnimSay, args = {natives[buffaloNum], loc("So I shook my fist in the air!"), SAY_SAY, 5000}},
    {func = AnimSay, args = {cannibals[brutalNum], loc("Well, that was an unnecessary act of violence."), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[waterNum], loc("… and then I took a stroll …"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[leaksNum], loc("I'm glad this is over!"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[girlNum], loc("I still can't believe you forgave her!"), SAY_SAY, 6000}},
    {func = AnimSay, args = {natives[girlNum], loc("She endangered the whole tribe!"), SAY_SAY, 5000}},
    {func = AnimSay, args = {natives[leaksNum], loc("It wasn't her fault!"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[leaksNum], loc("We oppressed her, the only woman in the tribe!"), SAY_SAY, 7000}},
    {func = AnimSay, args = {natives[girlNum], loc("The only woman, huh?"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[girlNum], loc("Then what am I?"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[leaksNum], loc("Of course, but you're … special."), SAY_SAY, 5000}},
    {func = AnimSay, args = {natives[girlNum], loc("Sure!"), SAY_SAY, 2000}},
    {func = AnimTurn, args = {natives[leaksNum], "Left"}},
    {func = AnimSay, args = {natives[leaksNum], loc("We're terribly sorry!"), SAY_SAY, 4000}},
    {func = AnimSay, args = {natives[princessNum], loc("I don't know if I can forget what you've done!"), SAY_SAY, 7000}},
    {func = AnimTurn, args = {natives[princessNum], "Left"}},
    {func = AnimMove, args = {natives[princessNum], "Left", nativePosPrincess[princessNum][1] - 10, nativePosPrincess[princessNum][2]}},
    {func = AnimSwitchHog, args = {natives[leaksNum]}}
  }
end
-----------------------------Misc--------------------------------------
function GetVariables()
  m8Scene = tonumber(GetCampaignVar("M8Scene")) or princessScene
  -- princessScene is for fallback if campaign var was not found
end

function AddHogs()
	AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
  for i = 1, 5 do
    natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
  end

	AddTeam(loc("More Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
  for i = 6, 10 do
    natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
  end

	AddTeam(loc("Cannibals"), 29439, "skull", "Island", "HillBilly", "cm_birdy")
  for i = 1, 5 do
    cannibals[i] = AddHog(cannibalNames[i], 0, 100, cannibalHats[i])
  end

  if m8Scene == denseScene or m8Scene == waterScene then
    AddTeam(loc("Traitors"), 29439, "Bone", "Island", "HillBilly", "cm_bloodyblade")
    if m8Scene == denseScene then
      DeleteGear(natives[2])
      natives[2] = AddHog(nativeNames[2], 0, 100, nativeHats[2])
    else
      DeleteGear(natives[3])
      natives[3] = AddHog(nativeNames[3], 0, 100, nativeHats[3])
    end
  end

  SetGearPositions()
end

function SetGearPositions()
  if m8Scene == cyborgScene then
    for i = 1, 10 do
      AnimSetGearPosition(natives[i], unpack(nativePosCyborg[i]))
      AnimTurn(natives[i], nativeDirCyborg[i])
    end
  elseif m8Scene == waterScene then
    for i = 1, 10 do
      AnimSetGearPosition(natives[i], unpack(nativePosWater[i]))
      AnimTurn(natives[i], nativeDirWater[i])
    end
  elseif m8Scene == denseScene then
    for i = 1, 10 do
      AnimSetGearPosition(natives[i], unpack(nativePosDense[i]))
      AnimTurn(natives[i], nativeDirDense[i])
    end
  else
    for i = 1, 10 do
      AnimSetGearPosition(natives[i], unpack(nativePosPrincess[i]))
      AnimTurn(natives[i], nativeDirPrincess[i])
    end
  end

  for i = 1, 5 do
    AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
    AnimTurn(cannibals[i], cannibalDir[i])
  end
end

function SetupPlace()
  if m8Scene == denseScene or m8Scene == waterScene then
    PlaceGirder(2296, 798, 4)
    PlaceGirder(2296, 700, 4)
    PlaceGirder(2225, 750, 2)
    PlaceGirder(2245, 750, 2)
    PlaceGirder(2265, 750, 2)
    PlaceGirder(2305, 750, 2)
    PlaceGirder(2345, 750, 2)
    PlaceGirder(2365, 750, 2)
  end
  if m8Scene == denseScene then
    traitor = natives[denseNum]
  elseif m8Scene == waterScene then
    traitor = natives[waterNum]
  end
end
-----------------------------Main Functions----------------------------
function onGameInit()
	Seed = 1
	GameFlags = gfOneClanMode
	TurnTime = 60000 
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 3000
	Explosives = 0
	Delay = 10 
  Map = "Hogville"
	Theme = "Nature"
  -- Disable Sudden Death
  HealthDecrease = 0
  WaterRise = 0

  GetVariables()
  AddHogs()
  AnimInit()
end

function onGameStart()
  SetupPlace()
  AnimationSetup()
  AddAnim(startAnim)
  AddFunction({func = AfterStartAnim, args = {}})
end

function onGameTick()
  AnimUnWait()
  if ShowAnimation() == false then
    return
  end
  ExecuteAfterAnimations()
  CheckEvents()
end

function onGearAdd(gear)
  if GetGearType(gear) == gtHedgehog then
    hogDead[gear] = false
  end
end

function onGearDelete(gear)
  gearDead[gear] = true
  if GetGearType(gear) == gtHedgehog then
    hogDead[gear] = true
  end
end

function onAmmoStoreInit()
  SetAmmo(amAirAttack, 9, 0, 0, 0)
  SetAmmo(amBaseballBat, 9, 0, 0, 0)
  SetAmmo(amBazooka, 9, 0, 0, 0)
  SetAmmo(amBlowTorch, 9, 0, 0, 0)
	SetAmmo(amClusterBomb,9, 0, 0, 0)
  SetAmmo(amDEagle, 9, 0, 0, 0)
  SetAmmo(amDrill, 9, 0, 0, 4)
  SetAmmo(amDynamite, 9, 0, 0, 3)
  SetAmmo(amFirePunch, 9, 0, 0, 0)
  SetAmmo(amFlamethrower, 9, 0, 0, 3)
  SetAmmo(amGirder, 9, 0, 0, 0)
  SetAmmo(amGrenade, 9, 0, 0, 0)
  SetAmmo(amHammer, 9, 0, 0, 0)
  SetAmmo(amJetpack, 9, 0, 0, 0)
  SetAmmo(amLandGun, 9, 0, 0, 0)
  SetAmmo(amLowGravity, 9, 0, 0, 2)
  SetAmmo(amMine, 9, 0, 0, 2)
  SetAmmo(amMolotov, 9, 0, 0, 3)
  SetAmmo(amMortar, 9, 0, 0, 4)
  SetAmmo(amNapalm, 9, 0, 0, 4)
  SetAmmo(amParachute, 9, 0, 0, 0)
  SetAmmo(amPickHammer, 9, 0, 0, 0)
  SetAmmo(amPortalGun, 9, 0, 0, 0)
  SetAmmo(amRope, 9, 0, 0, 0)
  SetAmmo(amRCPlane, 9, 0, 0, 0)
  SetAmmo(amSkip, 9, 0, 0, 0)
  SetAmmo(amShotgun, 9, 0, 0, 0)
  SetAmmo(amSMine, 9, 0, 0, 2)
  SetAmmo(amSniperRifle, 9, 0, 0, 0)
  SetAmmo(amSnowball, 9, 0, 0, 0)
  SetAmmo(amSwitch, 9, 0, 0, 0)
  SetAmmo(amTeleport, 9, 0, 0, 0)
	SetAmmo(amWatermelon, 9, 0, 0, 0)
  SetAmmo(amWhip, 9, 0, 0, 0)
end

function IsEveryoneExceptTraitorDead()
  for id, isDead in pairs(hogDead) do
    if id ~= traitor and not isDead then
      return false
    end
  end
  return true
end

function onNewTurn()
  if AnimInProgress() then
    TurnTimeLeft = -1
    return
  end
  -- Don't allow player to play with traitor, except when it is the final hog left
  if CurrentHedgehog == traitor and not IsEveryoneExceptTraitorDead() then
    EndTurn(true)
  else
    TurnTimeLeft = -1
  end
end

function onPrecise()
  if GameTime > 2500 then
    SetAnimSkip(true)
  end
end