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