Fix resurrection animation appearing at wrong position for some missions and styles
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-- HIGHLANDER / HOGS OF WAR
-- by mikade
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-- ideas for the future
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-- add structure
-- allow switcher, resurrector
-- nerf teleport
-- 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?
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-- script follows
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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 teleportConverted = false -- used for special handling of teleport when gfPlaceHog is active
-- 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 ConvertValues(gear)
for w,c in pairs(wepArray) do
-- Add hog ammo loadout, but don't touch teleport if in hog placement phase.
-- If in hog placement phase, teleport will be touched later (see onNewTurn).
if not (GetGameFlag(gfPlaceHog) and TotalRounds == -1 and (w == amTeleport)) then
AddAmmo(gear, w, getGearValue(gear,w) )
end
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
local 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 = GetAmmo(i)
if c > 8 then
c = 9
end
wepArray[i] = c
if c < 9 and c > 0 then
if atkWeps[i] then
atktot = atktot + probability[c]
atkChoices[i] = atktot
elseif utilWeps[i] then
utiltot = utiltot + probability[c]
utilChoices[i] = utiltot
end
end
end
end
end
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 and GetHealth(lastHog) 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()
-- If hog placement phase is over, set the hog's actual teleport loadout
if GetGameFlag(gfPlaceHog) and TotalRounds == 0 and not teleportConverted then
runOnHogs(function(gear)
AddAmmo(gear, amTeleport, getGearValue(gear, amTeleport))
end)
-- This makes sure this code is only run once
teleportConverted = true
end
end
function onGearAdd(gear)
if (GetGearType(gear) == gtHedgehog) then
trackGear(gear)
end
end
function onGearDelete(gear)
if (GetGearType(gear) == gtHedgehog) then
TransferWeps(gear)
trackDeletion(gear)
end
end