------------------- ABOUT ---------------------- -- -- Hero has get into an Red Strawberies ambush -- He has to eliminate the enemies by using limited -- ammo of sniper rifle and watermelon HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua") ----------------- VARIABLES -------------------- -- globals local missionName = loc("Precise shooting") local timeLeft = 10000 local lastWeaponUsed = amSniperRifle local challengeObjectives = loc("Use your available weapons in order to eliminate the enemies").."|".. loc("You can only use the Sniper Rifle or the Watermelon bomb").."|".. loc("You'll have only 2 watermelon bombs during the game").."|".. loc("You'll get an extra Sniper Rifle every time you kill an enemy hog with a limit of max 4 rifles").."|".. loc("You'll get an extra Teleport every time you kill an enemy hog with a limit of max 2 teleports").."|".. loc("The first turn will last 25 sec and every other turn 15 sec").."|".. loc("If you skip the game your time left will be added to your next turn").."|".. loc("Some parts of the land are indestructible") -- dialogs local dialog01 = {} -- mission objectives local goals = { [dialog01] = {missionName, loc("Challenge Objectives"), challengeObjectives, 1, 4500}, } -- hogs local hero = { name = loc("Hog Solo"), x = 1100, y = 560 } local enemiesOdd = { {name = "Hog 1", x = 2000 , y = 175}, {name = "Hog III", x = 1950 , y = 1110}, {name = "Hog 100", x = 1270 , y = 1480}, {name = "Hog Saturn", x = 240 , y = 790}, {name = "Hog nueve", x = 620 , y = 1950}, {name = "Hog onze", x = 720 , y = 1950}, {name = "Hog dertien", x = 1620 , y = 1950}, {name = "Hog 3x5", x = 1720 , y = 1950}, } local enemiesEven = { {name = "Hog two", x = 660, y = 140}, {name = "Hog D", x = 1120, y = 1250}, {name = "Hog exi", x = 1290, y = 1250}, {name = "Hog octo", x = 820, y = 1950}, {name = "Hog decar", x = 920, y = 1950}, {name = "Hog Hephaestus", x = 1820, y = 1950}, {name = "Hog 7+7", x = 1920, y = 1950}, {name = "Hog EOF", x = 1200, y = 560}, } -- teams local teamA = { name = loc("Hog Solo"), color = tonumber("38D61C",16) -- green } local teamB = { name = loc("RS1"), color = tonumber("FF0000",16) -- red } local teamC = { name = loc("RS2"), color = tonumber("FF0000",16) -- red } -------------- LuaAPI EVENT HANDLERS ------------------ function onGameInit() GameFlags = gfDisableWind + gfInfAttack Seed = 1 TurnTime = 15000 CaseFreq = 0 MinesNum = 0 MinesTime = 1 Explosives = 0 Map = "fruit03_map" Theme = "Fruit" -- Hog Solo AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy") hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1") AnimSetGearPosition(hero.gear, hero.x, hero.y) -- enemies local hats = { "Bandit", "fr_apple", "fr_banana", "fr_lemon", "fr_orange", "fr_pumpkin", "Gasmask", "NinjaFull", "NinjaStraight", "NinjaTriangle" } AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") for i=1,table.getn(enemiesEven) do enemiesEven[i].gear = AddHog(enemiesEven[i].name, 1, 100, hats[math.random(1,table.getn(hats))]) AnimSetGearPosition(enemiesEven[i].gear, enemiesEven[i].x, enemiesEven[i].y) end AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") for i=1,table.getn(enemiesOdd) do enemiesOdd[i].gear = AddHog(enemiesOdd[i].name, 1, 100, hats[math.random(1,table.getn(hats))]) AnimSetGearPosition(enemiesOdd[i].gear, enemiesOdd[i].x, enemiesOdd[i].y) end initCheckpoint("fruit03") AnimInit() AnimationSetup() end function onGameStart() AnimWait(hero.gear, 3000) FollowGear(hero.gear) ShowMission(missionName, loc("Challenge Objectives"), challengeObjectives, -amSkip, 0) AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0) --hero ammo AddAmmo(hero.gear, amTeleport, 2) AddAmmo(hero.gear, amSniperRifle, 2) AddAmmo(hero.gear, amWatermelon, 2) --enemies ammo AddAmmo(enemiesOdd[1].gear, amDEagle, 100) AddAmmo(enemiesOdd[1].gear, amSniperRifle, 100) AddAmmo(enemiesOdd[1].gear, amWatermelon, 1) AddAmmo(enemiesOdd[1].gear, amGrenade, 5) AddAmmo(enemiesEven[1].gear, amDEagle, 100) AddAmmo(enemiesEven[1].gear, amSniperRifle, 100) AddAmmo(enemiesEven[1].gear, amWatermelon, 1) AddAmmo(enemiesEven[1].gear, amGrenade, 5) SendHealthStatsOff() AddAnim(dialog01) end function onNewTurn() if CurrentHedgehog == hero.gear then if GetAmmoCount(hero.gear, amSkip) == 0 then TurnTimeLeft = TurnTime + timeLeft AddAmmo(hero.gear, amSkip, 1) end timeLeft = 0 end turnHogs() end function onGameTick() AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() end function onGameTick20() if CurrentHedgehog == hero.gear and TurnTimeLeft ~= 0 then timeLeft = TurnTimeLeft end end function onGearDelete(gear) if (isHog(gear)) then local availableTeleports = GetAmmoCount(hero.gear,amTeleport) local availableSniper = GetAmmoCount(hero.gear,amSniperRifle) if availableTeleports < 2 then AddAmmo(hero.gear, amTeleport, availableTeleports + 1 ) end if availableSniper < 4 then AddAmmo(hero.gear, amSniperRifle, availableSniper + 1 ) end end end function onPrecise() if GameTime > 3000 then SetAnimSkip(true) end end -------------- EVENTS ------------------ function onHeroDeath(gear) if not GetHealth(hero.gear) then return true end return false end function onHeroWin(gear) local enemies = enemiesOdd for i=1,table.getn(enemiesEven) do table.insert(enemies, enemiesEven[i]) end local allDead = true for i=1,table.getn(enemies) do if GetHealth(enemies[i].gear) then allDead = false break end end return allDead end -------------- ACTIONS ------------------ -- game ends anyway but I want to sent custom stats probably... function heroDeath(gear) SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1 SendStat('siCustomAchievement', loc("You have to eliminate all the enemies")) --11 SendStat('siCustomAchievement', loc("Read the Challenge Objectives from within the mission for more details")) --11 SendStat('siPlayerKills','1',teamB.name) SendStat('siPlayerKills','0',teamA.name) EndGame() end function heroWin(gear) SendStat('siGameResult', loc("Congratulations, you won!")) --1 SendStat('siCustomAchievement', loc("You complete the mission in "..TotalRounds.." rounds")) --11 -- TODO SendStat('siCustomAchievement', loc("You will gain some extra ammo the next time you play the Getting to the device mission")) --11 SendStat('siPlayerKills','1',teamA.name) EndGame() end -------------- ANIMATIONS ------------------ function Skipanim(anim) if goals[anim] ~= nil then ShowMission(unpack(goals[anim])) end startBattle() end function AnimationSetup() -- DIALOG 01 - Start, game instructions AddSkipFunction(dialog01, Skipanim, {dialog01}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere in the Fruit Planet Hog Solo got lost..."), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("...and got ambushed by the Red Strawberies"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Use your available weapons in order to eliminate the enemies"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You can only use the Sniper Rifle or the Watermelon bomb"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You'll have only 2 watermelon bombs during the game"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You'll get an extra Sniper Rifle every time you kill an enemy hog with a limit of max 4 rifles"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You'll get an extra Teleport every time you kill an enemy hog with a limit of max 2 teleports"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("The first turn will last 25 sec and every other turn 15 sec"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you skip the game your time left will be added to your next turn"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Some parts of the land are indestructible"), 5000}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}}) table.insert(dialog01, {func = startBattle, args = {hero.gear}}) end ------------------ Other Functions ------------------- function turnHogs() if GetHealth(hero.gear) then for i=1,table.getn(enemiesEven) do if GetHealth(enemiesEven[i].gear) then if GetX(enemiesEven[i].gear) < GetX(hero.gear) then HogTurnLeft(enemiesEven[i].gear, false) elseif GetX(enemiesEven[i].gear) > GetX(hero.gear) then HogTurnLeft(enemiesEven[i].gear, true) end end end for i=1,table.getn(enemiesOdd) do if GetHealth(enemiesOdd[i].gear) then if GetX(enemiesOdd[i].gear) < GetX(hero.gear) then HogTurnLeft(enemiesOdd[i].gear, false) elseif GetX(enemiesOdd[i].gear) > GetX(hero.gear) then HogTurnLeft(enemiesOdd[i].gear, true) end end end end end function startBattle() AnimSwitchHog(enemiesOdd[table.getn(enemiesOdd)].gear) TurnTimeLeft = 0 -- these 2 are needed in order hero has 10 sec more in the first turn timeLeft = 10000 AddAmmo(hero.gear, amSkip, 0) end function isHog(gear) local hog = false for i=1,table.getn(enemiesOdd) do if gear == enemiesOdd[i].gear then hog = true break end end if not hog then for i=1,table.getn(enemiesEven) do if gear == enemiesEven then hog = true break end end end return hog end