share/hedgewars/Data/Scripts/Multiplayer/Highlander.lua
author sheepluva
Tue, 15 May 2018 17:05:40 +0200
branchui-scaling
changeset 13386 72bbccf9a715
parent 13275 7ed4ab32f351
child 13452 f38b72d64157
permissions -rw-r--r--
fix some accidental code corruption caused by my last commit

--------------------------------
-- HIGHLANDER / HOGS OF WAR
-- by mikade
--------------------------------

-- Ancient changelog:

-----------
--0.1
-----------

-- concept test

-----------
--0.2
-----------

-- remove tardis till Henek fixes his tracker
-- change wep crates to health crates
-- reset arb turntimevalue
-- include randomOrder
-- Until fixed .17 methods come out, remove switches and resurrector
-- on request, removed kamikaze and piano weapons
-- provisional fixing of bugs that can't actually be fixed yet

-----------
--0.3
-----------

-- meh, update incorrect display
-- may change this in the future to have switches
-- but for now people are used to it without, so~

-- mudball is now counted as a utility

-----------
--0.3b
-----------

-- cleaned up code and got rid of unneccessary vars
-- mudball is a weapon again
-- landgun is now a utility
-- extra time, vampirism utility removed
-- hammer wep removed
-- all hogs have kamikaze

-----------
--0.3c
-----------

-- restructured some code
-- added napalm (whoops) to list of possible weapons you can get
-- hogs no longer recieve airstrike-related weps on border maps

-----------
--0.4
-----------
-- fix same name/blank weapon transfer bug (issue 541)
-- show next hog ammo set in full (issue 312)
-- allow mid-kill multi-shot weapon transfers (issue 503)
-- allow users to configure hog health
-- remove 'switched to' message
-- remove some extraeneous code
-- add more whitespace
-- break everything

-----------
--0.4b
-----------
-- as per request, add ice-gun

-------------------------
-- ideas for the future
-------------------------
-- add structure
-- allow switcher, resurrector
-- add abuse
-- nerf teleport
-- allow more customization
-- poison hogs using the default team? :/
-- balance weapon distribution across entire team / all teams
-- add other inequalities/bonuses like... ???
-- some hogs start off with an extra 25 health?
-- some hogs start off poisoned?
-- some hogs start off with a rope and 2 drills but die after their turn?

-------------------------------
-- derp, script follows
-------------------------------

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")

-- These define weps allowed by the script.
-- These were arbitrarily defined out-of-order in initial script, so that was preserved here, resulting 
-- in a moderately odd syntax.
local atkWeps = 	{
					[amBazooka]=true, [amBee]=true, [amMortar]=true, [amDrill]=true, [amSnowball]=true,
                    [amGrenade]=true, [amClusterBomb]=true, [amMolotov]=true, [amWatermelon]=true,
                    [amHellishBomb]=true, [amGasBomb]=true, [amShotgun]=true, [amDEagle]=true,
                    [amFlamethrower]=true, [amSniperRifle]=true, [amSineGun]=true, [amMinigun]=true,
					[amFirePunch]=true, [amWhip]=true, [amBaseballBat]=true, [amKamikaze]=true,
                    [amSeduction]=true, [amHammer]=true, [amMine]=true, [amDynamite]=true, [amCake]=true,
                    [amBallgun]=true, [amSMine]=true, [amRCPlane]=true, [amBirdy]=true, [amKnife]=true,
                    [amAirAttack]=true, [amMineStrike]=true, [amNapalm]=true, [amDrillStrike]=true, [amPiano]=true, [amAirMine] = true,
                    [amDuck]=true,
					}

local utilWeps =  {
					[amBlowTorch]=true, [amPickHammer]=true, [amGirder]=true, [amPortalGun]=true,
					[amRope]=true, [amParachute]=true, [amTeleport]=true, [amJetpack]=true,
					[amInvulnerable]=true, [amLaserSight]=true, [amVampiric]=true,
					[amLowGravity]=true, [amExtraDamage]=true, [amExtraTime]=true,
					[amLandGun]=true, [amRubber]=true, [amIceGun]=true,
					}

-- Intentionally left out:
-- * Resurrector (guaranteed to screw up the game)
-- * Time Box
-- * Switch Hedgehog (not sure why)

local wepArray = {}

local atkChoices = {}
local utilChoices = {}

local currHog
local lastHog
local started = false
local switchStage = 0

local lastWep = amNothing
local shotsFired = 0

local probability = {1,2,5,10,20,50,200,500,1000000};
local atktot = 0
local utiltot = 0

local someHog = nil -- just for looking up the weps

-- Script parameter stuff

--[[ Loyal Highlander.
If true, killing hogs of your own clan doesn't give you their weapons.
Otherwise, killing any hog gives you their weapons. ]]
local loyal = false


--[[ Multiple weapon usages.
This is a bit tricky to explain.
First, remind yourselves that hogs can never hold more than 1 of the same ammo type.

This param changes how ammo will be restocked after killing a hog if you
already owned this ammo.
Basically this is about if you can use the same weapon multiple times in a
turn by killing enemies in a clever way.
We need to distinguish between your current inventory and the “reset inventory”,
that is, the state to which your inventory will get reset in the next turn.

No Multi-Use (default):
    If you kill a hog who owns a weapon you currently have in your reset inventory,
    but not your inventory, you DO NOT get this weapon again.

Multi-Use:
    If you kill a hog who owns a weapon you currently have in your reset inventory,
    but not your inventory, you DO get this weapon.

Example 1:
    You have a ballgun, and use it to kill a hog who also owns a ballgun.
    No Multi-Use: You will NOT get another ballgun, since it's in your
                  reset inventory.
    Multi-Use: You get another ballgun.

Example 2:
    You have a grenade and a bazooka in your inventory. You use the bazooka
    to kill a hedgehog who owns a grenade.
    In both ammo limit modes, you do NOT win any ammo since you already have
    a grenade in your inventory (not just your reset inventory), and the
    rule “no more than 1 ammo per type” applies.
]]
local multiUse = false

function onParameters()
    parseParams()
    multiUse = params["multiuse"] == "true"
    loyal = params["loyal"] == "true"
end

function CheckForWeaponSwap()
	if GetCurAmmoType() ~= lastWep then
		shotsFired = 0
	end
	lastWep = GetCurAmmoType()
end

function onSlot()
	CheckForWeaponSwap()
end

function onSetWeapon()
	CheckForWeaponSwap()
end

function onHogAttack()
	CheckForWeaponSwap()
	shotsFired = shotsFired + 1
end

function StartingSetUp(gear)
    for i = 0, AmmoTypeMax do
        if i ~= amNothing then
            setGearValue(gear,i,0)
        end
    end
    for w,c in pairs(wepArray) do
        if c == 9 and (atkWeps[w] or utilWeps[w])  then
            setGearValue(gear,w,1)
        end
	end

	setGearValue(gear,amSkip,100)
   
    local r = 0
    if atktot > 0 then
        r = GetRandom(atktot)+1
        for i = 0, AmmoTypeMax do
            if i ~= amNothing then
                if atkChoices[i] >= r then
                    setGearValue(gear,i,1)
                    break
                end
            end
        end
    end
    if utiltot > 0 then
        r = GetRandom(utiltot)+1
        for i = 0, AmmoTypeMax do
            if i ~= amNothing then
                if utilChoices[i] >= r then
                    setGearValue(gear,i,1)
                    break
                end
            end
        end
    end
end

--[[function SaveWeapons(gear)
-- er, this has no 0 check so presumably if you use a weapon then when it saves  you wont have it

	for i = 1, (#wepArray) do
		setGearValue(gear, wepArray[i], GetAmmoCount(gear, wepArray[i]) )
		 --AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) )
	end

end]]

function ConvertValues(gear)
    for w,c in pairs(wepArray) do
		AddAmmo(gear, w, getGearValue(gear,w) )
    end
end

-- this is called when a hog dies
function TransferWeps(gear)

	if CurrentHedgehog ~= nil and CurrentHedgehog ~= gear and (not loyal or (GetHogClan(CurrentHedgehog) ~= GetHogClan(gear))) then

        local x,y,color
        local vgear
        local vgtX, vgtY, vgtdX, vgtdY, vgtAngle, vgtFrame, vgtFrameTicks, vgtState, vgtTimer, vgtTint
        local dspl = IsHogLocal(CurrentHedgehog)
        local ammolist = ''

        if dspl then
            x,y = GetGearPosition(CurrentHedgehog)
            color = GetClanColor(GetHogClan(CurrentHedgehog))
        end

        for w,c in pairs(wepArray) do
			val = getGearValue(gear,w)
			if val ~= 0 and (multiUse or (wepArray[w] ~= 9 and getGearValue(CurrentHedgehog, w) == 0))  then
				setGearValue(CurrentHedgehog, w, val)

				-- if you are using multi-shot weapon, gimme one more
				if (GetCurAmmoType() == w) and (shotsFired ~= 0) then
					AddAmmo(CurrentHedgehog, w, val+1)
				-- assign ammo as per normal
				else
					AddAmmo(CurrentHedgehog, w, val)
				end
                if dspl then
                    if ammolist == '' then
                        ammolist = GetAmmoName(w)
                    else
                        ammolist = ammolist .. ' • ' .. GetAmmoName(w)
                    end
                    x = x + 2
                    y = y + 32
                    vgear = AddVisualGear(x, y, vgtAmmo, 0, true)
                    if vgear ~= nil then
                        vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint = GetVisualGearValues(vgear)
                        vgtFrame = w
                        SetVisualGearValues(vgear,vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint)
                    end
                end

			end
		end

        if dspl and ammolist ~= '' then
            PlaySound(sndShotgunReload);
            AddCaption(ammolist, color, capgrpAmmoinfo)
        end
	end

end

function onGameInit()
	EnableGameFlags(gfInfAttack, gfRandomOrder, gfPerHogAmmo)
	DisableGameFlags(gfResetWeps, gfSharedAmmo)
	HealthCaseProb = 100
	if loyal then
		Goals = loc("Loyal Highlander: Eliminate enemy hogs to take their weapons") .. "|"
	else
		Goals = loc("Highlander: Eliminate hogs to take their weapons") .. "|"
	end
	Goals = Goals .. loc("Replenishment: Weapons are restocked on turn start of a new hog") .. "|" ..
	loc("Ammo Limit: Hogs can’t have more than 1 ammo per type") .. "|"
	if multiUse then
		Goals = Goals .. loc("Multi-Use: You can take and use the same ammo type multiple times in a turn")
	else
		Goals = Goals .. loc("No Multi-Use: Once you used an ammo, you can’t take it again in this turn")
	end
end

function onGameStart()
    utilChoices[amSkip] = 0
    local c = 0
    for i = 0, AmmoTypeMax do
        if i ~= amNothing then
            atkChoices[i] = 0
            utilChoices[i] = 0
            if i ~= 7 then
                wepArray[i] = 0
                c = GetAmmoCount(someHog, i)
                if c > 8 then c = 9 end
                wepArray[i] = c
                if c < 9 and c > 0 then
                    if atkWeps[i] then
                        --WriteLnToConsole('a    c: '..c..' w:'..i)
                        atktot = atktot + probability[c]
                        atkChoices[i] = atktot
                    elseif utilWeps[i] then
                        --WriteLnToConsole('u    c: '..c..' w:'..i)
                            utiltot = utiltot + probability[c]
                        utilChoices[i] = utiltot
                    end
                end
            end
        end
    end

    --WriteLnToConsole('utiltot:'..utiltot..' atktot:'..atktot)
        

	runOnGears(StartingSetUp)
	runOnGears(ConvertValues)
end

function CheckForHogSwitch()

	--[[ Restock the weapons of the hog on turn start, provided it is not the same hog as before.
	This exception is done do avoid a single hog receiving tons of weapons when it is the only unfrozen
	hog and takes consecutive turns. ]]

	if (CurrentHedgehog ~= nil) then

		currHog = CurrentHedgehog

		if currHog ~= lastHog then

			-- re-assign ammo to this guy, so that his entire ammo set will
			-- be visible during another player's turn
			if lastHog ~= nil then
				ConvertValues(lastHog)
			end

			-- give the new hog what he is supposed to have, too
			ConvertValues(CurrentHedgehog)

		end

		lastHog = currHog

	end

end

function onNewTurn()
	CheckForHogSwitch()
end

--function onGameTick20()
--CheckForHogSwitch()
-- if we use gfPerHogAmmo is this even needed? Err, well, weapons reset, so... yes?
-- orrrr, should we rather call the re-assignment of weapons onNewTurn()? probably not because
-- then you cant switch hogs... unless we add a thing in onSwitch or whatever
-- ye, that is probably better actually, but I'll add that when/if I add switch
--end

--[[function onHogHide(gear)
	-- waiting for Henek
end

function onHogRestore(gear)
	-- waiting for Henek
end]]

function onGearAdd(gear)

	--if GetGearType(gear) == gtSwitcher then
	--	SaveWeapons(CurrentHedgehog)
	--end

	if (GetGearType(gear) == gtHedgehog) then
		trackGear(gear)
        if someHog == nil then someHog = gear end
	end

end

function onGearDelete(gear)

	if (GetGearType(gear) == gtHedgehog) then --or (GetGearType(gear) == gtResurrector) then
		TransferWeps(gear)
		trackDeletion(gear)
	end

end