Change graves of teams in missions for greater variety
In A Space Adventure, only one grave was used for all teams, which was clearly bad.
------------------- ABOUT ----------------------
--
-- Hero has to use the rc plane end perform some
-- flying tasks
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
-- globals
local missionName = loc("Precise flying")
local challengeObjectives = loc("Use the RC plane and destroy the all the targets.").."|"..
loc("Each time you destroy all the targets on your current level you'll get teleported to the next level.").."|"..
loc("You'll have only one RC plane at the start of the mission.").."|"..
loc("During the game you can get new RC planes by collecting the weapon crates.")
local currentTarget = 1
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
["init"] = {missionName, loc("Challenge objectives"), challengeObjectives, 1, 30000},
}
-- hogs
local hero = {
name = loc("Hog Solo"),
x = 100,
y = 170
}
-- teams
local teamA = {
name = loc("Hog Solo"),
color = tonumber("38D61C",16) -- green
}
-- creates & targets
local rcCrates = {
{ x = 1680, y = 240},
{ x = 2810, y = 720},
{ x = 2440, y = 660},
{ x = 256, y = 1090},
}
local targets = {
{ x = 2070, y = 410},
{ x = 3880, y = 1430},
{ x = 4000, y = 1430},
{ x = 2190, y = 1160},
{ x = 2190, y = 1460},
{ x = 2110, y = 1700},
{ x = 2260, y = 1700},
{ x = 2085, y = 1330},
{ x = 156, y = 1400},
{ x = 324, y = 1400},
{ x = 660, y = 1310},
{ x = 1200, y = 1310},
{ x = 1700, y = 1310},
}
local targetsDead = {}
local flameCounter = 0
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
GameFlags = gfOneClanMode
Seed = 1
TurnTime = -1
Ready = 30000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Map = "desert03_map"
Theme = "Desert"
-- Disable SuddenDeath
WaterRise = 0
HealthDecrease = 0
-- Hog Solo
AddTeam(teamA.name, teamA.color, "Simple", "Island", "HillBilly", "hedgewars")
hero.gear = AddHog(hero.name, 0, 1, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
initCheckpoint("desert03")
AnimInit()
end
function onGameStart()
FollowGear(hero.gear)
ShowMission(unpack(goals["init"]))
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onLose, {hero.gear}, lose, {hero.gear}, 0)
-- original crates and targets
SpawnAmmoCrate(rcCrates[1].x, rcCrates[1].y, amRCPlane)
targets[1].gear = AddGear(targets[1].x, targets[1].y, gtTarget, 0, 0, 0, 0)
-- hero ammo
AddAmmo(hero.gear, amRCPlane, 1)
SendHealthStatsOff()
AddAnim(dialog01)
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGameTick20()
checkTargetsDestroyed()
end
function onAmmoStoreInit()
SetAmmo(amNothing, 0, 0, 0, 0)
SetAmmo(amRCPlane, 0, 0, 0, 1)
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtFlame then
flameCounter = flameCounter + 1
end
if GetGearType(gear) == gtRCPlane then
HideMission()
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtFlame then
flameCounter = flameCounter - 1
end
for t=1, #targets do
if gear == targets[t].gear then
targetsDead[t] = true
break
end
end
end
-------------- EVENTS ------------------
function onHeroDeath(gear)
if not GetHealth(hero.gear) then
return true
end
return false
end
function onLose(gear)
if GetHealth(hero.gear) and currentTarget < 4 and GetAmmoCount(hero.gear, amRCPlane) == 0 and flameCounter <= 0 then
return true
end
return false
end
-------------- ACTIONS ------------------
function heroDeath(gear)
gameOver()
end
function lose(gear)
AddCaption(loc("Out of ammo!"), 0xFFFFFFFF, capgrpMessage2)
PlaySound(sndStupid, hero.gear)
gameOver()
end
----------------- Other Functions -----------------
function checkTargetsDestroyed()
if currentTarget == 1 then
if targetsDead[1] then
AddCaption(loc("Level 1 clear!"))
SetGearPosition(hero.gear, 3590, 90)
currentTarget = 2
setTargets(currentTarget)
end
elseif currentTarget == 2 then
if targetsDead[2] and targetsDead[3] then
AddCaption(loc("Level 2 clear!"))
SetGearPosition(hero.gear, 1110, 580)
currentTarget = 3
setTargets(currentTarget)
end
elseif currentTarget == 3 then
local allDead = true
for t=3, #targets do
if targetsDead[t] ~= true then
allDead = false
end
end
if allDead then
currentTarget = 4
win()
end
end
end
function setTargets(ct)
if ct == 2 then
SpawnAmmoCrate(rcCrates[2].x, rcCrates[2].y, amRCPlane)
for i=2,3 do
targets[i].gear = AddGear(targets[i].x, targets[i].y, gtTarget, 0, 0, 0, 0)
end
elseif ct == 3 then
SpawnUtilityCrate(rcCrates[4].x, rcCrates[4].y, amNothing)
SpawnAmmoCrate(rcCrates[3].x, rcCrates[3].y, amRCPlane, 2)
for i=4,13 do
targets[i].gear = AddGear(targets[i].x, targets[i].y, gtTarget, 0, 0, 0, 0)
end
end
end
function win()
AddCaption(loc("Victory!"))
PlaySound(sndVictory, hero.gear)
saveBonus(1, 1)
SendStat(siGameResult, loc("Congratulations, you are the best!"))
SendStat(siCustomAchievement, loc("You have destroyed all the targets."))
SendStat(siCustomAchievement, loc("You are indeed the best PAotH pilot."))
SendStat(siCustomAchievement, loc("Next time you play \"Searching in the dust\" you'll have an RC plane available."))
sendSimpleTeamRankings({teamA.name})
SaveCampaignVar("Mission12Won", "true")
checkAllMissionsCompleted()
EndGame()
end
function gameOver()
SendStat(siGameResult, loc("Hog Solo lost, try again!"))
SendStat(siCustomAchievement, loc("You have to destroy all the targets."))
SendStat(siCustomAchievement, loc("You will fail if you run out of ammo and there are still targets available."))
SendStat(siCustomAchievement, loc("Read the challenge objectives from within the mission for more details."))
sendSimpleTeamRankings({teamA.name})
EndGame()
end