share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/fruit02.lua
author Wuzzy <almikes@aol.com>
Thu, 28 Sep 2017 07:45:28 +0200
changeset 12573 a778c1bb032e
parent 12572 5358c4f23643
child 12582 3016c64b5a7f
permissions -rw-r--r--
ASA: Explain team abbreviations + update changelog

------------------- ABOUT ----------------------
--
-- In this adventure hero gets the lost part with
-- the help of the green bananas hogs.

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")

----------------- VARIABLES --------------------
-- globals
local missionName = loc("Getting to the device")
local inBattle = false
local tookPartInBattle = false
local previousHog = -1
local permitCaptainLimeDeath = false
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
-- mission objectives
local minesTimeText = loc("Mines time: 0 seconds")
local goals = {
	[dialog01] = {missionName, loc("Exploring the tunnel"), loc("Search for the device with the help of the other hedgehogs ").."|"..loc("Hog Solo has to reach the last crates") .. "|" .. minesTimeText, 1, 4000},
	[dialog02] = {missionName, loc("Exploring the tunnel"), loc("Explore the tunnel with the other hedgehogs and search for the device").."|"..loc("Hog Solo has to reach the last crates") .. "|" .. minesTimeText, 1, 4000},
	[dialog03] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack Captain Lime before he attacks back").."|"..minesTimeText, 1, 4000},
	[dialog04] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack the assassins before they attack back").."|"..minesTimeText, 1, 4000},
}
-- crates
local girderCrate = {name = amGirder, x = 1680, y = 1160}

local eagleCrate = {name = amDEagle, x = 1680, y = 1650}

local weaponCrate = { x = 1320, y = 1870}
local deviceCrate = { gear = nil, x = 1360, y = 1870}
local ropeCrate = {name = amRope, x = 1400, y = 1870}
-- hogs
local hero = {}
local green1 = {}
local green2 = {}
local green3 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1200
hero.y = 820
hero.dead = false
green1.name = loc("Captain Lime")
green1.x = 1050
green1.y = 820
green1.dead = false
green2.name = loc("Mister Pear")
green2.x = 1350
green2.y = 820
green3.name = loc("Lady Mango")
green3.x = 1450
green3.y = 820
local redHedgehogs = {
	{ name = loc("Poisonous Apple") },
	{ name = loc("Dark Strawberry") },
	{ name = loc("Watermelon Heart") },
	{ name = loc("Deadly Grape") }
}
-- Hog Solo and Green Bananas
teamA.name = loc("Hog Solo and GB")
teamA.color = 0x38D61C -- green
teamB.name = loc("Captain Lime")
teamB.color = 0x38D61D -- greenish
teamC.name = loc("Fruit Assassins")
teamC.color = 0xFF0000 -- red

function onGameInit()
	GameFlags = gfDisableWind
	Seed = 1
	TurnTime = 20000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	Delay = 3
	-- Disable Sudden Death
	HealthDecrease = 0
	WaterRise = 0
	Map = "fruit02_map"
	Theme = "Fruit"

	local health = 100

	-- Hog Solo and Green Bananas
	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "hedgehog")
	hero.gear = AddHog(hero.name, 0, health, "war_desertgrenadier1")
	AnimSetGearPosition(hero.gear, hero.x, hero.y)
	HogTurnLeft(hero.gear, true)
	green2.gear = AddHog(green2.name, 0, 100, "war_britmedic")
	AnimSetGearPosition(green2.gear, green2.x, green2.y)
	HogTurnLeft(green2.gear, true)
	green3.gear = AddHog(green3.name, 0, 100, "hair_red")
	AnimSetGearPosition(green3.gear, green3.x, green3.y)
	HogTurnLeft(green3.gear, true)
	-- Captain Lime
	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "congo-brazzaville")
	green1.gear= AddHog(green1.name, 0, 100, "war_desertofficer")
	AnimSetGearPosition(green1.gear, green1.x, green1.y)
	-- Fruit Assassins
	local assasinsHats = { "NinjaFull", "NinjaStraight", "NinjaTriangle" }
	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_scout")
	for i=1,table.getn(redHedgehogs) do
		redHedgehogs[i].gear =  AddHog(redHedgehogs[i].name, 1, 100, assasinsHats[GetRandom(3)+1])
		AnimSetGearPosition(redHedgehogs[i].gear, 2010 + 50*i, 630)
	end

	AnimInit(true)
	AnimationSetup()
end

function onGameStart()
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)

	if GetCampaignVar("Fruit01JoinedBattle") and GetCampaignVar("Fruit01JoinedBattle") == "true" then
		tookPartInBattle = true
	end

	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
	AddEvent(onDeviceCrates, {hero.gear}, deviceCrateEvent, {hero.gear}, 0)

	-- Hog Solo and GB weapons
	AddAmmo(hero.gear, amSwitch, 100)
	-- Assassins weapons
	AddAmmo(redHedgehogs[1].gear, amBazooka, 6)
	AddAmmo(redHedgehogs[1].gear, amGrenade, 6)
	AddAmmo(redHedgehogs[1].bot, amDEagle, 6)
	for i=1,table.getn(redHedgehogs) do
		HideHog(redHedgehogs[i].gear)
	end

	-- explosives
	-- I wanted to use FindPlace but doesn't accept height values...
	local x1 = 950
	local x2 = 1306
	local y1 = 1210
	local y2 = 1620
	while true do
		if y2<y1 then
			break
		end
		if x2<x1 then
			x2 = 1305
			y2 = y2 - 50
		end
		if not TestRectForObstacle(x2+25, y2+25, x2-25, y2-25, true) then
			AddGear(x2, y2, gtExplosives, 0, 0, 0, 0)
		end
		x2 = x2 - 25
	end
	AddGear(3128, 1680, gtExplosives, 0, 0, 0, 0)

	--mines
	AddGear(3135, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3145, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3155, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3165, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3175, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3115, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3105, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3095, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3085, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3075, 1680, gtMine, 0, 0, 0, 0)

	AddAmmo(hero.gear, amFirePunch, 3)
	if tookPartInBattle then
		AddAnim(dialog01)
	else
		AddAnim(dialog02)
	end

	-- place crates
	SpawnUtilityCrate(girderCrate.x, girderCrate.y, girderCrate.name)
	SpawnAmmoCrate(eagleCrate.x, eagleCrate.y, eagleCrate.name)
	deviceCrate.gear = SpawnFakeUtilityCrate(deviceCrate.x, deviceCrate.y, false, false) -- anti-gravity device
	-- Rope crate is placed after device crate has been collected.
	-- This is done so it is impossible the player can rope before getting
	-- the device part.

	if tookPartInBattle then
		SpawnAmmoCrate(weaponCrate.x, weaponCrate.y, amWatermelon)
	else
		SpawnAmmoCrate(weaponCrate.x, weaponCrate.y, amSniperRifle)
	end

	SendHealthStatsOff()
end

function onNewTurn()
	if not inBattle and CurrentHedgehog == green1.gear then
		EndTurn(true)
	elseif CurrentHedgehog == green2.gear or CurrentHedgehog == green3.gear then
		EndTurn(true)
	elseif inBattle then
		if CurrentHedgehog == green1.gear and previousHog ~= hero.gear then
			EndTurn(true)
			return
		end
		for i=1,table.getn(redHedgehogs) do
			if CurrentHedgehog == redHedgehogs[i].gear and previousHog ~= hero.gear then
				EndTurn(true)
				return
			end
		end
		TurnTimeLeft = 20000
		wind()
	elseif not inBattle and CurrentHedgehog == hero.gear then
		TurnTimeLeft = -1
		wind()
	else
		EndTurn(true)
	end
	previousHog = CurrentHedgehog
end

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

function onGameTick20()
	if not permitCaptainLimeDeath and not GetHealth(green1.gear) then
		-- game ends with the according stat messages
		heroDeath()
		permitCaptainLimeDeath = true
	end
	if CurrentHedgehog and GetY(CurrentHedgehog) > 1350 then
		SetWind(-40)
	end
end

function onGearDelete(gear)
	if gear == hero.gear then
		hero.dead = true
	elseif gear == green1.gear then
		green1.dead = true
	elseif gear == deviceCrate.gear then
		if band(GetGearMessage(gear), gmDestroy) ~= 0 then
			PlaySound(sndShotgunReload)
			AddCaption(loc("Anti-Gravity Device Part (+1)"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmostate)
			deviceCrate.collected = true
			-- Spawn rope crate
			SpawnUtilityCrate(ropeCrate.x, ropeCrate.y, ropeCrate.name)
		end
	end
end

function onGearDamage(gear, damage)
	if GetGearType(gear) == gtCase then
		-- in this mode every crate is essential in order to complete the mission
		-- destroying a crate ends the game
		heroDeath()
	end
end

function onAmmoStoreInit()
	SetAmmo(amDEagle, 0, 0, 0, 6)
	SetAmmo(amGirder, 0, 0, 0, 2)
	SetAmmo(amRope, 0, 0, 0, 1)
	SetAmmo(amSkip, 9, 0, 0, 1)
	if tonumber(getBonus(2)) == 1 then
		SetAmmo(amWatermelon, 0, 0, 0, 2)
		SetAmmo(amSniperRifle, 0, 0, 0, 2)
	else
		SetAmmo(amWatermelon, 0, 0, 0, 1)
		SetAmmo(amSniperRifle, 0, 0, 0, 1)
	end
end

function onPrecise()
	if GameTime > 3000 then
		SetAnimSkip(true)
	end
end

-------------- EVENTS ------------------

function onHeroDeath(gear)
	if hero.dead then
		return true
	end
	return false
end

function onDeviceCrates(gear)
	if not hero.dead and deviceCrate.collected and StoppedGear(hero.gear) then
		return true
	end
	return false
end

function onSurface(gear)
	if not hero.dead and GetY(hero.gear)<850 and  StoppedGear(hero.gear) then
		return true
	end
	return false
end

function onGaptainLimeDeath(gear)
	if green1.dead then
		return true
	end
	return false
end

function onRedTeamDeath(gear)
	local redDead = true
	for i=1,table.getn(redHedgehogs) do
		if GetHealth(redHedgehogs[i].gear) then
			redDead = false
			break
		end
	end
	return redDead
end

-------------- ACTIONS ------------------
ended = false

function heroDeath(gear)
	if not ended then
		SendStat(siGameResult, loc("Hog Solo lost, try again!"))
		SendStat(siCustomAchievement, loc("To win the game, Hog Solo has to get the bottom crates and come back to the surface."))
		SendStat(siCustomAchievement, loc("You can use the other 2 hogs to assist you."))
		SendStat(siCustomAchievement, loc("Do not destroy the crates!"))
		if tookPartInBattle then
			SendStat(siCustomAchievement, loc("You'll have to eliminate the Fruit Assassins at the end."))
			if permitCaptainLimeDeath then
				sendSimpleTeamRankings({teamC.name, teamA.name})
			else
				sendSimpleTeamRankings({teamA.name})
			end
		else
			SendStat(siCustomAchievement, loc("You'll have to eliminate Captain Lime at the end."))
			SendStat(siCustomAchievement, loc("Don't eliminate Captain Lime before collecting the last crate!"))
			if permitCaptainLimeDeath then
				sendSimpleTeamRankings({teamB.name, teamA.name})
			else
				sendSimpleTeamRankings({teamA.name})
			end
		end
		EndGame()
		ended = true
	end
end

function deviceCrateEvent(gear)
	SetGearMessage(hero.gear, 0)
	if not tookPartInBattle then
		-- Captain Lime turns evil
		AddAnim(dialog03)
	else
		-- Fruit Assassins attack
		for i=1,table.getn(redHedgehogs) do
			RestoreHog(redHedgehogs[i].gear)
		end
		AddAnim(dialog04)
	end
	-- needs to be set to true for both plots
	permitCaptainLimeDeath = true
	AddAmmo(hero.gear, amSwitch, 0)
	AddEvent(onSurface, {hero.gear}, surface, {hero.gear}, 0)
end

function surface(gear)
	previousHog = -1
	if tookPartInBattle then
		if GetHealth(green1.gear) then
			HideHog(green1.gear)
		end
		AddEvent(onRedTeamDeath, {green1.gear}, redTeamDeath, {green1.gear}, 0)
	else
		SetHogLevel(green1.gear, 1)
		-- Equip Captain Lime with weapons
		AddAmmo(green1.gear, amBazooka, 6)
		AddAmmo(green1.gear, amGrenade, 6)
		AddAmmo(green1.gear, amDEagle, 2)
		AddEvent(onGaptainLimeDeath, {green1.gear}, captainLimeDeath, {green1.gear}, 0)
	end
	if GetHealth(green2.gear) then
		HideHog(green2.gear)
	end
	if GetHealth(green3.gear) then
		HideHog(green3.gear)
	end
	inBattle = true
end

function captainLimeDeath(gear)
	-- hero win in scenario of escape in 1st part
	saveCompletedStatus(3)
	SendStat(siGameResult, loc("Congratulations, you won!"))
	SendStat(siCustomAchievement, loc("You retrieved the lost part."))
	SendStat(siCustomAchievement, loc("You defended yourself against Captain Lime."))
	sendSimpleTeamRankings({teamA.name, teamB.name})
	EndGame()
end

function redTeamDeath(gear)
	-- hero win in battle scenario
	saveCompletedStatus(3)
	SendStat(siGameResult, loc("Congratulations, you won!"))
	SendStat(siCustomAchievement, loc("You retrieved the lost part."))
	SendStat(siCustomAchievement, loc("You defended yourself against the Fruit Assassins."))
	sendSimpleTeamRankings({teamA.name, teamC.name})
	EndGame()
end

-------------- ANIMATIONS ------------------

function Skipanim(anim)
	if goals[anim] ~= nil then
		ShowMission(unpack(goals[anim]))
	end
	if anim == dialog03 then
		makeCptLimeEvil()
	else
		EndTurn(true)
	end
end

function AnimationSetup()
	-- DIALOG 01 - Start, Captain Lime helps Hog Solo because he took part in the battle
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits, Captain Lime helps Hog Solo"), 5000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You fought bravely and you helped us win this battle!"), SAY_SAY, 5000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("So, as promised I have brought you where I think that the device you are looking for is hidden."), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I know that your resources are low due to the battle but I'll send two of my best hogs to assist you."), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Good luck!"), SAY_SAY, 2000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
	table.insert(dialog01, {func = ShowMission, args = goals[dialog01]})
	-- DIALOG02 - Start, Hog Solo escaped from the previous battle
	AddSkipFunction(dialog02, Skipanim, {dialog02})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits Hog Solo gets closer to the device"), 5000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You are the one who fled! So, you are alive."), SAY_SAY, 4000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I'm still low on hogs. If you are not afraid I could use a set of extra hands."), SAY_SAY, 4000}})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 8000}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I am sorry but I was looking for a device that may be hidden somewhere around here."), SAY_SAY, 4500}})
	table.insert(dialog02, {func = AnimWait, args = {green1.gear, 12500}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Many long forgotten things can be found in the same tunnels that we are about to explore!"), SAY_SAY, 7000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("If you help us you can keep the device if you find it but we'll keep everything else."), SAY_SAY, 7000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("What do you say? Are you in?"), SAY_SAY, 3000}})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 1800}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Okay then!"), SAY_SAY, 2000}})
	table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
	table.insert(dialog02, {func = ShowMission, args = goals[dialog02]})
	-- DIALOG03 - At crates, hero learns that Captain Lime is bad
	AddSkipFunction(dialog03, Skipanim, {dialog03})
	table.insert(dialog03, {func = AnimWait, args = {hero.gear, 1250}})
	table.insert(dialog03, {func = FollowGear, args = {hero.gear}})
	table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
	table.insert(dialog03, {func = AnimWait, args = {green1.gear, 4000}})
	table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("This Hog Solo is so naive! When he returns I'll shoot him and keep that device for myself!"), SAY_THINK, 4000}})
	table.insert(dialog03, {func = ShowMission, args = goals[dialog03]})
	table.insert(dialog03, {func = makeCptLimeEvil, args = {hero.gear}})
	-- DIALOG04 - At crates, hero learns about the Assassins ambush
	AddSkipFunction(dialog04, Skipanim, {dialog04})
	table.insert(dialog04, {func = AnimWait, args = {hero.gear, 4000}})
	table.insert(dialog04, {func = FollowGear, args = {hero.gear}})
	table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
	table.insert(dialog04, {func = AnimWait, args = {redHedgehogs[1].gear, 4000}})
	table.insert(dialog04, {func = AnimSay, args = {redHedgehogs[1].gear, loc("We have spotted the enemy! We'll attack when the enemies start gathering!"), SAY_THINK, 4000}})
	table.insert(dialog04, {func = ShowMission, args = goals[dialog04]})
	table.insert(dialog04, {func = goToThesurface, args = {hero.gear}})
end

------------- OTHER FUNCTIONS ---------------

function makeCptLimeEvil()
	-- Turn Captain Lime evil
	SetHogLevel(green1.gear, 1)
	EndTurn(true)
end

function goToThesurface()
	EndTurn(true)
end

function wind()
	SetWind(GetRandom(201)-100)
end