share/hedgewars/Data/Missions/Training/Basic_Training_-_Rope.lua
author Wuzzy <almikes@aol.com>
Sun, 20 Nov 2016 04:21:24 +0100
changeset 11967 7dd85fe00de3
parent 10290 42efccba0711
child 12049 030464f34d47
permissions -rw-r--r--
Fix typo in German campaign translation
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--Created by Patrick Nielsen
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--It's been so fun to create this, your welcome to contact me at Trivkz@gmail.com
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--
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--I've tried to keep the code as clear as possible and with comments.
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--But as English is not my first language there may be spelling / grammar mistakes.
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--
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--I know there need to be more "tutorial" specefic messages, but I had a hard timer figuring out what to type / what would be the best technical description.
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Utils.lua") -- For the gearIsInBox function, wrote my own, but decided it was a waste to include it
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local Player = nil -- Pointer to hog created in: onGameInit
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local Target = nil -- Pointer to target hog
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local GameLost = false -- You lost the game
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local Objective = false -- Get to the target
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local WaitTime = 10000 -- Wait 10sec before quit
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local FollowTime = 1500 -- For use with FollowGear
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local FollowingGear = false
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local BaseballIntro = false -- Fail safe for ticker
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local TargetNumber = 0 -- The current target number
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local TargetPos = {} -- Tabel of targets
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local Timers = {}
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local GetTime = 0
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TargetPos[ 1 ] = { X = 1100, Y = 1100, Message = loc("Now find the next target! |Tip: Normally you lose health by falling down, so be careful!") }
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TargetPos[ 2 ] = { X = 1500, Y = 1490, Message = loc("You're getting pretty good! |Tip: When you shorten you rope you move faster! |and when you lengthen it you move slower") }
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TargetPos[ 3 ] = { X = 2200, Y = 800, Message = loc("The next one is pretty hard! |Tip: You have to do multiple swings!") }
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TargetPos[ 4 ] = { X = 2870, Y = 400, Message = loc("I don't know how you did that.. But good work! |The next one should be easy as cake for you!") }
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TargetPos[ 5 ] = { X = 4000, Y = 1750, Message = "" }
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TargetPos[ 6 ] = { Modifier = true, Func = function() -- Last target is ALWAYS the "winning" target!
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	Info( loc("Congratulations"), loc("Congratulations! You've completed the Rope tutorial! |- Tutorial ends in 10 seconds!"), 0 ) -- Congrats
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	HogSay( Player, loc("Victory!"), SAY_SHOUT) -- You win!
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	PlaySound( sndVictory )
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	if TurnTimeLeft >= 250000 then -- If you very fast, unlock the ahievement "Rope Master!"
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		AddCaption( loc( "Achievement Unlocked" ) .. ": " .. loc( "Rope Master!" ),0xffba00ff,capgrpAmmoinfo )
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		PlaySound( sndHomerun )
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	end
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	Objective = true
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end }
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function Info( Title, Text, Icon ) -- I made a small wrapper to ease the process
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	ShowMission( loc("Rope Training"), Title, Text, Icon, 0 )
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end
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function NewFollowGear( Gear )
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	FollowingGear = true
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	FollowGear( Gear )
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end
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function SpawnTarget( PosX, PosY )
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	Target = AddGear( 0, 0, gtTarget, 0, 0, 0, 0 ) -- Create a new target
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	SetGearPosition( Target, PosX, PosY ) -- Set the position of the target
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	NewFollowGear( Target )
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end
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function AutoSpawn() -- Auto spawn the next target after you've killed the current target!
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	TargetNumber = TargetNumber + 1
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	if TargetPos[ TargetNumber ].Modifier then -- If there is a modifier, run the function, only used in the winning target!
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		TargetPos[ TargetNumber ].Func()
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		return true
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	end
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	if TargetNumber > 1 then
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		Info(loc("Aiming Practice"), TargetPos[ TargetNumber - 1 ].Message, -amRope )
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	end
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	SpawnTarget( TargetPos[ TargetNumber ].X, TargetPos[ TargetNumber ].Y ) -- Spawn target on the next position
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end
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function InRange( Gear, PosX, PosY, Distance ) -- Fix as the default function didn't do quite what I needed
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	GearX, GearY = GetGearPosition( Gear )
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    return GearX >= PosX - Distance and GearX <= PosX + Distance and GearY >= PosY and GearY - Distance <= PosY + Distance
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end
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function CheckPosition( Hog, Distance ) -- Show a message when you get close to the current target!
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	if (not BaseballIntro and not Objective) and (CurrentHedgehog ~= nil) then --Fail safe check
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		if InRange( Hog, 1100, 1100, Distance ) then -- Check if the player is within predefined position of the first target
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			BaseballIntro = true
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			Info(loc("Aiming Practice"), loc("Great work! Now hit it with your Baseball Bat! |Tip: You can change weapon with 'Right Click'!"), -amRope ) -- Guide them
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			Timer( 10000, loc("Remember: The rope only bend around objects, |if it doesn't hit anything it's always stright!"))
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		end
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	end
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end
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function Timer( Delay, Message )
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	local Timer = {}
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	Timer.End = GetTime + Delay
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	Timer.Message = Message
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	table.insert( Timers, Timer )
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end
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function onGameInit() -- Called when the game loads
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	Seed = 1 -- The base number for the random number generator
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	GameFlags = gfInfAttack + gfOneClanMode + gfSolidLand + gfInvulnerable + gfBorder -- Game settings and rules, going with a border to make it easier
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	TurnTime = 300000 -- Player can move for 5min each round
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	CaseFreq = 0 -- No random crate drops
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	MinesNum = 0 -- Never place any mines on the map
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	Explosives = 0 -- Never place any explosives
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	Delay = 1 -- We don't wont to wait between each round ( as the only is one )
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	Map = "Ropes" -- Map name
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	Theme = "Nature" -- Map theme
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	AddTeam( loc( "Rope Team" ), 14483456, "Simple", "Island", "Default" ) -- Lets make the team
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	Player = AddHog( loc( "Hunter" ), 0, 1, "StrawHat" ) -- Add a hog for it, and name it "Hunter"
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	SetGearPosition( Player, 420, 1750 ) -- Set player position
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	SetEffect( Player, heResurrectable, 1 ) -- By Suggestion :)
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end
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function onGameStart() -- Called when the game starts
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	AutoSpawn() -- Spawn our 1st target using the wrapper function
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	SetHealth( Player, 100 ) -- Give the player 100 Health points
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	Info(loc("Aiming Practice"), loc("Get to the target using your rope! |Controls: Left & Right to swing the rope - Up & Down to Contract and Expand!"), -amRope ) -- Short intro to tell the player what to do
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	Timer( 10000, loc("Tip: The rope physics are different than in the real world, |use it to your advantage!") ) -- After 15 sec, give them more help
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end
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function onNewTurn()
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	SetWeapon(amRope) -- Set the default weapon to Rope
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end
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function onGameTick20()
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	if TurnTimeLeft < 40 and TurnTimeLeft > 0 then -- Round starts at 0, so we check if the round is finished by using 1
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		GameLost = true -- You lost the game
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		Info(loc("Aiming Practice"), loc("You did not make it in time, try again!"), -amSkip )
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		SetHealth( Player, 0 ) -- Kill the player so he can't keep moving!
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		SetEffect( Player, heResurrectable, 0 )
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	end
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	-- If the player gets to the last target, they win OR
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	-- If round is finished and your not at the target you lose
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	-- in either case, end the game
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	if (Objective == true) or (GameLost == true) then
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		if (WaitTime == 0) then
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			DismissTeam(loc( "Rope Team" ))
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			--SetHealth( Player, 0 ) -- Kill the player so he can't keep moving!
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			--SetEffect( Player, heResurrectable, 0 )
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			TurnTimeLeft = 1
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			WaitTime = -1
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		else
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			WaitTime = WaitTime - 20
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		end
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	end
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	if FollowingGear == true then
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		if FollowTime == 0 then
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			FollowingGear = false
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			FollowTime = 1500
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			FollowGear( Player )
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		else
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			FollowTime = FollowTime - 20
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		end
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	end
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	for k, v in pairs( Timers ) do
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		if v.End <= GetTime then
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			Info(loc("Aiming Practice"), v.Message, -amRope )
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			Timers[ k ] = nil
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		end
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	end
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	GetTime = GetTime + 20
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	CheckPosition( Player, 70 ) -- Run the CheckPosition function to check if the player is close to a target
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end
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function onAmmoStoreInit()
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	SetAmmo( amRope, 9, 2, 0, 0 ) -- Player ammo, Rope
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	SetAmmo( amBaseballBat, 9, 2, 0, 0 ) --Baseball bat
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end
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function onGearResurrect( Gear )
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	if TargetNumber > 1 then
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		SetGearPosition( Player, TargetPos[ TargetNumber - 1 ].X, TargetPos[ TargetNumber - 1 ].Y ) -- If the player dies spawn him where he last killed a target
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		Info(loc("Aiming Practice"), loc("You have been respawned, at your last checkpoint!"), -amRope )
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	else
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		SetGearPosition( Player, 420, 1750 ) -- If the player dies and didn't kill a target just spawn him at the default spawn
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		Info(loc("Aiming Practice"), loc("You have been respawned, be more carefull next time!"), -amRope )
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	end
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end
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function onGearDelete( Gear )
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	if GetGearType( Gear ) == gtTarget then
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		AutoSpawn() -- When a target is deleted / destroyed, spawn a new one!
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	end
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end