project_files/Android-build/SDL-android-project/assets/Data/Scripts/Multiplayer/Random_Weapon.lua
changeset 7568 75ba91f14ed5
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/project_files/Android-build/SDL-android-project/assets/Data/Scripts/Multiplayer/Random_Weapon.lua	Sat Aug 18 18:11:04 2012 +0200
@@ -0,0 +1,113 @@
+-- Random Weapons, example for gameplay scripts
+
+-- Load the library for localisation ("loc" function)
+loadfile(GetDataPath() .. "Scripts/Locale.lua")()
+
+-- Load the gear tracker
+loadfile(GetDataPath() .. "Scripts/Tracker.lua")()
+
+-- List of available weapons
+local weapons = { amGrenade, amClusterBomb, amBazooka, amBee, amShotgun,
+            amMine, amDEagle, amDynamite, amFirePunch, amWhip, amPickHammer,
+            amBaseballBat, amTeleport, amMortar, amCake, amSeduction,
+            amWatermelon, amHellishBomb, amDrill, amBallgun, amRCPlane,
+            amSniperRifle, amMolotov, amBirdy, amBlowTorch, amGasBomb,
+            amFlamethrower, amSMine, amHammer }
+
+-- List of weapons that attack from the air
+local airweapons = { amAirAttack, amMineStrike, amNapalm, amDrillStrike }
+
+-- Function that assigns the team their weapon
+function assignAmmo(hog)
+    -- Get name of the current team
+    local name = GetHogTeamName(hog)
+    -- Get whither the team has been processed
+    local processed = getTeamValue(name, "processed")
+    -- If it has not, process it
+    if processed == nil or not processed then
+        -- Get the ammo for this hog's team
+        local ammo = getTeamValue(name, "ammo")
+        -- If there is no ammo, get a random one from the list and store it
+        if ammo == nil then
+            ammo = weapons[GetRandom(table.maxn(weapons)) + 1]
+            setTeamValue(name, "ammo", ammo)
+        end
+        -- Add the ammo for the hog
+        AddAmmo(hog, ammo)
+        -- Mark as processed
+        setTeamValue(name, "processed", true)
+    end
+end
+
+-- Mark team as not processed
+function reset(hog)
+    setTeamValue(GetHogTeamName(hog), "processed", false)
+end
+
+function onGameInit()
+    -- Limit flags that can be set, but allow game schemes to be used
+    GameFlags = band(bor(GameFlags, gfResetWeps), bnot(gfInfAttack))
+    -- Set a custom game goal that will show together with the scheme ones
+    Goals = loc("Each turn you get one random weapon")
+end
+
+function onGameStart()
+    -- Initialize the tracking of hogs and teams
+    trackTeams()
+    -- Add air weapons to the game if the border is not active
+    if MapHasBorder() == false then
+        for i, w in pairs(airweapons) do
+            table.insert(weapons, w)
+        end
+    end
+end
+
+function onAmmoStoreInit()
+    -- Allow skip at all times
+    SetAmmo(amSkip, 9, 0, 0, 0)
+
+    -- Let utilities be available through crates
+    SetAmmo(amParachute, 0, 1, 0, 1)
+    SetAmmo(amGirder, 0, 1, 0, 2)
+    SetAmmo(amSwitch, 0, 1, 0, 1)
+    SetAmmo(amLowGravity, 0, 1, 0, 1)
+    SetAmmo(amExtraDamage, 0, 1, 0, 1)
+    SetAmmo(amInvulnerable, 0, 1, 0, 1)
+    SetAmmo(amExtraTime, 0, 1, 0, 1)
+    SetAmmo(amLaserSight, 0, 1, 0, 1)
+    SetAmmo(amVampiric, 0, 1, 0, 1)
+    SetAmmo(amJetpack, 0, 1, 0, 1)
+    SetAmmo(amPortalGun, 0, 1, 0, 1)
+    SetAmmo(amResurrector, 0, 1, 0, 1)
+
+    -- Allow weapons to be used
+    for i, w in pairs(weapons) do
+        SetAmmo(w, 0, 0, 0, 1)
+    end
+
+    -- Allow air weapons to be used
+    for i, w in pairs(airweapons) do
+        SetAmmo(w, 0, 0, 0, 1)
+    end
+end
+
+function onNewTurn()
+    -- Give every team their weapons, so one can plan during anothers turn
+    runOnGears(assignAmmo)
+    -- Mark all teams as not processed
+    runOnGears(reset)
+    -- Set the current teams weapons to nil so they will get new after the turn has ended
+    setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil)
+end
+
+function onGearAdd(gear)
+    -- Catch hedgehogs for the tracker
+    if GetGearType(gear) == gtHedgehog then
+        trackGear(gear)
+    end
+end
+
+function onGearDelete(gear)
+    -- Remove hogs that are gone
+    trackDeletion(gear)
+end