share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/ice01.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Sat, 14 Sep 2013 00:39:59 +0300
branchspacecampaign
changeset 9622 db9f6b7955ba
parent 9582 bf314b2258b3
child 9623 d3f7d1b8b46d
permissions -rw-r--r--
fixed hero win the game in case damage has happened to him previously in the same turn reported by Wuzzy

------------------- ABOUT ----------------------
--
-- In this cold planet hero seeks for a part of the
-- antigravity device. He has to capture Thanta who
-- knows where the device is hidden. Hero will be
-- able to use only the ice gun for this mission.

-- TODO
-- TEST TEST AND MORE TEST
-- fix the stats

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

----------------- VARIABLES --------------------
-- globals
local missionName = loc("A frozen adventure")
local heroAtAntiFlyArea = false
local heroVisitedAntiFlyArea = false
local heroAtFinalStep = false
local iceGunTaken = false
local checkPointReached = 1 -- 1 is normal spawn
local heroDamageAtCurrentTurn = 0
-- dialogs
local dialog01 = {}
local dialog02 = {}
-- mission objectives
local goals = {
	[dialog01] = {missionName, loc("Getting ready"), loc("Collect the icegun and get the device part from Thanta"), 1, 4500},
}
-- crates
local icegunY = 1950
local icegunX = 260
-- hogs
local hero = {}
local ally = {}
local bandit1 = {}
local bandit2 = {}
local bandit3 = {}
local bandit4 = {}
local bandit5 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 340
hero.y = 1840
hero.dead = false
ally.name = loc("Paul McHoggy")
ally.x = 300
ally.y = 1840
bandit1.name = loc("Thanta")
bandit1.x = 3240
bandit1.y = 1280
bandit1.dead = false
bandit1.frozen = false
bandit1.roundsToUnfreeze = 0
bandit2.name = loc("Billy Frost")
bandit2.x = 1480
bandit2.y = 1990
bandit3.name = loc("Ice Jake")
bandit3.x = 1860
bandit3.y = 1150
bandit4.name = loc("John Snow")
bandit4.x = 3200
bandit4.y = 970
bandit4.frozen = false
bandit4.roundsToUnfreeze = 0
bandit5.name = loc("White Tee")
bandit5.x = 3280
bandit5.y = 600
bandit5.frozen = false
bandit5.roundsToUnfreeze = 0
teamA.name = loc("Allies")
teamA.color = tonumber("FF0000",16) -- red
teamB.name = loc("Frozen Bandits")
teamB.color = tonumber("0033FF",16) -- blues
teamC.name = loc("Hog Solo")
teamC.color = tonumber("38D61C",16) -- green

-------------- LuaAPI EVENT HANDLERS ------------------

function onGameInit()
	Seed = 1
	TurnTime = 25000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	Delay = 3
	Map = "ice01_map"
	Theme = "Snow"
	
	-- get the check point
	checkPointReached = initCheckpoint("ice01")
	-- get hero health
	local heroHealth = 100
	if tonumber(GetCampaignVar("HeroHealth")) then
		heroHealth = tonumber(GetCampaignVar("HeroHealth"))
	end
	
	if heroHealth ~= 100 then
		heroHealth = heroHealth + 5
		if heroHealth > 100 then
			heroHealth = 100
		end
		SaveCampaignVar("HeroHealth", heroHealth)	
	end
	
	-- Hog Solo
	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
	hero.gear = AddHog(hero.name, 0, heroHealth, "war_desertgrenadier1")
	AnimSetGearPosition(hero.gear, hero.x, hero.y)
	HogTurnLeft(hero.gear, true)
	-- Ally
	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
	ally.gear = AddHog(ally.name, 0, 100, "tophats")
	AnimSetGearPosition(ally.gear, ally.x, ally.y)
	-- Frozen Bandits
	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
	bandit1.gear = AddHog(bandit1.name, 1, 120, "tophats")
	AnimSetGearPosition(bandit1.gear, bandit1.x, bandit1.y)	
	HogTurnLeft(bandit1.gear, true)
	bandit2.gear = AddHog(bandit2.name, 1, 100, "tophats")
	AnimSetGearPosition(bandit2.gear, bandit2.x, bandit2.y)
	bandit3.gear = AddHog(bandit3.name, 1, 100, "tophats")
	AnimSetGearPosition(bandit3.gear, bandit3.x, bandit3.y)
	bandit4.gear = AddHog(bandit4.name, 1, 40, "tophats")
	AnimSetGearPosition(bandit4.gear, bandit4.x, bandit4.y)
	HogTurnLeft(bandit4.gear, true)
	bandit5.gear = AddHog(bandit5.name, 1, 40, "tophats")
	AnimSetGearPosition(bandit5.gear, bandit5.x, bandit5.y)
	HogTurnLeft(bandit5.gear, true)
	
	if checkPointReached == 1 then
		-- Start of the game
	elseif checkPointReached == 2 then
		iceGunTaken = true
		AnimSetGearPosition(hero.gear, 840, 1650)
	elseif checkPointReached == 3 then		
		iceGunTaken = true
		heroAtFinalStep = true
		heroVisitedAntiFlyArea = true
		AnimSetGearPosition(hero.gear, 1450, 910)
	end
	
	AnimInit()
	AnimationSetup()	
end

function onGameStart()
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)
	
	-- Add mines
	AddGear(1612, 940, gtMine, 0, 0, 0, 0)
	AddGear(1622, 945, gtMine, 0, 0, 0, 0)
	AddGear(1645, 950, gtMine, 0, 0, 0, 0)
	AddGear(1655, 960, gtMine, 0, 0, 0, 0)
	AddGear(1665, 965, gtMine, 0, 0, 0, 0)
	
	AddGear(1800, 1000, gtMine, 0, 0, 0, 0)
	AddGear(1810, 1005, gtMine, 0, 0, 0, 0)
	AddGear(1820, 1010, gtMine, 0, 0, 0, 0)
	AddGear(1830, 1015, gtMine, 0, 0, 0, 0)
	AddGear(1840, 1020, gtMine, 0, 0, 0, 0)
	
	AddGear(1900, 1020, gtMine, 0, 0, 0, 0)
	AddGear(1910, 1020, gtMine, 0, 0, 0, 0)
	AddGear(1920, 1020, gtMine, 0, 0, 0, 0)
	AddGear(1930, 1030, gtMine, 0, 0, 0, 0)
	AddGear(1940, 1040, gtMine, 0, 0, 0, 0)
	
	AddGear(2130, 1110, gtMine, 0, 0, 0, 0)
	AddGear(2140, 1120, gtMine, 0, 0, 0, 0)
	AddGear(2180, 1120, gtMine, 0, 0, 0, 0)
	AddGear(2200, 1130, gtMine, 0, 0, 0, 0)
	AddGear(2210, 1130, gtMine, 0, 0, 0, 0)
	
	local x=2300
	local step=0
	while x<3100 do
		AddGear(x, 1150, gtMine, 0, 0, 0, 0)
		step = step + 1
		if step == 5 then
			step = 0
			x = x + math.random(100,300)
		else
			x = x + math.random(10,30)
		end
	end
	
	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
	AddEvent(onHeroFinalStep, {hero.gear}, heroFinalStep, {hero.gear}, 0)
	AddEvent(onAntiFlyArea, {hero.gear}, antiFlyArea, {hero.gear}, 1)
	AddEvent(onNonAntiFlyArea, {hero.gear}, nonAntiFlyArea, {hero.gear}, 1)
	AddEvent(onThantaDeath, {bandit1.gear}, thantaDeath, {bandit1.gear}, 1)
	AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0)
	
	AddAmmo(hero.gear, amJetpack, 99)
	AddAmmo(hero.gear, amTeleport, 99)
	AddAmmo(bandit1.gear, amBazooka, 5)
	AddAmmo(bandit2.gear, amBazooka, 4)
	AddAmmo(bandit3.gear, amMine, 2)
	AddAmmo(bandit3.gear, amGrenade, 3)
	AddAmmo(bandit4.gear, amBazooka, 5)
	AddAmmo(bandit5.gear, amBazooka, 5)
	
	if checkPointReached == 1 then
		AddAmmo(hero.gear, amBazooka, 1)
		SpawnAmmoCrate(icegunX, icegunY, amIceGun)
		AddEvent(onColumnCheckPoint, {hero.gear}, columnCheckPoint, {hero.gear}, 0)
		AddEvent(onHeroAtIceGun, {hero.gear}, heroAtIceGun, {hero.gear}, 0)
		AddAnim(dialog01)
	elseif checkPointReached == 2 then
		AddAmmo(hero.gear, amIceGun, 8)
		AnimCaption(hero.gear, loc("Go to Thanta and get the device part!"), 5000)
	elseif checkPointReached == 3 then
		AddAmmo(hero.gear, amIceGun, 6)
		AnimCaption(hero.gear, loc("Go to Thanta and get the device part!"), 5000)
	end
	
	SendHealthStatsOff()
end

function onNewTurn()
	heroDamageAtCurrentTurn = 0
	-- round has to start if hero goes near the column
	if not heroVisitedAntiFlyArea and CurrentHedgehog ~= hero.gear then
		TurnTimeLeft = 0
	elseif not heroVisitedAntiFlyArea and CurrentHedgehog == hero.gear then
		TurnTimeLeft = -1
	elseif not heroAtFinalStep and (CurrentHedgehog == bandit1.gear or CurrentHedgehog == bandit4.gear or CurrentHedgehog == bandit5.gear) then		
		AnimSwitchHog(hero.gear)
		TurnTimeLeft = 0
	elseif heroAtFinalStep and (CurrentHedgehog == bandit2.gear or CurrentHedgehog == bandit3.gear) then
		if (GetHealth(bandit1.gear) and GetEffect(bandit1.gear,heFrozen) > 256) and
			((GetHealth(bandit4.gear) and GetEffect(bandit4.gear,heFrozen) > 256) or not GetHealth(bandit4.gear)) and
			((GetHealth(bandit5.gear) and GetEffect(bandit5.gear,heFrozen) > 256) or not GetHealth(bandit5.gear)) then
			TurnTimeLeft = 0
		else
			AnimSwitchHog(hero.gear)
			TurnTimeLeft = 0
		end
	elseif CurrentHedgehog == ally.gear then
		TurnTimeLeft = 0
	end
	-- frozen hogs accounting
	if CurrentHedgehog == hero.gear and heroAtFinalStep and TurnTimeLeft > 0 then
		if bandit1.frozen then
			if bandit1.roundsToUnfreeze == 0 then
				SetEffect(bandit1.gear, heFrozen, 255)
				bandit1.frozen = false
			else
				bandit1.roundsToUnfreeze = bandit1.roundsToUnfreeze - 1
			end
		end
		if bandit4.frozen then
			if bandit4.roundsToUnfreeze == 0 then
				SetEffect(bandit4.gear, heFrozen, 255)
				bandit4.frozen = false
			else
				bandit4.roundsToUnfreeze = bandit4.roundsToUnfreeze - 1
			end
		end
		if bandit5.frozen then
			if bandit5.roundsToUnfreeze == 0 then
				SetEffect(bandit5.gear, heFrozen, 255)
				bandit5.frozen = false
			else
				bandit5.roundsToUnfreeze = bandit5.roundsToUnfreeze - 1
			end
		end
	else
		if bandit1.frozen then
			SetEffect(bandit1.gear, heFrozen, 9999999999)
		end
		if bandit4.frozen then
			SetEffect(bandit4.gear, heFrozen, 9999999999)
		end
		if bandit5.frozen then
			SetEffect(bandit5.gear, heFrozen, 9999999999)
		end
	end
end

function onGameTick()
	AnimUnWait()
	if ShowAnimation() == false then
		return
	end
	ExecuteAfterAnimations()
	CheckEvents()
	
	if GetEffect(bandit1.gear, heFrozen) > 256 and not bandit1.frozen then
		bandit1.frozen = true
		SetEffect(bandit1.gear, heFrozen, 9999999999)
		bandit1.roundsToUnfreeze = 1
	end
	if GetEffect(bandit4.gear, heFrozen) > 256 and not bandit4.frozen then
		bandit4.frozen = true
		SetEffect(bandit4.gear, heFrozen, 9999999999)
		bandit4.roundsToUnfreeze = 2
	end
	if GetEffect(bandit5.gear, heFrozen) > 256 and not bandit5.frozen then
		bandit5.frozen = true
		SetEffect(bandit5.gear, heFrozen, 9999999999)
		bandit5.roundsToUnfreeze = 2
	end
end

function onAmmoStoreInit()
	SetAmmo(amIceGun, 0, 0, 0, 8)
end

function onGearDelete(gear)
	if gear == hero.gear then
		hero.dead = true
	elseif gear == bandit1.gear then
		bandit1.dead = true
	end
end

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

function onGearDamage(gear, damage)
	if gear == hero.gear then
		heroDamageAtCurrentTurn = heroDamageAtCurrentTurn + damage
	end
end

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

function onAntiFlyArea(gear)
	if not hero.dead and (GetX(gear) > 860 or GetY(gear) < 1400) and not heroAtAntiFlyArea then
		return true
	end
	return false
end

function onNonAntiFlyArea(gear)
	if not hero.dead and (GetX(gear) < 860 and GetY(gear) > 1400) and heroAtAntiFlyArea then
		return true
	end
	return false
end

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

function onHeroFinalStep(gear)
	if not hero.dead and GetY(gear) < 960 and GetX(gear) > 1400 then
		return true
	end
	return false
end

function onColumnCheckPoint(gear)
	if not hero.dead and iceGunTaken and GetX(gear) < 870 and GetX(gear) > 850 and GetY(gear) > 1500 and StoppedGear(gear) then
		return true
	end
	return false
end

function onHeroAtIceGun(gear)
	if not hero.dead and GetX(gear) < icegunX+15 and GetX(gear) > icegunX-15 and GetY(gear) > icegunY-15 and GetY(gear) < icegunY+15 then
		return true
	end
	return false
end

function onThantaDeath(gear)
	if bandit1.dead then
		return true
	end
	return false
end

function onHeroWin(gear)
	if (not hero.dead and not bandit1.dead) and heroDamageAtCurrentTurn == 0 and (GetX(hero.gear)>=GetX(bandit1.gear)-80
		and GetX(hero.gear)<=GetX(bandit1.gear)+80)	and (GetY(hero.gear)>=GetY(bandit1.gear)-30 and GetY(hero.gear)<=GetY(bandit1.gear)+30) then
		return true
	end
	return false
end

-------------- OUTCOMES ------------------

function antiFlyArea(gear)
	heroAtAntiFlyArea = true
	if TurnTimeLeft < -1 then
		heroVisitedAntiFlyArea = true
		TurnTimeLeft = 0	
		FollowGear(hero.gear)
		AddAmmo(hero.gear, amJetpack, 0)
		AnimSwitchHog(bandit1.gear)	
		FollowGear(hero.gear)
		TurnTimeLeft = 0
	else
		AddAmmo(hero.gear, amJetpack, 0)	
	end
end

function nonAntiFlyArea(gear)
	heroAtAntiFlyArea = false
	AddAmmo(hero.gear, amJetpack, 99)
end

function heroDeath(gear)
	SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1
	SendStat('siCustomAchievement', loc("To win the game you have to go next to Thanta")) --11
	SendStat('siCustomAchievement', loc("Most of the time you'll be able to use only the icegun")) --11
	SendStat('siCustomAchievement', loc("Use the bazooka and the flying saucer to get the icegun")) --11
	SendStat('siPlayerKills','1',teamB.name)
	SendStat('siPlayerKills','0',teamC.name)
	EndGame()
end

function heroFinalStep(gear)
	heroAtFinalStep = true
	saveCheckpoint("3")
	SaveCampaignVar("HeroHealth", GetHealth(hero.gear))
end

function columnCheckPoint(gear)
	saveCheckpoint("2")
	SaveCampaignVar("HeroHealth", GetHealth(hero.gear))
	AnimCaption(hero.gear, loc("Checkpoint reached!"), 5000)
end

function heroAtIceGun(gear)
	iceGunTaken=true
end

function thantaDeath(gear)
	SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1
	SendStat('siCustomAchievement', loc("Noooo, Thanta has to stay alive!")) --11
	SendStat('siCustomAchievement', loc("To win the game you have to go next to Thanta")) --11
	SendStat('siCustomAchievement', loc("Most of the time you'll be able to use only the icegun")) --11
	SendStat('siCustomAchievement', loc("Use the bazooka and the flying saucer to get the icegun")) --11
	SendStat('siPlayerKills','1',teamB.name)
	SendStat('siPlayerKills','0',teamC.name)
	EndGame()
end

function heroWin(gear)
	TurnTimeLeft=0
	if GetX(hero.gear) < GetX(bandit1.gear) then
		HogTurnLeft(bandit1.gear, true)
	else
		HogTurnLeft(bandit1.gear, false)
	end
	AddAnim(dialog02)
end

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

function Skipanim(anim)
	if goals[anim] ~= nil then
		ShowMission(unpack(goals[anim]))
    end    
    if anim == dialog02 then
		actionsOnWin()
	end
end

function AnimationSetup()
	-- DIALOG 01 - Start, welcome to moon
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("In the Ice Planet, where ice rules..."), 5000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Finaly you are here..."), SAY_SAY, 2000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2000}})
	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Hi! Nice to meet you"), SAY_SAY, 3000}})
	table.insert(dialog01, {func = AnimWait, args = {ally.gear, 2000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Listen carefuly! The bandit leader, Thanta, has recently found a very strange device"), SAY_SAY, 4000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("He doesn't know it but this device is a part of the anti-gravity device"), SAY_SAY, 2500}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 8000}})
	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Nice, then I should get the part as soon as possible!"), SAY_SAY, 4000}})
	table.insert(dialog01, {func = AnimWait, args = {ally.gear, 4000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Be careful, your gadgets won't work in the bandit area. You should get an ice gun"), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("There is one below us!"), SAY_SAY, 4000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
	-- DIALOG 02 - Hero got to Thant2
	AddSkipFunction(dialog02, Skipanim, {dialog01})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Congratulations, now you can take Thanta's part..."), 5000}})
	table.insert(dialog02, {func = AnimSay, args = {bandit1.gear, loc("Oh! Please spare me. You can take all my treasures!"), SAY_SAY, 3000}})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 5000}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I just want the strange device you found!"), SAY_SAY, 3000}})
	table.insert(dialog02, {func = AnimWait, args = {bandit1.gear, 4000}})
	table.insert(dialog02, {func = AnimSay, args = {bandit1.gear, loc("Here! Take it..."), SAY_SAY, 3000}})
	table.insert(dialog02, {func = actionsOnWin, args = {}})	
end

-------------- Other Functions -------------------

function actionsOnWin()
	saveCompletedStatus(4)	
	SendStat('siGameResult', loc("Congratulations, you got the part!")) --1
	SendStat('siCustomAchievement', loc("At the end of the game your health was ")..GetHealth(hero.gear)) --11
	-- maybe add number of tries for each part?
	SendStat('siPlayerKills','1',teamC.name)
	SendStat('siPlayerKills','0',teamB.name)
	EndGame()
end