HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Tracker.lua") HedgewarsScriptLoad("/Scripts/Params.lua") --[[ Space Invasion 1.2 === DOCUMENTATION === == SCRIPT CONFIGURATION == You can configure this script a little bit, you only have to edit the game scheme. The script makes heavy use of the script parameters, but you can also use some, but not all, of the other settings in a game scheme. You CAN use the following options: - disable girders (highly recommended!) - disable land objects - random order - solid land - low gravity (makes this game much easier, but this script is probably not optimized for it yet) - bottom border - fort mode (just changes the landscape) - teams start at opposite parts of land - wind affects almost everything Those options are also possible, but have no real gameplay effect: - disable wind - tag team - king mode (here it only changes hats, so this is just for fun) - vampiric (has no real gameplay effect; just for the grapical effect) - full border (it’s techincally possible, but the script is currently not very well optimized for this mode) You CANNOT use any other of the on/off options in the game scheme. Those settings are simply discarded by the script. You also can change the following settings in the game scheme: - time per round (very important) - script parameters, see below The other settings are technically possible, but their effect is limited: - damage percentage - mines/air mines (they don’t harm the active hedgehog, however) - number of barrels All other variables are discarded, the script forces its own settings. There will be never Sudden Death, any crate drops, any mines and any barrels. == SCRIPT PARAMETERS == This script can be configured mostly with the script parameters. The script parameters are specified in a key=value format each, and each pair is delimeted by a comma. All values must be integer of 0 or higher. All values are optional and have a default if unspecified List of parameters: - rounds: Number of rounds (default: 3) - shield: Amount of shield you start with (default: 30) - barrels: Amount of ammo (barrels) you start with (default: 5) - pings: How many time you can use the radar per round (default: 2) - barrelbonus: How many barrels you get for collecting/destroning a green invader (default: 3) - shieldbonus: How much shield you get for collecting/destroying a purple invader (default: 30) - timebonus: How many seconds you get for killing a drone (red) (default: 4) - forcetheme: If set to false, the game will use your chosen theme instead of forcing EarthRise - Please note that the game may not be able to be played in some themes if the sky color is very bright (i.e. Bath) Example input for the field “Script parameters”: rounds=5 >>> 5 rounds, everything else is default forcetheme=false >>> Makes the game use whatever thme shield=0, barrels=3, pings=0 >>> no shield, no radar pings and only 3 barrels (could be some hard mode) (empty string) >>> Use defaults for everything -- VERSION HISTORY ---------------- -- version 0.1 ---------------- -- conversion of tumbler into space invasion -- a million and one changes -- bells and whistles ---------------- -- version 0.2 ---------------- -- code slowly getting cleaner, it still looks like a spaghetti monster tho -- lots of console tracking :/ -- all visual gears are now compulsary (will probably revert this) -- implemented fMod to try combat desyncs and bring this in line with dev ---------------- -- version 0.3 ---------------- -- values of scoring changed to 3:10, and now based on vCircScore -- time gained from killing a red circ increased from 3 to 4 -- circles now spawn at a distance of at least 800 or until sanity limit -- roundsLimit now based off MinesTime (kinda, its an experiment) ----------------- --0.4 ----------------- -- commented out a lot of WriteLnToConsoles (dont need them at this point) -- added some different WriteLnToConsoles -- changed some of the collision detect for explosives in checkvarious() ----------------- --0.5 ----------------- -- added implementation for a projectile shield -- added a "bonus" orange invader that partially recharges player shield -- added a tough "blueboss" blue invader -- expanded user feedback -- circles now have health and are capable of being merely "damaged" -- redid a lot of the collision code and added CircleDamaged -- added more sounds to events -- added more visual gears ----------------- --0.6 ----------------- -- removed a few WriteLns -- added randomized grunts on circ damage -- added (mostly) graceful fading out of circles :D: -- changed odds for circles -- changed user feedback -- fixed the location of the explosion where player bashes into circ ----------------- --0.7 ----------------- -- added PlaySound(sndSuddenDeath) when ammo gets depleted -- added an extra "Ammo Depleted" note if user presses fire while empty -- specified how much shield power is gained on shield powerup collection -- changed odds for circles AGAIN, ammo is now sliiightly more common -- switched most of the explosions/smoke effects back to non-critical vgears (with a few exceptions) -- tumbletime is now based off turntime and is variable -- delete explosives in DeleteFarFlungBarrel rather than explode them on map boundaries to save on performance -- utilized the improved AddCaption to tint / prevent overrides -- temporarily disabled bugged sort that displays teams according to their score -- reluctantly changed the colour of the bonus circ to purple -- standarized point notation -- added some missing locs -- commented out remaining WriteLnToConsoles for the meanwhile with the prefix "nw" -- ACHIEIVEMENTS added -- (during one turn) aka repeatable -- Ammo Manic (Destroy 3 green circles for + 5 points) -- Drone Hunter (Destroy 5 red circles for + 10 points) -- Shield Seeker (Destroy 3 purple circles for +10 points) -- Boss Slayer (Destroy 2 blue circles for +25 points) -- Shield Master (disolve 5 shells for +10 points) -- Shield Miser (don't use your shield at all (3.5*roundkills)+2 points) -- Depleted Kamikaze! (kamikaze into a blue/red circ when you are out of ammo) 5pts -- Timed Kamikaze! (kamikaze into a blue/red circ when you only have 5s left) 10pts -- Kamikaze Expert (combination of the above two) 15pts -- Multi-shot (destroy more than 1 invader with a single bullet) 15pts -- X-Hit Combo (destroy another invader in less than 3 seconds) chainLength*2 points -- Accuracy Bonus (80% accuracy at the end of your turn with more than 5 shots fired) 15pts --(during the length of the game) aka non-repeatable -- 10/25/50 kills (+25/+50/+100 points) ----------------- --0.8 ----------------- -- added a HUD for turntimeleft, ammo, shield -- shieldhealth hits 0 properly ------------------------ -- version 0.8.1 ------------------------ -- stop hiding non-existant 4th Tag -- redraw HUD on screen resolution change ------------------------ -- version 0.9 ------------------------ -- time for more 'EXPERIMENTS' mwahahahahahaha D: -- (hopefully) balanced Shield Miser -- bosses are no longer a redunkulous 50 points, but toned down to 30 -- experimental radar (it's INTERACTIVE and math-heavy :D) (visual gears are safe... right? D:) -- bugfix and balance for multishot ------------------------ -- version 1.0 ------------------------ -- if only version numbers actually worked like this, wouldn't that be awful :D -- added surfer achievement -- increased value of shield miser by 1 point per kill (OP?) ------------------------ -- version 1.1 ------------------------ -- fixed radar so that blips dont go past circs when you get very close -- added a missing loc for shield depletion -- increased delay to 1000 to try stop noobies missing their turn -- added sniper achievement for hits from over a 1000000 away -- added achievement for 3 "sniper" shots in a round -- added achievement for 3 "point blank" shots in a round -- added "fierce Competition" achievement for shooting an enemy hog (once per round) -- some support for more weapons later ------------------------ -- version 1.2 ------------------------ -- show actual scores in stats screen -- show a couple of “awards” and more or less snarky comments in stats screen -- for various accomplisments and events those are just for fun, they don’t -- affect score or game outcome -- use script parameters for configuration, see top of file for more information -- stop overwriting game most scheme’s parameters -- disable weapon scheme -- play “denied” sound when trying to use empty radar, ammo or shield -- play “Hurry!” taunt when 5 seconds are left -- play throw sound when throwing a barrel -- play sonar sound for using radar -- play “Kamikaze!” taunt for receiving one of the kamikaze bonuses -- show total team score in HUD (white number) -- show message when trying to use empty radar -- show message when time’s up -- show message with round score at end of a round -- disabled health graph, replaced with score per round -- removed “selected weapon” message, we only have one weapon -- removed unused bubbleSort function -- play “Ooff” sound when hit by bazooka -- fix explosion being drawn twice when colliding with circle -- play explosion sound when barrel’s lifespan is over ]] -------------------------- -- TODO list: notes for later -------------------------- -- imitate winning animation at end instead of just ending the game -- add support for other world edges (they are currently disabled) -- maybe add a check for a tie, IMPOSSIBRU THERE ARE NO TIES -- more achievements? -- more just-for-fun awards (for stats screen) -- if more weps are added, replace primshotsfired all over the place -- look for derp and let invaders shoot again -- more weps? flamer/machineballgun, -- some kind of bomb that just drops straight down -- "fire and forget" missile -- shockwave -- some kind of ability-meter that lets you do something awesome when you are -- doing really well in a given round. -- probably new kind of shield that pops any invaders who come near -- fix game never ending bug -- fix radar -- new invader: golden snitch, doesn't show up on your radar -- maybe replace (48/100*vCircRadius[i])/2 with something better ------- CODE FOLLOWS ------- --[[CAPTION CATEGORIES ----------------- capgrpGameState ----------------- AddCaption(LOC_NOT("Sniper!") .. " +10 " .. LOC_NOT("points") .. "!",0xffba00ff,capgrpAmmostate) --they call me bullsye --point blank combo --fierce Competition ----------------- capgrpAmmostate ----------------- AddCaption( chainLength .. LOC_NOT("-chain! +") .. chainLength*2 .. LOC_NOT(" points!"),0xffba00ff,capgrpAmmostate) AddCaption(LOC_NOT("Multi-shot! +15 points!"),0xffba00ff,capgrpAmmostate) ----------------- capgrpAmmoinfo ----------------- AddCaption(LOC_NOT("Shield Miser! +20 points!"),0xffba00ff,capgrpAmmoinfo) AddCaption(LOC_NOT("Shield Master! +10 points!"),0xffba00ff,capgrpAmmoinfo) ----------------- capgrpVolume ----------------- AddCaption(LOC_NOT("Boom! +25 points!"),0xffba00ff,capgrpVolume) AddCaption(LOC_NOT("BOOM! +50 points!"),0xffba00ff,capgrpVolume) AddCaption(LOC_NOT("BOOM! BOOM! BOOM! +100 points!"),0xffba00ff,capgrpVolume) AddCaption(LOC_NOT("Accuracy Bonus! +15 points!"),0xffba00ff,capgrpVolume) AddCaption(LOC_NOT("Surfer! +15 points!"),0xffba00ff,capgrpVolume) ----------------- capgrpMessage ----------------- AddCaption(LOC_NOT("Ammo Depleted!"),0xff0000ff,capgrpMessage) AddCaption(LOC_NOT("Ammo: ") .. primShotsLeft) AddCaption(LOC_NOT("Shield Depleted"),0xff0000ff,capgrpMessage) AddCaption( LOC_NOT("Shield ON:") .. " " .. shieldHealth - 80 .. " " .. LOC_NOT("Power Remaining") ) AddCaption(LOC_NOT("Shield OFF:") .. " " .. shieldHealth - 80 .. " " .. LOC_NOT("Power Remaining") ) AddCaption(LOC_NOT("Time Extended!") .. "+" .. 4 .. LOC_NOT("s"), 0xff0000ff,capgrpMessage ) AddCaption("+" .. 3 .. " " .. LOC_NOT("Ammo"), 0x00ff00ff,capgrpMessage) AddCaption(LOC_NOT("Shield boosted! +30 power"), 0xff00ffff,capgrpMessage) AddCaption(LOC_NOT("Shield is fully recharged!"), 0xffae00ff,capgrpMessage) AddCaption(LOC_NOT("Boss defeated! +50 points!"), 0x0050ffff,capgrpMessage) AddCaption(LOC_NOT("GOTCHA!")) AddCaption(LOC_NOT("Kamikaze Expert! +15 points!"),0xffba00ff,capgrpMessage) AddCaption(LOC_NOT("Depleted Kamikaze! +5 points!"),0xffba00ff,capgrpMessage) AddCaption(LOC_NOT("Timed Kamikaze! +10 points!"),0xffba00ff,capgrpMessage) ----------------- capgrpMessage2 ----------------- AddCaption(LOC_NOT("Drone Hunter! +10 points!"),0xffba00ff,capgrpMessage2) AddCaption(LOC_NOT("Ammo Maniac! +5 points!"),0xffba00ff,capgrpMessage2) AddCaption(LOC_NOT("Shield Seeker! +10 points!"),0xffba00ff,capgrpMessage2) AddCaption(LOC_NOT("Boss Slayer! +25 points!"),0xffba00ff,capgrpMessage2) ]] ---------------------------------- -- so I herd u liek wariables ---------------------------------- local fMod = 1000000 -- use this for dev and .16+ games -- some console stuff local shellID = 0 local explosivesID = 0 local luaGameTicks = 0 -- gaudyRacer local boosterOn = false local roundLimit = 3 -- can be overridden by script parameter "rounds" local roundNumber = 0 local firstClan = 10 local gameOver = false local gameBegun = false local bestClan = 10 local bestScore = 0 local sdScore = {} local sdName = {} local sdKills = {} local roundN = 0 local lastRound local RoundHasChanged = true -- for script parameters local startBarrels = 5 -- "barrels" local startShield = 30 -- "shield" local startRadShots = 2 -- "pings" local shieldBonus = 30 -- "shieldbonus" local barrelBonus = 3 -- "barrelbonus" local timeBonus = 4 -- "timebonus" local forceTheme = true -- "forcetheme" -------------------------- -- hog and team tracking variales -------------------------- local numhhs = 0 local hhs = {} local numTeams local teamNameArr = {} local teamClan = {} local teamSize = {} local teamIndex = {} local teamScore = {} local teamCircsKilled = {} local teamSurfer = {} -- stats variables local roundKills = 0 local roundScore = 0 local RK = 0 local GK = 0 local BK = 0 local OK = 0 local SK = 0 local shieldMiser = true local fierceComp = false local chainCounter = 0 local chainLength = 0 local shotsFired = 0 local shotsHit = 0 local sniperHits = 0 local pointBlankHits = 0 --------------------- -- awards (for stats section, just for fun) --------------------- -- global awards local awardTotalKills=0 -- overall killed invaders (min. 30) -- hog awards local awardRoundScore -- hog with most score in 1 round (min. 50) local awardRoundKills -- most kills in 1 round (min. 5) local awardAccuracy -- awarded to hog who didn’t miss once in his round, with most kills (min. 5) local awardCombo -- hog with longest combo (min. 5) --------------------- -- tumbler goods --------------------- local moveTimer = 0 local leftOn = false local rightOn = false local upOn = false local downOn = false ---------------- -- TUMBLER local wep = {} local wepAmmo = {} local wepCol = {} local wepIndex = 0 local wepCount = 0 local fireTimer = 0 ---------------- local primShotsMax = 5 local primShotsLeft = 0 local TimeLeftCounter = 0 local TimeLeft = 0 local stopMovement = false local tumbleStarted = false local beam = false local pShield local shieldHealth local shockwave local shockwaveHealth = 0 local shockwaveRad = 300 local Timer100 = 0 local vTag = {} ----------------------------------------------- -- CIRCLY GOODIES ----------------------------------------------- local CirclesAreGo = false local playerIsFine = true local targetHit = false local FadeAlpha = 0 -- used to fade the circles out gracefully when player dies local pTimer = 0 -- tracking projectiles following player local circAdjustTimer = 0 -- handle adjustment of circs direction local m2Count = 0 -- handle speed of circs local vCirc = {} local vCCount = 0 local rCirc = {} local rCircX = {} local rCircY = {} local rAlpha = 255 local rPingTimer = 0 local radShotsLeft = 0 local vCircActive = {} local vCircHealth = {} local vType = {} local vCounter = {} -- how often this circ gets to "fire" etc local vCounterLim = {} -- when vCounter == vCounterLim circle performs its special local vCircScore = {} -- how many points killing this invader gives local vCircRadMax = {} local vCircRadMin = {} local vCircRadDir = {} local vCircRadCounter = {} local vCircDX = {} local vCircDY = {} local vCircX = {} local vCircY = {} local vCircMinA = {} local vCircMaxA = {} local vCircType = {} local vCircPulse = {} local vCircFuckAll = {} local vCircRadius = {} local vCircWidth = {} local vCircCol = {} ------------------------------------------- -- some lazy copypasta/modified methods ------------------------------------------- function HideTags() for i = 0, 4 do SetVisualGearValues(vTag[i],0,0,0,0,0,1,0, 0, 240000, 0xffffff00) end end function DrawTag(i) local zoomL = 1.3 local xOffset = 40 local yOffset, tValue, tCol if i == 0 then yOffset = 40 tCol = 0xffee00ff tValue = TimeLeft elseif i == 1 then zoomL = 1.1 yOffset = 70 tCol = 0x00ff00ff tValue = wepAmmo[wepIndex] --primShotsLeft elseif i == 2 then zoomL = 1.1 xOffset = 40 + 35 yOffset = 70 tCol = 0xa800ffff tValue = shieldHealth - 80 elseif i == 4 then zoomL = 1.1 xOffset = 40 + 80 yOffset = 70 tCol = 0xffffffff tValue = roundScore end DeleteVisualGear(vTag[i]) vTag[i] = AddVisualGear(0, 0, vgtHealthTag, 0, false) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vTag[i]) SetVisualGearValues ( vTag[i], --id -(ScreenWidth/2) + xOffset, --xoffset ScreenHeight - yOffset, --yoffset 0, --dx 0, --dy zoomL, --zoom 1, --~= 0 means align to screen g7, --frameticks tValue, --value 240000, --timer tCol --GetClanColor( GetHogClan(CurrentHedgehog) ) ) end function RebuildTeamInfo() -- make a list of individual team names for i = 0, (TeamsCount-1) do teamNameArr[i] = " " -- = i teamSize[i] = 0 teamIndex[i] = 0 teamScore[i] = 0 teamCircsKilled[i] = 0 teamSurfer[i] = false end numTeams = 0 for i = 0, (numhhs-1) do z = 0 unfinished = true while(unfinished == true) do newTeam = true tempHogTeamName = GetHogTeamName(hhs[i]) -- this is the new name if tempHogTeamName == teamNameArr[z] then newTeam = false unfinished = false end z = z + 1 if z == (TeamsCount-1) then unfinished = false if newTeam == true then teamNameArr[numTeams] = tempHogTeamName numTeams = numTeams + 1 end end end end -- find out how many hogs per team, and the index of the first hog in hhs for i = 0, (TeamsCount-1) do for z = 0, (numhhs-1) do if GetHogTeamName(hhs[z]) == teamNameArr[i] then teamClan[i] = GetHogClan(hhs[z]) if teamSize[i] == 0 then teamIndex[i] = z -- should give starting index end teamSize[i] = teamSize[i] + 1 --add a pointer so this hog appears at i in hhs end end end end -- control function AwardPoints(p) roundScore = roundScore + p DrawTag(4) for i = 0,(TeamsCount-1) do if teamClan[i] == GetHogClan(CurrentHedgehog) then teamScore[i] = teamScore[i] + p end end end function AwardKills(t) roundKills = roundKills + 1 for i = 0,(TeamsCount-1) do if teamClan[i] == GetHogClan(CurrentHedgehog) then teamCircsKilled[i] = teamCircsKilled[i] + 1 awardTotalKills = awardTotalKills + 1 end end end ----------------- function UpdateSimpleAward(oldAward, value, threshold) local awarded = false local newAward if oldAward == nil then if threshold == nil then awarded = true elseif value > threshold then awarded = true end elseif value > oldAward.value then if threshold == nil then awarded = true elseif value > threshold then awarded = true end end if awarded then newAward = { hogName = GetHogName(CurrentHedgehog), teamName = GetHogTeamName(CurrentHedgehog), value = value } else newAward = oldAward end return newAward end function CommentOnScore() local teamStats = {} for i = 0,(TeamsCount-1) do sdScore[i] = teamScore[i] sdKills[i] = teamCircsKilled[i] sdName[i] = teamNameArr[i] table.insert(teamStats, {score = teamScore[i], kills = teamCircsKilled[i], name = teamNameArr[i]}) end local scorecomp = function (v1, v2) if v1.score > v2.score then return true else return false end end table.sort(teamStats, scorecomp) local teamComment = {} for i = TeamsCount,1,-1 do local comment if teamStats[i].name ~= " " then local comment = teamStats[i].name .. " |" .. string.format(loc("Score: %d"), teamStats[i].score) .. "|" .. string.format(loc("Kills: %d"), teamStats[i].kills) if i < TeamsCount then comment = comment .. "| |" end table.insert(teamComment, comment) SendStat(siClanHealth, tostring(teamStats[i].score), teamStats[i].name) else comment = "|" end table.insert(teamComment, comment) end local entireC = "" for i = TeamsCount,1,-1 do entireC = entireC .. teamComment[i] end local statusText, scoreText if roundNumber >= roundLimit then if teamStats[1].score == teamStats[2].score then statusText = loc("Status Update") scoreText = loc("Team scores:") else statusText = loc("Game over!") scoreText = loc("Final team scores:") end else statusText = loc("Status Update") scoreText = loc("Team scores:") end local displayTime if roundNumber >= roundLimit then displayTime = 20000 else displayTime = 1 end ShowMission( loc("Space Invasion"), statusText, string.format(loc("Rounds complete: %d/%d"), roundNumber, roundLimit) .. "| " .. "|" .. scoreText .. " |" ..entireC, 4, displayTime) if roundNumber >= roundLimit then local winnerTeam = teamStats[1].name for i = 0, (numhhs-1) do if GetHogTeamName(hhs[i]) == winnerTeam then SetState(hhs[i], bor(GetState(hhs[i]), gstWinner)) end end AddCaption(string.format(loc("%s wins!"), winnerTeam)) SendStat(siGameResult, string.format(loc("%s wins!"), winnerTeam)) for i = 1, TeamsCount do SendStat(siPointType, loc("points")) SendStat(siPlayerKills, tostring(teamStats[i].score), teamStats[i].name) end local killscomp = function (v1, v2) if v1.kills > v2.kills then return true else return false end end --[[ Award some awards (just for fun, its for the stats screen only and has no effect on the score or game outcome. ]] local awardsGiven = 0 if awardTotalKills >= 30 then awardsGiven = awardsGiven + 1 SendStat(siCustomAchievement, string.format(loc("%d invaders have been destroyed in this game."), awardTotalKills)) end table.sort(teamStats, killscomp) local bestKills = teamStats[1].kills if bestKills > 10 then awardsGiven = awardsGiven + 1 local text if bestKills >= 50 then text = loc("BOOM! BOOM! BOOM! %s are the masters of destruction with %d destroyed invaders.") elseif bestKills >= 25 then text = loc("BOOM! %s really didn't like the invaders, so they decided to destroy as much as %d of them.") else text = loc("Boom! %s has destroyed %d invaders.") end SendStat(siCustomAchievement, string.format(text, teamStats[1].name, teamStats[1].kills)) end if awardRoundKills ~= nil then awardsGiven = awardsGiven + 1 local text if awardRoundKills.value >= 33 then text = loc("%s (%s) has been invited to join the Planetary Association of the Hedgehogs, it destroyed a staggering %d invaders in just one round!") elseif awardRoundKills.value >= 22 then if awardRoundKills.hogName == "Rambo" then text = loc("The hardships of the war turned %s (%s) into a killing machine: %d invaders destroyed in one round!") else text = loc("%s (%s) is Rambo in a hedgehog costume! He destroyed %d invaders in one round.") end elseif awardRoundKills.value >= 11 then text = loc("%s (%s) is addicted to killing: %d invaders destroyed in one round.") else text = loc("%s (%s) destroyed %d invaders in one round.") end SendStat(siCustomAchievement, string.format(text, awardRoundKills.hogName, awardRoundKills.teamName, awardRoundKills.value)) end if awardRoundScore ~= nil then awardsGiven = awardsGiven + 1 local text if awardRoundScore.value >= 300 then text = loc("%s (%s) was undoubtedly the very best professional tumbler in this game: %d points in one round!") elseif awardRoundScore.value >= 250 then text = loc("%s (%s) struck like a meteor: %d points in only one round!") elseif awardRoundScore.value >= 200 then text = loc("%s (%s) is good at this: %d points in only one round!") elseif awardRoundScore.value >= 150 then text = loc("%s (%s) tumbles like no other: %d points in one round.") elseif awardRoundScore.value >= 100 then text = loc("%s (%s) is a tumbleweed: %d points in one round.") else text = loc("%s (%s) was the best baby tumbler: %d points in one round.") end SendStat(siCustomAchievement, string.format(text, awardRoundScore.hogName, awardRoundScore.teamName, awardRoundScore.value)) end if awardAccuracy ~= nil then awardsGiven = awardsGiven + 1 local text if awardAccuracy.value >= 20 then text = loc("The Society of Perfectionists greets %s (%s): No misses and %d hits in its best round.") elseif awardAccuracy.value >= 10 then text = loc("%s (%s) is a hardened hunter: No misses and %d hits in its best round!") else text = loc("%s (%s) shot %d invaders and never missed in the best round!") end SendStat(siCustomAchievement, string.format(text, awardAccuracy.hogName, awardAccuracy.teamName, awardAccuracy.value)) end if awardCombo ~= nil then awardsGiven = awardsGiven + 1 local text if awardCombo.value >= 11 then text = loc("%s (%s) was lightning-fast! Longest combo of %d, absolutely insane!") elseif awardCombo.value >= 8 then text = loc("%s (%s) gave short shrift to the invaders: Longest combo of %d!") else text = loc("%s (%s) was on fire: Longest combo of %d.") end SendStat(siCustomAchievement, string.format(text, awardCombo.hogName, awardCombo.teamName, awardCombo.value)) end if awardsGiven == 0 then local text local r = math.random(1,4) if r == 1 then text = loc("This game wasn’t really exciting.") elseif r == 2 then text = loc("Did I miss something?") elseif r == 3 then text = loc("Nothing of interest has happened.") elseif r == 4 then text = loc("There are no snarky comments this time.") end SendStat(siCustomAchievement, text) end end end function onNewRound() roundNumber = roundNumber + 1 CommentOnScore() -- end game if its at round limit if roundNumber >= roundLimit then for i = 0, (TeamsCount-1) do if teamScore[i] > bestScore then bestScore = teamScore[i] bestClan = teamClan[i] end end -- Kill off all the losers for i = 0, (numhhs-1) do if GetHogClan(hhs[i]) ~= bestClan then SetEffect(hhs[i], heResurrectable, 0) SetHealth(hhs[i],0) end end -- Game over gameOver = true EndTurn(true) TimeLeft = 0 SendStat(siGraphTitle, "Score graph") end end -- gaudy racer function CheckForNewRound() if GetHogClan(CurrentHedgehog) == firstClan then onNewRound() end end ---------------------------------------- -- some tumbler/space invaders methods ---------------------------------------- function isATrackedGear(gear) if (GetGearType(gear) == gtExplosives) or (GetGearType(gear) == gtShell) or (GetGearType(gear) == gtFlame) or (GetGearType(gear) == gtBall) then return(true) else return(false) end end function setNewGearValues(gear) if GetGearType(gear) == gtShell then lfs = 50 -- roughly 5 seconds shellID = shellID + 1 setGearValue(gear,"ID",shellID) --nw WriteLnToConsole("Just assigned ID " .. getGearValue(gear,"ID") .. " to this shell") elseif GetGearType(gear) == gtBall then lfs = 5 --70 -- 7s elseif GetGearType(gear) == gtExplosives then lfs = 15 -- 1.5s explosivesID = explosivesID + 1 setGearValue(gear,"ID",explosivesID) setGearValue(gear,"XP", GetX(gear)) setGearValue(gear,"YP", GetY(gear)) --nw WriteLnToConsole("Just assigned ID " .. getGearValue(gear,"ID") .. " to this explosives") elseif GetGearType(gear) == gtFlame then lfs = 5 -- 0.5s else lfs = 100 end setGearValue(gear,"lifespan",lfs) --WriteLnToConsole("I also set its lifespan to " .. lfs) end function HandleLifeSpan(gear) decreaseGearValue(gear,"lifespan") --WriteLnToConsole("Just decreased the lifespan of a gear to " .. getGearValue(gear,"lifespan")) --WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks) if getGearValue(gear,"lifespan") == 0 then if GetGearType(gear) == gtShell then AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false) WriteLnToConsole("about to delete a shell due to lifespan == 0") elseif GetGearType(gear) == gtExplosives then AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false) PlaySound(sndExplosion) elseif GetGearType(gear) == gtFlame then AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false) end DeleteGear(gear) end end -- this prevents ugly barrel clipping sounds when a barrel flies off map limits function DeleteFarFlungBarrel(gear) if GetGearType(gear) == gtExplosives then if (GetX(gear) < -1900) or (GetX(gear) > 6200) or (GetY(gear) < -3400) then AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false) DeleteGear(gear) --WriteLnToConsole("I'm setting barrel ID " .. getGearValue(gear,"ID") .. " to 0 health because it's been flung too close to the map edges. at Game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks) end end end ----------------------- --EVENT HANDLERS -- action keys ----------------------- function ChangeWeapon() wepIndex = wepIndex + 1 if wepIndex == wepCount then wepIndex = 0 end --[[ NOTE: Don’t show selected weapon as long we only have one. Remove this comment and activate this code again as soon as at least one other weapon appears. AddCaption(wep[wepIndex] .. " " .. loc("selected!"), wepCol[wepIndex],capgrpAmmoinfo ) AddCaption(wepAmmo[wepIndex] .. " " .. loc("shots remaining."), wepCol[wepIndex],capgrpMessage2) ]] end -- derp tumbler function onPrecise() if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) and (wepAmmo[wepIndex] > 0) then wepAmmo[wepIndex] = wepAmmo[wepIndex] - 1 if wep[wepIndex] == loc("Barrel Launcher") then shotsFired = shotsFired +1 morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtExplosives, 0, 0, 0, 1) CopyPV(CurrentHedgehog, morte) -- new addition x,y = GetGearVelocity(morte) x = x*2 y = y*2 SetGearVelocity(morte, x, y) if wepAmmo[wepIndex] == 0 then PlaySound(sndSuddenDeath) AddCaption(loc("Ammo depleted!"),0xff0000ff,capgrpMessage) else PlaySound(sndThrowRelease) end DrawTag(1) elseif wep[wepIndex] == loc("Mine Deployer") then morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtAirBomb, 0, 0, 0, 0) SetTimer(morte, 1000) DrawTag(1) end elseif (wepAmmo[wepIndex] == 0) and (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then PlaySound(sndDenied) AddCaption(loc("Ammo depleted!"),0xff0000ff,capgrpMessage) end preciseOn = true end function onPreciseUp() preciseOn = false end function onLJump() if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then shieldMiser = false if shieldHealth == 80 then AddCaption(loc("Shield depleted"),0xff0000ff,capgrpMessage) PlaySound(sndDenied) elseif (beam == false) and (shieldHealth > 80) then beam = true SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 40, 255, 1, 10, 0, 300, 1, 0xa800ffff) AddCaption( string.format(loc("Shield ON: %d power remaining"), shieldHealth - 80)) PlaySound(sndWarp) else beam = false SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 0, 0, 1, 10, 0, 0, 0, 0xa800ffff) AddCaption( string.format(loc("Shield ON: %d power remaining"), shieldHealth - 80)) end end end function onHJump() if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) and (rAlpha == 255) then if radShotsLeft > 0 then rPingTimer = 0 rAlpha = 0 radShotsLeft = radShotsLeft -1 AddCaption(string.format(loc("Pings left: %d"), radShotsLeft),GetClanColor(GetHogClan(CurrentHedgehog)),capgrpMessage) -- Play sonar sound PlaySound(sndJetpackLaunch) else AddCaption(loc("No radar pings left!"),0xFF0000FF,capgrpMessage) PlaySound(sndDenied) end end end ----------------- -- movement keys ----------------- function onLeft() leftOn = true end function onRight() rightOn = true end function onUp() upOn = true end function onDown() downOn = true end function onDownUp() downOn = false end function onUpUp() upOn = false end function onLeftUp() leftOn = false end function onRightUp() rightOn = false end -------------------------- -- other event handlers -------------------------- function onParameters() parseParams() if params["rounds"] ~= nil then roundLimit = math.floor(tonumber(params["rounds"])) end if params["barrels"] ~= nil then startBarrels = math.floor(tonumber(params["barrels"])) end if params["pings"] ~= nil then startRadShots = math.floor(tonumber(params["pings"])) end if params["shield"] ~= nil then startShield = math.floor(tonumber(params["shield"])) end if params["barrelbonus"] ~= nil then barrelBonus = math.floor(tonumber(params["barrelbonus"])) end if params["shieldbonus"] ~= nil then shieldBonus = math.floor(tonumber(params["shieldbonus"])) end if params["timebonus"] ~= nil then timeBonus = math.floor(tonumber(params["timebonus"])) end if params["forcetheme"] == "false" then forceTheme = false else forceTheme = true end end function onGameInit() --[[ Only GameFlags which are listed here are allowed. All other game flags will be discarded. Nonetheless this allows for some configuration in the game scheme ]] local allowedFlags = -- those flags are probably the most realistic one to use gfDisableGirders + gfRandomOrder + -- highly recommended! gfDisableLandObjects + gfSolidLand + gfLowGravity + -- a bit unusual but may still be useful gfBottomBorder + gfForts + gfDivideTeams + gfDisableWind + gfMoreWind + gfTagTeam + -- very unusual flags, they don’t affect gameplay really, they are mostly for funny graphical effects gfKing + -- King Mode doesn’t work like expected, since hedgehogs never really die here in this mode gfVampiric + -- just for the grapical effects gfBorder -- technically possible, but not very fun to play -- any other flag is FORBIDDEN and will be disabled when it is on anyways! GameFlags = band(GameFlags, allowedFlags) if forceTheme then Theme = "EarthRise" end CaseFreq = 0 HealthCaseProb = 0 Delay = 1000 SuddenDeathTurns = 50 WaterRise = 0 HealthDecrease = 0 WorldEdge = weNone for i = 0, 4 do vTag[0] = AddVisualGear(0, 0, vgtHealthTag, 0, false) end HideTags() wep[0] = loc("Barrel Launcher") wep[1] = loc("Mine Deployer") wep[2] = loc("Flamer") wepCol[0] = 0x78818eff wepCol[1] = 0xa12a77ff wepCol[2] = 0xf49318ff wepCount = 3 end function onGameStart() SendGameResultOff() SendRankingStatsOff() SendAchievementsStatsOff() SendHealthStatsOff() ShowMission ( loc("SPACE INVASION"), loc("A Hedgewars mini-game"), loc("Fly into space to fight off the invaders with barrels!") .."|".. loc("Destroy invaders and collect bonuses to score points.") .. "|" .. loc("Get the highest score to win.") .. "|" .. " " .. "|" .. loc("Avoid bazookas, red and blue invaders.") .. "|" .. loc("Collect the green and purple invaders.") .. "|" .. loc("Use the shield to protect yourself from bazookas.") .. "|" .. " " .. "|" .. string.format(loc("Round Limit: %d"), roundLimit) .. "|" .. string.format(loc("Turn Time: %dsec"), (TurnTime/1000)) .. "|" .. " " .. "|" .. loc("Movement: [Up], [Down], [Left], [Right]") .. "|" .. loc("Fire: [Precise]") .. "|" .. loc("Toggle Shield: [Long jump]") .. "|" .. loc("Radar Ping: [High jump]") .. "|" .. "", 4, 5000 ) CreateMeSomeCircles() RebuildTeamInfo() -- control lastRound = TotalRounds end function onScreenResize() -- redraw Tags so that their screen locations are updated if (CurrentHedgehog ~= nil) and (tumbleStarted == true) then DrawTag(0) DrawTag(1) DrawTag(2) DrawTag(4) end end function onNewTurn() radShotsLeft = startRadShots stopMovement = false tumbleStarted = false boosterOn = false beam = false shieldHealth = startShield + 80 -- 50 = 5 secs, roughly shockwaveHealth = 0 RK = 0 GK = 0 BK = 0 OK = 0 SK = 0 roundKills = 0 roundScore = 0 shieldMiser = true fierceComp = false shotsFired = 0 shotsHit = 0 sniperHits = 0 pointBlankHits = 0 chainLength = 0 chainCounter = 0 ------------------------- -- gaudy racer ------------------------- CheckForNewRound() -- Handle Starting Stage of Game if (gameOver == false) and (gameBegun == false) then gameBegun = true roundNumber = 0 -- 0 firstClan = GetHogClan(CurrentHedgehog) end if gameOver == true then gameBegun = false stopMovement = true tumbleStarted = false SetMyCircles(false) end ------- -- tumbler ---- wepAmmo[0] = startBarrels wepAmmo[1] = startRadShots wepAmmo[2] = 5000 wepIndex = 2 ChangeWeapon() HideTags() --------------- --------------- --AddCaption("num g: " .. numGears() ) --WriteLnToConsole("onNewTurn, I just set a bunch of variables to their necessary states. This was done at:") --WriteLnToConsole("The above occured at Game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks) end function ThingsToBeRunOnGears(gear) HandleLifeSpan(gear) DeleteFarFlungBarrel(gear) if CirclesAreGo == true then CheckVarious(gear) ProjectileTrack(gear) end end function onGearWaterSkip(gear) if gear == CurrentHedgehog then for i = 0,(TeamsCount-1) do if teamClan[i] == GetHogClan(CurrentHedgehog) and (teamSurfer[i] == false) then teamSurfer[i] = true AddCaption(loc("Surfer! +15 points!"),0xffba00ff,capgrpVolume) AwardPoints(15) end end end end function onGameTick() --WriteLnToConsole("Start of GameTick") luaGameTicks = luaGameTicks + 1 -- GameTime HandleCircles() Timer100 = Timer100 + 1 if Timer100 >= 100 then Timer100 = 0 if beam == true then shieldHealth = shieldHealth - 1 if shieldHealth < 80 then -- <= 80 shieldHealth = 80 beam = false AddCaption(loc("Shield depleted"),0xff0000ff,capgrpMessage) PlaySound(sndMineTick) PlaySound(sndSwitchHog) end end --nw WriteLnToConsole("Starting ThingsToBeRunOnGears()") runOnGears(ThingsToBeRunOnGears) --nw WriteLnToConsole("Finished ThingsToBeRunOnGears()") if CirclesAreGo == true then CheckDistances() end -- white smoke trail as player falls from the sky if (TimeLeft <= 0) and (stopMovement == true) and (CurrentHedgehog ~= nil) then j,k = GetGearVelocity(CurrentHedgehog) if (j ~= 0) and (k ~= 0) then AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, true) end end --nw WriteLnToConsole("Finished 100Timer") end -- start the player tumbling with a boom once their turn has actually begun if (tumbleStarted == false) and (gameOver == false) then if (TurnTimeLeft > 0) and (TurnTimeLeft ~= TurnTime) then tumbleStarted = true TimeLeft = (TurnTime/1000) FadeAlpha = 0 rAlpha = 255 AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtGrenade, 0, 0, 0, 1) DrawTag(0) DrawTag(1) DrawTag(2) DrawTag(4) SetMyCircles(true) end end --WriteLnToConsole("Finished initial check") if (CurrentHedgehog ~= nil) and (tumbleStarted == true) then -- Calculate and display turn time TimeLeftCounter = TimeLeftCounter + 1 if TimeLeftCounter == 1000 then TimeLeftCounter = 0 TimeLeft = TimeLeft - 1 if TimeLeft >= 0 then DrawTag(0) end end if (TimeLeftCounter % 1000) == 0 then if TimeLeft == 5 then PlaySound(sndHurry, CurrentHedgehog) elseif TimeLeft <= 4 and TimeLeft >= 1 then PlaySound(_G["sndCountdown"..TimeLeft]) end end --WriteLnToConsole("Finished timeleft calculations") ------------------------------- -- Player has run out of luck (out of time or hit by gtShell) ------------------------------- -- checks in FloatyThings if PlayerIsFine() == false then TimeLeft = 0 end --WriteLnToConsole("successfully checked playerIsFine") if (TimeLeft == 0) then if PlayerIsFine() then AddCaption(loc("Time's up!")) end if (stopMovement == false) then --time to stop the player stopMovement = true boosterOn = false beam = false upOn = false downOn = false leftOn = false rightOn = false SetMyCircles(false) rAlpha = 255 FailGraphics() --nw WriteLnToConsole("Player is out of luck") if shieldMiser == true then p = (roundKills*3.5) - ((roundKills*3.5)%1) + 2 AddCaption(string.format(loc("Shield Miser! +%d points!"), p),0xffba00ff,capgrpAmmoinfo) AwardPoints(p) end local accuracy = (shotsHit / shotsFired) * 100 if (accuracy >= 80) and (shotsFired > 4) then AddCaption(loc("Accuracy Bonus! +15 points"),0xffba00ff,capgrpVolume) AwardPoints(15) -- special award for no misses local award = false if awardAccuracy == nil then if (shotsHit >= shotsFired) then award = true end elseif (shotsHit == shotsFired) and shotsHit > awardAccuracy.value then award = true end if award then awardAccuracy = { hogName = GetHogName(CurrentHedgehog), teamName = GetHogTeamName(CurrentHedgehog), value = shotsHit, } end end AddCaption(loc(string.format(loc("Round score: %d"), roundScore)), 0xFFFFFFFF, capgrpMessage2) -- other awards awardRoundScore = UpdateSimpleAward(awardRoundScore, roundScore, 50) awardRoundKills = UpdateSimpleAward(awardRoundKills, roundKills, 5) HideTags() end else -- remove this if you want tumbler to fall slowly on death ------------------------------- -- Player is still in luck ------------------------------- --WriteLnToConsole("about to do chainCounter checks") if chainCounter > 0 then chainCounter = chainCounter -1 if chainCounter == 0 then chainLength = 0 end end -- handle movement based on IO moveTimer = moveTimer + 1 if moveTimer == 100 then -- 100 --nw WriteLnToConsole("Start of Player MoveTimer") moveTimer = 0 --------------- -- new trail code --------------- -- the trail lets you know you have 5s left to pilot, akin to birdy feathers if (TimeLeft <= 5) and (TimeLeft > 0) then --vgtSmoke tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, GetClanColor(GetHogClan(CurrentHedgehog)) ) end -------------- -------------- dx, dy = GetGearVelocity(CurrentHedgehog) --WriteLnToConsole("I just got the velocity of currenthedgehog. It is dx: " .. dx .. "; dy: " .. dy) --WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks) if boosterOn == true then tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtDust, 0, false) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, 1, g9, GetClanColor(GetHogClan(CurrentHedgehog)) ) dxlimit = 0.8*fMod dylimit = 0.8*fMod else dxlimit = 0.4*fMod dylimit = 0.4*fMod end if dx > dxlimit then dx = dxlimit end if dy > dylimit then dy = dylimit end if dx < -dxlimit then dx = -dxlimit end if dy < -dylimit then dy = -dylimit end if leftOn == true then dx = dx - 0.1*fMod end if rightOn == true then dx = dx + 0.1*fMod end if upOn == true then dy = dy - 0.1*fMod end if downOn == true then dy = dy + 0.1*fMod end SetGearVelocity(CurrentHedgehog, dx, dy) --WriteLnToConsole("I just SET the velocity of currenthedgehog. It is now dx: " .. dx .. "; dy: " .. dy) --WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks) --nw WriteLnToConsole("End of Player MoveTimer") end end -- new end I put here to check if he's still alive or not end --WriteLnToConsole("End of GameTick") end function onGearDamage(gear, damage) if GetGearType(gear) == gtHedgehog then if (fierceComp == false) and (damage >= 60) and (GetHogClan(gear) ~= GetHogClan(CurrentHedgehog)) then fierceComp = true AddCaption(loc("Fierce Competition! +8 points!"),0xffba00ff,capgrpGameState) AwardPoints(8) end end end function onGearResurrect(gear) -- did I fall into the water? well, that was a stupid thing to do if gear == CurrentHedgehog then TimeLeft = 0 playerIsFine = false --WriteLnToConsole("Current hedgehog just drowned himself") --WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks) end end function onGearAdd(gear) if isATrackedGear(gear) then trackGear(gear) setNewGearValues(gear) end if GetGearType(gear) == gtHedgehog then SetEffect(gear, heResurrectable, 1) ----------- -- control hhs[numhhs] = gear numhhs = numhhs + 1 ----------- end end function onGearDelete(gear) if isATrackedGear(gear) then trackDeletion(gear) end if CurrentHedgehog ~= nil then FollowGear(CurrentHedgehog) end end ------------------------------------------------------------ ------------------------------------------------------------ ------------------------------------------------------------ ------------------------------------------------------------ -- FLOATY THINGS -- "I'll make this into a generic library and code properly -- when I have more time and feel less lazy" ------------------------------------------------------------ ------------------------------------------------------------ ------------------------------------------------------------ ------------------------------------------------------------ function DoHorribleThings(cUID) -- work out the distance to the target g1X, g1Y = GetGearPosition(CurrentHedgehog) g2X, g2Y = vCircX[cUID], vCircY[cUID] q = g1X - g2X w = g1Y - g2Y r = math.sqrt( (q*q) + (w*w) ) --alternate opp = w if opp < 0 then opp = opp*-1 end -- work out the angle (theta) to the target t = math.deg ( math.asin(opp / r) ) -- based on the radius of the radar, calculate what x/y displacement should be NR = 150 -- radius at which to draw circs NX = math.cos( math.rad(t) ) * NR NY = math.sin( math.rad(t) ) * NR -- displace xy based on where this thing actually is if r < NR then rCircX[cUID] = g2X elseif q > 0 then rCircX[cUID] = g1X - NX else rCircX[cUID] = g1X + NX end if r < NR then rCircY[cUID] = g2Y elseif w > 0 then rCircY[cUID] = g1Y - NY else rCircY[cUID] = g1Y + NY end end function PlayerIsFine() return (playerIsFine) end function GetDistFromXYtoXY(a, b, c, d) q = a - c w = b - d return ( (q*q) + (w*w) ) end function GetDistFromGearToGear(gear, gear2) g1X, g1Y = GetGearPosition(gear) g2X, g2Y = GetGearPosition(gear2) q = g1X - g2X w = g1Y - g2Y return ( (q*q) + (w*w) ) end function GetDistFromGearToXY(gear, g2X, g2Y) g1X, g1Y = GetGearPosition(gear) q = g1X - g2X w = g1Y - g2Y return ( (q*q) + (w*w) ) end function CreateMeSomeCircles() for i = 0, 7 do vCCount = vCCount +1 vCirc[i] = AddVisualGear(0,0,vgtCircle,0,true) rCirc[i] = AddVisualGear(0,0,vgtCircle,0,true) rCircX[i] = 0 rCircY[i] = 0 vCircDX[i] = 0 vCircDY[i] = 0 vType[i] = "generic" vCounter[i] = 0 vCounterLim[i] = 3000 vCircScore[i] = 0 vCircHealth[i] = 1 vCircMinA[i] = 80 vCircMaxA[i] = 255 vCircType[i] = 1 vCircPulse[i] = 10 vCircFuckAll[i] = 0 vCircRadius[i] = 0 vCircWidth[i] = 3 vCircRadMax[i] = 0 vCircRadMin[i] = 0 vCircRadDir[i] = -1 vCircRadCounter[i] = 0 vCircX[i], vCircY[i] = 0,0 vCircCol[i] = 0xff00ffff SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], vCircMinA[i], vCircMaxA[i], vCircType[i], vCircPulse[i], vCircFuckAll[i], vCircRadius[i], vCircWidth[i], vCircCol[i]) SetVisualGearValues(rCirc[i], 0, 0, 100, 255, 1, 10, 0, 40, 3, vCircCol[i]) end pShield = AddVisualGear(0,0,vgtCircle,0,true) shockwave = AddVisualGear(0,0,vgtCircle,0,true) end function IGotMeASafeXYValue(i) acceptibleDistance = 800 vCircX[i] = GetRandom(5000) vCircY[i] = GetRandom(2000) dist = GetDistFromGearToXY(CurrentHedgehog, vCircX[i], vCircY[i]) if dist > acceptibleDistance*acceptibleDistance then return(true) else return(false) end end function CircleDamaged(i) res = "" vCircHealth[i] = vCircHealth[i] -1 if vCircHealth[i] <= 0 then -- circle is dead, do death effects/consequences vCircActive[i] = false if (vType[i] == "drone") then PlaySound(sndHellishImpact4) TimeLeft = TimeLeft + timeBonus AddCaption(string.format(loc("Time extended! +%dsec"), timeBonus), 0xff0000ff,capgrpMessage ) DrawTag(0) morte = AddGear(vCircX[i], vCircY[i], gtExplosives, 0, 0, 0, 1) SetHealth(morte, 0) RK = RK + 1 if RK == 5 then RK = 0 AddCaption(loc("Drone Hunter! +10 points!"),0xffba00ff,capgrpMessage2) AwardPoints(10) end elseif (vType[i] == "ammo") then AddVisualGear(vCircX[i], vCircY[i], vgtExplosion, 0, false) PlaySound(sndExplosion) PlaySound(sndShotgunReload) wepAmmo[0] = wepAmmo[0] + barrelBonus AddCaption(string.format(loc("+%d Ammo"), barrelBonus), 0x00ff00ff,capgrpMessage) DrawTag(1) GK = GK + 1 if GK == 3 then GK = 0 AddCaption(loc("Ammo Maniac! +5 points!"),0xffba00ff,capgrpMessage2) AwardPoints(5) end elseif (vType[i] == "bonus") then AddVisualGear(vCircX[i], vCircY[i], vgtExplosion, 0, false) PlaySound(sndExplosion) AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false) AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false) AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false) AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false) AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false) AddVisualGear(vCircX[i], vCircY[i], vgtSmoke, 0, false) PlaySound(sndVaporize) shieldHealth = shieldHealth + shieldBonus AddCaption(string.format(loc("Shield boosted! +%d power"),shieldBonus), 0xa800ffff,capgrpMessage) if shieldHealth >= 250 then shieldHealth = 250 AddCaption(loc("Shield is fully recharged!"),0xa800ffff,capgrpMessage) end DrawTag(2) OK = OK + 1 if OK == 3 then OK = 0 AddCaption(loc("Shield Seeker! +10 points!"),0xffba00ff,capgrpMessage2) AwardPoints(10) end elseif (vType[i] == "blueboss") then PlaySound(sndHellishImpact3) AddCaption(loc("Boss defeated! +30 points!"), 0x0050ffff,capgrpMessage) morte = AddGear(vCircX[i], vCircY[i], gtExplosives, 0, 0, 0, 1) SetHealth(morte, 0) BK = BK + 1 if BK == 2 then BK = 0 AddCaption(loc("Boss Slayer! +25 points!"),0xffba00ff,capgrpMessage2) AwardPoints(25) end end AwardPoints(vCircScore[i]) AwardKills() SetUpCircle(i) res = "fatal" chainCounter = 3000 chainLength = chainLength + 1 if chainLength > 1 then AddCaption( string.format(loc("%d-Hit Combo! +%d points!"), chainLength, chainLength*2),0xffba00ff,capgrpAmmostate) AwardPoints(chainLength*2) end awardCombo = UpdateSimpleAward(awardCombo, chainLength, 5) else -- circle is merely damaged -- do damage effects/sounds AddVisualGear(vCircX[i], vCircY[i], vgtSteam, 0, false) r = math.random(1,4) PlaySound(_G["sndHellishImpact" .. tostring(r)]) res = "non-fatal" end return(res) end function SetUpCircle(i) r = GetRandom(10) -- 80% of spawning either red/green if r <= 7 then r = GetRandom(2) if r == 0 then vCircCol[i] = 0xff0000ff -- red vType[i] = "drone" vCircRadMin[i] = 50 *5 vCircRadMax[i] = 90 *5 vCounterLim[i] = 3000 vCircScore[i] = 10 vCircHealth[i] = 1 elseif r == 1 then vCircCol[i] = 0x00ff00ff -- green vType[i] = "ammo" vCircRadMin[i] = 25 *7 vCircRadMax[i] = 30 *7 vCircScore[i] = 3 vCircHealth[i] = 1 end -- 20% chance of spawning boss or bonus else r = GetRandom(5) if r <= 1 then vCircCol[i] = 0x0050ffff -- sexy blue vType[i] = "blueboss" vCircRadMin[i] = 100*5 vCircRadMax[i] = 180*5 vCircWidth[i] = 1 vCounterLim[i] = 2000 vCircScore[i] = 30 vCircHealth[i] = 3 else vCircCol[i] = 0xa800ffff -- purp vType[i] = "bonus" vCircRadMin[i] = 20 *7 vCircRadMax[i] = 40 *7 vCircScore[i] = 5 vCircHealth[i] = 1 end end -- regenerate circle xy if too close to player or until sanity limit kicks in reN = 0 while (reN < 10) do if IGotMeASafeXYValue(i) == false then reN = reN + 1 else reN = 15 end end vCircRadius[i] = vCircRadMax[i] - GetRandom(vCircRadMin[i]) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vCirc[i]) SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], g3, g4, g5, g6, g7, vCircRadius[i], vCircWidth[i], vCircCol[i]-0x000000ff) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(rCirc[i]) SetVisualGearValues(rCirc[i], 0, 0, g3, g4, g5, g6, g7, g8, g9, vCircCol[i]-0x000000ff) vCircActive[i] = true --nw WriteLnToConsole("CIRC " .. i .. ": X: " .. vCircX[i] .. "; Y: " .. vCircY[i]) --nw WriteLnToConsole("CIRC " .. i .. ": dX: " .. vCircDX[i] .. "; dY: " .. vCircDY[i]) --nw WriteLnToConsole("CIRC " .. i .. ": RAD:" .. vCircRadius[i]) end function SetMyCircles(s) CirclesAreGo = s playerIsFine = s if s == true then --nw WriteLnToConsole("About to set up all circles, old values are here:") for i = 0,(vCCount-1) do --nw WriteLnToConsole("CIRC " .. i .. ": X: " .. vCircX[i] .. "; Y: " .. vCircY[i]) --nw WriteLnToConsole("CIRC " .. i .. ": dX: " .. vCircDX[i] .. "; dY: " .. vCircDY[i]) --nw WriteLnToConsole("CIRC " .. i .. ": RAD:" .. vCircRadius[i]) end --nw WriteLnToConsole("Old values given, new values to follow...") end for i = 0,(vCCount-1) do if s == false then --vCircCol[i] = 0xffffffff vCircActive[i] = false elseif s == true then SetUpCircle(i) end end end function WellHeAintGonnaJumpNoMore(x,y,explode) if explode==true then AddVisualGear(x, y, vgtBigExplosion, 0, false) PlaySound(sndExplosion) local r = math.random(1,3) PlaySound(_G["sndOoff"..r], CurrentHedgehog) end playerIsFine = false AddCaption(loc("GOTCHA!")) FailGraphics() PlaySound(sndHellish) targetHit = true end -- Turn all circles white to indicate they can't be hit anymore function FailGraphics() for i = 0,(vCCount-1) do vCircCol[i] = 0xffffffff end end --- collision detection for weapons fire function CheckVarious(gear) targetHit = false -- if circle is hit by player fire if (GetGearType(gear) == gtExplosives) then circsHit = 0 for i = 0,(vCCount-1) do --nw WriteLnToConsole("Is it neccessary to check for collision with circ " .. i) --nw WriteLnToConsole("YES. about to calc distance between gtExplosives and circ " .. i) dist = GetDistFromGearToXY(gear, vCircX[i], vCircY[i]) -- calculate my real radius if I am an aura if vCircType[i] == 0 then NR = vCircRadius[i] else NR = (48/100*vCircRadius[i])/2 end if dist <= NR*NR then --nw WriteLnToConsole("Collision confirmed. The gtExplosives is within the circ radius!") dist = (GetDistFromXYtoXY(vCircX[i], vCircY[i], getGearValue(gear,"XP"), getGearValue(gear,"YP")) - (NR*NR)) if dist >= 1000000 then sniperHits = sniperHits +1 AddCaption(loc("Sniper! +8 points!"),0xffba00ff,capgrpGameState) AwardPoints(8) if sniperHits == 3 then sniperHits = 0 AddCaption(loc("They Call Me Bullseye! +16 points!"),0xffba00ff,capgrpGameState) AwardPoints(16) end elseif dist <= 6000 then pointBlankHits = pointBlankHits +1 if pointBlankHits == 3 then pointBlankHits = 0 AddCaption(loc("Point Blank Combo! +5 points!"),0xffba00ff,capgrpGameState) AwardPoints(5) end end AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false) targetHit = true --WriteLnToConsole("set " .. "Exp ID: " .. getGearValue(gear,"ID") .. " health to 0") --WriteLnToConsole("targetHit set to true, explosive is at distance " .. dist .. "(within range " .. NR*NR.. ") of circ" ) CircleDamaged(i) circsHit = circsHit + 1 if circsHit > 1 then AddCaption(loc("Multi-shot! +15 points!"),0xffba00ff,capgrpAmmostate) AwardPoints(15) circsHit = 0 end shotsHit = shotsHit + 1 end end -- if player is hit by circle bazooka elseif (GetGearType(gear) == gtShell) then dist = GetDistFromGearToGear(gear, CurrentHedgehog) if beam == true then if dist < 3000 then tempE = AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, 0xff00ffff ) PlaySound(sndVaporize) DeleteGear(gear) SK = SK + 1 if SK == 5 then SK = 0 AddCaption(loc("Shield Master! +10 points!"),0xffba00ff,capgrpAmmoinfo) AwardPoints(10) end end elseif dist < 1600 then WellHeAintGonnaJumpNoMore(GetX(gear), GetY(gear), true) end end if targetHit == true then --nw WriteLnToConsole("about to delete something due to targetHit being set to true earlier") DeleteGear(gear) --nw WriteLnToConsole("there, I deleted it") end --nw WriteLnToConsole("End of CheckVarious()") end -- collision detection for player entering a circle function CheckDistances() --nw WriteLnToConsole("Start of CheckDistances()") for i = 0,(vCCount-1) do --nw WriteLnToConsole("Attempting to calculate dist of circ " .. i) g1X, g1Y = GetGearPosition(CurrentHedgehog) g2X, g2Y = vCircX[i], vCircY[i] g1X = g1X - g2X g1Y = g1Y - g2Y dist = (g1X*g1X) + (g1Y*g1Y) --nw WriteLnToConsole("Calcs done. Dist to CurrentHedgehog is " .. dist) -- calculate my real radius if I am an aura if vCircType[i] == 0 then NR = vCircRadius[i] else NR = (48/100*vCircRadius[i])/2 end if dist <= NR*NR then if (vCircActive[i] == true) and ((vType[i] == "ammo") or (vType[i] == "bonus") ) then CircleDamaged(i) elseif (vCircActive[i] == true) and ( (vType[i] == "drone") or (vType[i] == "blueboss") ) then ss = CircleDamaged(i) local explosion if vType[i] == "blueboss" then explosion = true else explosion = false end WellHeAintGonnaJumpNoMore(GetX(CurrentHedgehog),GetY(CurrentHedgehog),explosion) if ss == "fatal" then if (wepAmmo[0] == 0) and (TimeLeft <= 9) then AddCaption(loc("Kamikaze Expert! +15 points!"),0xffba00ff,capgrpMessage) AwardPoints(15) PlaySound(sndKamikaze, CurrentHedgehog) elseif (wepAmmo[0] == 0) then AddCaption(loc("Depleted Kamikaze! +5 points!"),0xffba00ff,capgrpMessage) AwardPoints(5) PlaySound(sndKamikaze, CurrentHedgehog) elseif TimeLeft <= 9 then AddCaption(loc("Timed Kamikaze! +10 points!"),0xffba00ff,capgrpMessage) AwardPoints(10) PlaySound(sndKamikaze, CurrentHedgehog) end end end end end --nw WriteLnToConsole("End of CheckDistances()") end function HandleCircles() if rAlpha ~= 255 then rPingTimer = rPingTimer + 1 if rPingTimer == 100 then rPingTimer = 0 rAlpha = rAlpha + 5 if rAlpha >= 255 then rAlpha = 255 end end end for i = 0,(vCCount-1) do SetVisualGearValues(rCirc[i], rCircX[i], rCircY[i], 100, 255, 1, 10, 0, 40, 3, vCircCol[i]-rAlpha) vCounter[i] = vCounter[i] + 1 if vCounter[i] >= vCounterLim[i] then vCounter[i] = 0 if ((vType[i] == "drone") or (vType[i] == "blueboss") ) and (vCircActive[i] == true) then AddGear(vCircX[i], vCircY[i], gtShell, 0, 0, 0, 1) end end if (vCircActive[i] == true) then vCircRadCounter[i] = vCircRadCounter[i] + 1 if vCircRadCounter[i] == 100 then vCircRadCounter[i] = 0 -- make my radius increase/decrease faster if I am an aura if vCircType[i] == 0 then M = 1 else M = 10 end vCircRadius[i] = vCircRadius[i] + vCircRadDir[i] if vCircRadius[i] > vCircRadMax[i] then vCircRadDir[i] = -M elseif vCircRadius[i] < vCircRadMin[i] then vCircRadDir[i] = M end -- random effect test -- maybe use this to tell the difference between circs -- you can kill by shooting or not --vgtSmoke vgtSmokeWhite --vgtSteam -- nice long trail --vgtDust -- short trail on earthrise --vgtSmokeTrace if vType[i] == "ammo" then tempE = AddVisualGear(vCircX[i], vCircY[i], vgtSmoke, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, vCircX[i], vCircY[i], g3, g4, g5, g6, g7, g8, g9, vCircCol[i] ) elseif vType[i] == "bonus" then tempE = AddVisualGear(vCircX[i], vCircY[i], vgtDust, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, vCircX[i], vCircY[i], g3, g4, g5, g6, g7, 1, g9, 0xff00ffff ) elseif vType[i] == "blueboss" then k = 25 g = vgtSteam trailColour = 0xae00ffff -- 0xffae00ff -- orange -- 0xae00ffff -- purp tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, vCircX[i], vCircY[i]+k, g3, g4, g5, g6, g7, g8, g9, trailColour-75 ) tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, vCircX[i]+k, vCircY[i]-k, g3, g4, g5, g6, g7, g8, g9, trailColour-75 ) tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, vCircX[i]-k, vCircY[i]-k, g3, g4, g5, g6, g7, g8, g9, trailColour-75 ) end end end end -- alter the circles velocities circAdjustTimer = circAdjustTimer + 1 if circAdjustTimer == 2000 then circAdjustTimer = 0 for i = 0,(vCCount-1) do -- bounce the circles off the edges if they go too far -- or make them move in random directions if vCircX[i] > 5500 then vCircDX[i] = -5 --5 circmovchange elseif vCircX[i] < -1500 then vCircDX[i] = 5 --5 circmovchange else z = GetRandom(2) if z == 1 then z = 1 else z = -1 end vCircDX[i] = vCircDX[i] + GetRandom(3)*z --3 circmovchange end if vCircY[i] > 1500 then vCircDY[i] = -5 --5 circmovchange elseif vCircY[i] < -2900 then vCircDY[i] = 5 --5 circmovchange else z = GetRandom(2) if z == 1 then z = 1 else z = -1 end vCircDY[i] = vCircDY[i] + GetRandom(3)*z --3 circmovchange end end end -- move the circles according to their current velocities m2Count = m2Count + 1 if m2Count == 25 then --25 circmovchange m2Count = 0 for i = 0,(vCCount-1) do vCircX[i] = vCircX[i] + vCircDX[i] vCircY[i] = vCircY[i] + vCircDY[i] if (CurrentHedgehog ~= nil) and (rAlpha ~= 255) then DoHorribleThings(i) end end if (TimeLeft == 0) and (tumbleStarted == true) then FadeAlpha = FadeAlpha + 1 if FadeAlpha >= 255 then FadeAlpha = 255 end end -- derp if shockwaveHealth > 0 then shockwaveHealth = shockwaveHealth - 1 shockwaveRad = shockwaveRad + 80 end end for i = 0,(vCCount-1) do g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vCirc[i]) SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], g3, g4, g5, g6, g7, vCircRadius[i], g9, g10) end if (TimeLeft == 0) or ((tumbleStarted == false)) then for i = 0,(vCCount-1) do g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vCirc[i]) SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], g3, g4, g5, g6, g7, vCircRadius[i], g9, (vCircCol[i]-FadeAlpha)) end end if (CurrentHedgehog ~= nil) then if beam == true then g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(pShield) SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, 200, g9, 0xa800ffff-0x000000ff - -shieldHealth ) DrawTag(2) else SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, 0, g9, g10 ) end if shockwaveHealth > 0 then g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(shockwave) SetVisualGearValues(shockwave, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, shockwaveRad, g9, 0xff3300ff-0x000000ff - -shockwaveHealth ) else SetVisualGearValues(shockwave, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, 0, g9, g10 ) end end end function ProjectileTrack(gear) if (GetGearType(gear) == gtShell) then --nw WriteLnToConsole("ProjectileTrack() for Shell ID: " .. getGearValue(gear,"ID")) if (GetGearType(gear) == gtShell) then turningSpeed = 0.1*fMod end dx, dy = GetGearVelocity(gear) --WriteLnToConsole("I'm trying to track currenthedge with shell ID: " .. getGearValue(gear,"ID")) --WriteLnToConsole("I just got the velocity of the shell. It is dx: " .. dx .. "; dy: " .. dy) --WriteLnToConsole("CurrentHedgehog is at X: " .. GetX(CurrentHedgehog) .. "; Y: " .. GetY(CurrentHedgehog) ) if GetX(gear) > GetX(CurrentHedgehog) then dx = dx - turningSpeed else dx = dx + turningSpeed end if GetY(gear) > GetY(CurrentHedgehog) then dy = dy - turningSpeed else dy = dy + turningSpeed end if (GetGearType(gear) == gtShell) then dxlimit = 0.4*fMod dylimit = 0.4*fMod end if dx > dxlimit then dx = dxlimit end if dy > dylimit then dy = dylimit end if dx < -dxlimit then dx = -dxlimit end if dy < -dylimit then dy = -dylimit end SetGearVelocity(gear, dx, dy) --WriteLnToConsole("I just SET the velocity of shell towards currenthegdge. It is now dx: " .. dx .. "; dy: " .. dy) --WriteLnToConsole("The above events occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks) --nw WriteLnToConsole("ProjectileTrack() finished successfully") end end