share/hedgewars/Data/Missions/Training/Basic_Training_-_Bazooka.lua
author sheepluva
Thu, 12 Jun 2014 20:47:11 +0200
changeset 10289 c3a77ff02a23
parent 8679 a8bdcf7bec20
child 10655 1c85a442bd56
permissions -rw-r--r--
lua api: SetWeapon(ammoType)
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-- Hedgewars Bazooka Training
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-- Scripting Example
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-- Lines such as this one are comments - they are ignored
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-- by the game, no matter what kind of text is in there.
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-- It's also possible to place a comment after some real
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-- instruction as you see below. In short, everything
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-- following "--" is ignored.
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---------------------------------------------------------------
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-- At first we implement the localization library using loadfile.
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-- This allows us to localize strings without needing to think
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-- about translations.
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-- We can use the function loc(text) to localize a string.
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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-- This variable will hold the number of destroyed targets.
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local score = 0
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-- This variable represents the number of targets to destroy.
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local score_goal = 5
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-- This variable controls how many milliseconds/ticks we'd
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-- like to wait before we end the round once all targets
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-- have been destroyed.
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local end_timer = 1000 -- 1000 ms = 1 s
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-- This variable is set to true if the game is lost (i.e.
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-- time runs out).
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local game_lost = false
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-- This variable will point to the hog's gear
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local player = nil
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-- This variable will grab the time left at the end of the round
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local time_goal = 0
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-- This is a custom function to make it easier to
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-- spawn more targets with just one line of code
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-- You may define as many custom functions as you
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-- like.
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function spawnTarget()
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	-- add a new target gear
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	gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
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	-- move it to a random position within 0 and
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	-- LAND_WIDTH - the width of the map
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	FindPlace(gear, true, 0, LAND_WIDTH)
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	-- move the target to a higher vertical position
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	-- to ensure it's not somewhere down below
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	x, y = GetGearPosition(gear)
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	SetGearPosition(gear, x, 0)
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end
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-- This function is called before the game loads its
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-- resources.
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-- It's one of the predefined function names that will
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-- be called by the game. They give you entry points
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-- where you're able to call your own code using either
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-- provided instructions or custom functions.
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function onGameInit()
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	-- At first we have to overwrite/set some global variables
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	-- that define the map, the game has to load, as well as
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	-- other things such as the game rules to use, etc.
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	-- Things we don't modify here will use their default values.
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	-- The base number for the random number generator
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	Seed = 1
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	-- Game settings and rules
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    EnableGameFlags(gfMultiWeapon, gfOneClanMode, gfSolidLand)
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    -- Uncommenting this wouldn't do anything
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    --EnableGameFlags(gfMultiWeapon, gfOneClanMode, gfSolidLand)
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    -- Neither this
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    --DisableGameFlags(gfArtillery)
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    -- Uncommenting this would make the terrain damageable
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    --DisableGameFlags(gfSolidLand)
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    -- Uncommenting this would remove all flags set previously
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    --ClearGameFlags()
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	-- The time the player has to move each round (in ms)
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	TurnTime = 60000
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	-- The frequency of crate drops
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	CaseFreq = 0
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	-- The number of mines being placed
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	MinesNum = 0
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	-- The number of explosives being placed
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	Explosives = 0
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	-- The delay between each round
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	Delay = 0
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	-- The map to be played
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	Map = "Bamboo"
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	-- The theme to be used
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	Theme = "Bamboo"
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	-- Create the player team
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	AddTeam(loc("'Zooka Team"), 14483456, "Simple", "Island", "Default")
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	-- And add a hog to it
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	player = AddHog(loc("Hunter"), 0, 1, "NoHat")
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	SetGearPosition(player, 936, 136)
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end
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-- This function is called when the round starts
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-- it spawns the first target that has to be destroyed.
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-- In addition it shows the scenario goal(s).
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function onGameStart()
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	-- Spawn the first target.
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	spawnTarget()
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	-- Show some nice mission goals.
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	-- Parameters are: caption, sub caption, description,
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	-- extra text, icon and time to show.
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	-- A negative icon parameter (-n) represents the n-th weapon icon
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	-- A positive icon paramter (n) represents the (n+1)-th mission icon
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	-- A timeframe of 0 is replaced with the default time to show.
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	ShowMission(loc("Bazooka Training"), loc("Aiming Practice"), loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission."), -amBazooka, 0)
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end
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function onNewTurn()
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	SetWeapon(amBazooka)
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end
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-- This function is called every game tick.
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-- Note that there are 1000 ticks within one second.
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-- You shouldn't try to calculate too complicated
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-- code here as this might slow down your game.
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function onGameTick20()
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	-- If time's up, set the game to be lost.
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	-- We actually check the time to be "1 ms" as it
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	-- will be at "0 ms" right at the start of the game.
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	if TurnTimeLeft < 40 and TurnTimeLeft > 0 and score < score_goal then
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		game_lost = true
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		-- ... and show a short message.
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		ShowMission(loc("Bazooka Training"), loc("Aiming Practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0)
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		-- How about killing our poor hog due to his poor performance?
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		SetHealth(player, 0)
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		-- Just to be sure set the goal time to 1 ms
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		time_goal = 1
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	end
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	-- If the goal is reached or we've lost ...
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	if score == score_goal or game_lost then
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		-- ... check to see if the time we'd like to
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		-- wait has passed and then ...
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		if end_timer == 0 then
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			-- ... end the game ...
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			EndGame()
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		else
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			-- ... or just lower the timer by 20ms.
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			-- Reset the time left to stop the timer
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			TurnTimeLeft = time_goal
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		end
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        end_timer = end_timer - 20
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	end
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end
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-- This function is called when the game is initialized
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-- to request the available ammo and probabilities
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function onAmmoStoreInit()
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	-- add an unlimited supply of bazooka ammo
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	SetAmmo(amBazooka, 9, 0, 0, 0)
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end
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-- This function is called when a new gear is added.
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-- We don't need it for this training, so we can
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-- keep it empty.
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-- function onGearAdd(gear)
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-- end
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-- This function is called before a gear is destroyed.
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-- We use it to count the number of targets destroyed.
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function onGearDelete(gear)
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	-- We're only interested in target gears.
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	if GetGearType(gear) == gtTarget then
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		-- Add one point to our score/counter
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		score = score + 1
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		-- If we haven't reached the goal ...
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		if score < score_goal then
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			-- ... spawn another target.
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			spawnTarget()
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		else
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			if not game_lost then
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			-- Otherwise show that the goal was accomplished
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			ShowMission(loc("Bazooka Training"), loc("Aiming Practice"), loc("Congratulations! You've eliminated all targets|within the allowed time frame."), 0, 0)
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			-- Also let the hogs shout "victory!"
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			PlaySound(sndVictory)
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			-- Save the time left so we may keep it.
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			time_goal = TurnTimeLeft
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			end
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		end
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	end
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end