share/hedgewars/Data/Scripts/Multiplayer/Battalion.lua
changeset 12412 ed33ef8a0fc5
child 12415 e11758f70cce
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/share/hedgewars/Data/Scripts/Multiplayer/Battalion.lua	Sun May 14 14:06:51 2017 +0200
@@ -0,0 +1,1706 @@
+--[[
+  ########################################################################
+  Name:      Battalion
+  Made by:   Anachron 
+  ########################################################################
+]]--
+
+--[[
+  
+  Readme:
+  https://github.com/Anachron/hw-battalion
+
+  ########################################################################
+]]--
+
+--[[
+  ########################################################################
+  Todo/Idea-List
+  ########################################################################
+
+  - Make Hogs sorted by rareness for teams with less hogs (more fair)
+  - Keep first picked up unused crate utitlity until next round
+  - Ship default scheme but let user overwrite it
+  - Make SuddenDeathWaterRise dynamic
+  - Make SuddenDeathTurns dynamic
+  - Add Hog Variants like Crazy Scientist or Astronaut
+
+  ########################################################################
+]]--
+
+--[[
+  ##############################################################################
+  ### GENERAL SCRIPT LOADING AND VARIABLE INITIALISATION                     ###
+  ##############################################################################
+]]--
+
+HedgewarsScriptLoad("/Scripts/Locale.lua")
+HedgewarsScriptLoad("/Scripts/Tracker.lua")
+HedgewarsScriptLoad("/Scripts/Params.lua")
+
+-- List of all hog variants with belonging weapons,
+--  hitpoints, chances and more
+local variants = {}
+local varName = ""
+local newLine = ""--string.char(0x0A)
+local gmAny = 0xFFFFFFFF
+local version = "0.33"
+
+--[[
+  ##############################################################################
+  ### VARIANT SETUP                                                          ###
+  ##############################################################################
+]]--
+
+varName = "Pyromancer"
+variants[varName] = {}
+variants[varName]["chance"] = 7
+variants[varName]["hat"] = "Gasmask"
+variants[varName]["hp"] = 70
+variants[varName]["hogLimit"] = 2
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amFlamethrower, amMolotov, amWhip}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amRope, amParachute}
+variants[varName]["special"] = false
+
+varName = "Builder"
+variants[varName] = {}
+variants[varName]["chance"] = 10
+variants[varName]["hat"] = "constructor"
+variants[varName]["hp"] = 100
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amDynamite, amWhip, amHammer}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amGirder, amBlowTorch}
+variants[varName]["special"] = false
+
+varName = "Rifleman"
+variants[varName] = {}
+variants[varName]["chance"] = 7
+variants[varName]["hat"] = "Sniper"
+variants[varName]["hp"] = 70
+variants[varName]["hogLimit"] = 2
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amRCPlane, amShotgun, amSniperRifle}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amLowGravity, amParachute}
+variants[varName]["special"] = false
+
+varName = "Warrior"
+variants[varName] = {}
+variants[varName]["chance"] = 12
+variants[varName]["hat"] = "spartan"
+variants[varName]["hp"] = 120
+variants[varName]["hogLimit"] = 2
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amClusterBomb, amGrenade, amBazooka}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amParachute, amRope}
+variants[varName]["special"] = false
+
+varName = "Chef"
+variants[varName] = {}
+variants[varName]["chance"] = 7
+variants[varName]["hat"] = "chef"
+variants[varName]["hp"] = 70
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amCake, amKnife, amWhip}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amRubber, amParachute}
+variants[varName]["special"] = false
+
+varName = "Medic"
+variants[varName] = {}
+variants[varName]["chance"] = 12
+variants[varName]["hat"] = "war_desertmedic"
+variants[varName]["hp"] = 120
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amResurrector, amMine, amGasBomb}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amTeleport, amParachute}
+variants[varName]["special"] = false
+
+varName = "Ninja"
+variants[varName] = {}
+variants[varName]["chance"] = 8
+variants[varName]["hat"] = "NinjaTriangle"
+variants[varName]["hp"] = 80
+variants[varName]["hogLimit"] = 2
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amSMine, amMine, amFirePunch}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amRope, amParachute}
+variants[varName]["special"] = false
+
+varName = "Athlete"
+variants[varName] = {}
+variants[varName]["chance"] = 8
+variants[varName]["hat"] = "footballhelmet"
+variants[varName]["hp"] = 80
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amBaseballBat, amFirePunch, amSeduction}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amRope, amPickHammer}
+variants[varName]["special"] = false
+
+varName = "Scientist"
+variants[varName] = {}
+variants[varName]["chance"] = 7
+variants[varName]["hat"] = "doctor"
+variants[varName]["hp"] = 80
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amPortalGun, amSineGun, amIceGun}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amTeleport, amJetpack}  
+variants[varName]["special"] = false
+
+varName = "Air-General"
+variants[varName] = {}
+variants[varName]["chance"] = 5
+variants[varName]["hat"] = "war_desertofficer"
+variants[varName]["hp"] = 50
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amMineStrike, amNapalm, amAirAttack}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amRope, amParachute}
+variants[varName]["special"] = true
+
+varName = "Hunter"
+variants[varName] = {}
+variants[varName]["chance"] = 10
+variants[varName]["hat"] = "Skull"
+variants[varName]["hp"] = 100
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amBee, amMortar, amDrill}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amRope, amParachute}
+variants[varName]["special"] = false
+
+varName = "King"
+variants[varName] = {}
+variants[varName]["chance"] = 3
+variants[varName]["hat"] = "crown"
+variants[varName]["hp"] = 60
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amWatermelon, amHellishBomb, amBallgun}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amRope, amParachute}
+variants[varName]["special"] = true
+
+varName = "Knight"
+variants[varName] = {}
+variants[varName]["chance"] = 0
+variants[varName]["hat"] = "knight"
+variants[varName]["hp"] = 80
+variants[varName]["hogLimit"] = 1
+variants[varName]["weaponLimit"] = 1
+variants[varName]["weapons"] = {amShotgun, amBazooka, amMine}
+variants[varName]["helperLimit"] = 1
+variants[varName]["helpers"] = {amParachute, amRope}
+variants[varName]["special"] = true
+
+--[[
+  ##############################################################################
+  ### GENERAL VARIABLES USED FOR GAMEPLAY                                    ###
+  ##############################################################################
+]]--
+
+local unused = {amSnowball, amDrillStrike, amTardis}
+local lowWeaps = {amKamikaze}
+local lowTresh = 25
+
+local counter = {} -- Saves how many hogs of a variant a team has
+local group = {} -- Saves randomized variants for all teams
+local teamIndex = {} -- Temporary counter for amount of mutated hogs in team
+local teamHogs = {} -- Saves a list of all hogs belonging to a team
+local hogCount = {} -- Saves how many hogs a team has
+local teamNames = {} -- Saves all teams and names
+local hogInfo = {} -- Saves all hogs with their original values
+
+local LastHog = nil -- Last Hedgehog
+local CurHog = nil -- Current Hedgehog
+local LastTeam = nil -- Last Team
+local CurTeam = nil -- Current Team
+local TurnEnded = true -- Boolean whether current turn ended or not
+
+local mode = 'default' -- Which game type to play
+local luck = 100 -- Multiplier for bonuses like crates
+local strength = 1 -- Multiplier for more weapons
+local mutate = false -- Whether or not to mutate the hogs
+
+local highHasBonusWeps = false -- whether or not a hog got bonus weapons on current turn
+local highHasBonusHelp = false -- whether or not a hog got bonus helpers on current turn
+local highPickupCount = 1
+local highPickupSDCount = 2
+local highHelperCount = 1
+local highHelperSDCount = 1
+local highEnemyKillHPBonus = 10
+local highFriendlyKillHPBonus = 15
+local highWeapons = {} -- Saves the weapons from kills
+local highHelpers = {} -- Saves the helpers from kills
+local highSpecialBonus = {amTeleport, amJetpack}
+local highSpecialPool = {amExtraDamage, amVampiric}
+
+local kingLinkPerc = 50 -- Percentage of life to share from the team
+
+local pointsWepBase = 5 -- Game start points weapons
+local pointsHlpBase = 2 -- Game start points helpers
+local pointsKeepPerc = 80 -- Percentage of points to take to next round
+local pointsWepTurn = 5 -- Round bonus points weapons
+local pointsHlpTurn = 2 -- Round bonus points helpers
+local pointsWepMax = 25 -- Maximum points for weapons
+local pointsHlpMax = 10 -- Maximum points for helpers
+local pointsKeepSDPerc = 60 -- Percentage of points to take to next round on SD
+local pointsWepSDTurn = 7 -- Round bonus points weapons on SD
+local pointsHlpSDTurn = 3 -- Round bonus points helpers on SD
+local pointsWepSDMax = 35 -- Maximum points for weapons on SD
+local pointsHlpSDMax = 15 -- Maximum points for helpers on SD
+
+local pointsWeaponVal = {}
+pointsWeaponVal[amBazooka] = 5
+pointsWeaponVal[amShotgun] = 4
+pointsWeaponVal[amFirePunch] = 3
+pointsWeaponVal[amMine] = 5
+--pointsWeaponVal[amAirAttack] = 10
+pointsWeaponVal[amBee] = 6
+pointsWeaponVal[amClusterBomb] = 7
+pointsWeaponVal[amGrenade] = 5
+pointsWeaponVal[amDEagle] = 3
+pointsWeaponVal[amWhip] = 3
+pointsWeaponVal[amDynamite] = 7
+--pointsWeaponVal[amMineStrike] = 14
+pointsWeaponVal[amMortar] = 4
+pointsWeaponVal[amWatermelon] = 30
+pointsWeaponVal[amSniperRifle] = 3
+pointsWeaponVal[amBaseballBat] = 3
+pointsWeaponVal[amCake] = 7
+--pointsWeaponVal[amNapalm] = 11
+pointsWeaponVal[amDrill] = 6
+pointsWeaponVal[amHellishBomb] = 20
+pointsWeaponVal[amSineGun] = 4
+--pointsWeaponVal[amKamikaze] = 3
+--pointsWeaponVal[amBallgun] = 12
+--pointsWeaponVal[amPianoStrike] = 15
+pointsWeaponVal[amSnowball] = 2
+pointsWeaponVal[amMolotov] = 3
+pointsWeaponVal[amFlamethrower] = 4
+pointsWeaponVal[amRCPlane] = 7
+--pointsWeaponVal[amDrillStrike] = 12
+pointsWeaponVal[amGasBomb] = 2
+pointsWeaponVal[amHammer] = 3
+pointsWeaponVal[amSMine] = 4
+pointsWeaponVal[amAirMine] = 3
+pointsWeaponVal[amKnife] = 3
+pointsWeaponVal[amPortalGun] = 5
+--pointsWeaponVal[amIceGun] = 6
+pointsWeaponVal[amSeduction] = 2
+
+local pointsHelperVal = {}
+pointsHelperVal[amRope] = 5
+pointsHelperVal[amParachute] = 2
+--pointsHelperVal[amGirder] = 3
+pointsHelperVal[amBlowTorch] = 2
+pointsHelperVal[amLowGravity] = 3
+--pointsHelperVal[amRubber] = 4
+pointsHelperVal[amPickHammer] = 2
+pointsHelperVal[amTeleport] = 10
+pointsHelperVal[amJetpack] = 8
+
+local pointsPerTeam = {}
+local pointsToWep = {} -- List of [points] = {ammo1, ammo2}
+local pointsToHlp = {} -- List of [points] = {ammo1, ammo2}
+local wepPoints = {}
+local hlpPoints = {}
+
+local suddenDeath = false
+
+local healthCrateChance = 7
+local utilCrateChance = 9
+local weaponCrateChance = 12
+
+local healthCrateChanceSD = 12
+local utilCrateChanceSD = 16
+local weaponCrateChanceSD = 21
+
+local emptyCrateChance = 7
+local bonusCrateChance = 5
+local cratePickupGap = 35
+
+local utilities = {amInvulnerable, amVampiric, amExtraTime, amExtraDamage, amRope, amLandGun}
+local autoSelectHelpers = {amRope, amParachute}
+
+local LastWaterLine = 0 -- Saves WaterLine to make sure a water rise wont trigger highland kill
+
+local helpers = {}
+helpers[amSkip] = true
+helpers[amRope] = true
+helpers[amParachute] = true
+helpers[amBlowTorch] = true
+helpers[amGirder] = true
+helpers[amTeleport] = true
+helpers[amSwitch] = true
+helpers[amJetpack] = true
+helpers[amBirdy] = true
+helpers[amPortalGun] = true
+helpers[amResurrector] = true
+helpers[amTardis] = true
+helpers[amLandGun] = true
+helpers[amRubber] = true
+--helpers[amKamikaze] = true
+
+local posCaseAmmo    = 1
+local posCaseHealth  = 2
+local posCaseUtility = 4
+local posCaseDummy   = 8
+
+--[[
+  ##############################################################################
+  ### GENERAL BONUS LUA FUNCTIONS                                            ###
+  ##############################################################################
+]]--
+
+function swap(array, index1, index2)
+    array[index1], array[index2] = array[index2], array[index1]
+end
+
+function shuffle(array)
+    local cnt = #array
+    while cnt > 1 do
+        local index = GetRandom(cnt) +1
+        swap(array, index, cnt)
+        cnt = cnt - 1
+    end
+end
+
+function table.clone(org)
+  local copy = {}
+  for orig_key, orig_value in pairs(org) do
+      copy[orig_key] = orig_value
+  end
+  return copy
+end
+
+--[[
+  ##############################################################################
+  ### WEAPON, UTILITY AND AMMO FUNCTIONS                                     ###
+  ##############################################################################
+]]--
+
+function clearHogAmmo(hog)
+  local lastNum = amRubber
+
+  if amAirMine ~= nil then
+    lastNum = amAirMine
+  end
+
+  for val=0,lastNum do
+    AddAmmo(hog, val, 0)
+  end
+end
+
+function autoSelectAmmo(hog, var)
+  -- Check if hog has any "useful" helper, select helper, if yes
+  for key, val in pairs(autoSelectHelpers) do
+    if GetAmmoCount(hog, val) > 0 then
+      SetWeapon(val)
+      return
+    end
+  end
+end
+
+function AddHogAmmo(hog, ammo)
+  -- Add weapons of variant
+  --for key, val in pairs(variants[var]["weapons"]) do
+  for key, val in pairs(ammo) do
+    --AddAmmo(hog, val, 1)
+    AddAmmo(hog, val, GetAmmoCount(hog, val) +1)
+  end
+end
+
+function GetRandomAmmo(hog, sourceType)
+  local var = getHogInfo(hog, 'variant')
+  ammo = {}
+  local source = ''
+
+  if variants[var] == nil then
+    return ammo
+  end
+
+  if sourceType == "weapons" then
+    source = variants[var][sourceType]
+    sourceLimit = variants[var]["weaponLimit"]
+  elseif sourceType == "helpers" then
+    source = variants[var][sourceType]
+    sourceLimit = variants[var]["helperLimit"]
+  elseif sourceType == 'poolWeapons' then
+    if highWeapons[hog] == nil then
+      highWeapons[hog] = {}
+    end
+    source = highWeapons[hog]
+    if suddenDeath == false then
+      sourceLimit = highPickupCount
+    else
+      sourceLimit = highPickupSDCount
+    end
+  elseif sourceType == 'poolHelpers' then
+    if highHelpers[hog] == nil then
+      highHelpers[hog] = {}
+    end
+    source = highHelpers[hog]
+    if suddenDeath == false then
+      sourceLimit = highHelperCount
+    else
+      sourceLimit = highHelperSDCount
+    end
+  else
+    return ammo
+  end
+  
+  local varAmmo = {}
+  for key, val in pairs(source) do
+      varAmmo[key] = val
+  end
+  
+  -- If the amount of random weapons is equally to the amount of weapons possible
+  -- We don't need to randomize
+  if sourceLimit >= table.getn(source) then
+    return varAmmo
+  end
+
+  local randIndex = 0
+  local i = 0
+  while i < sourceLimit and #varAmmo > 0 do
+    randIndex = GetRandom(#varAmmo) +1
+    ammo[i] = varAmmo[randIndex]
+
+    -- Shift last value to the current index
+    varAmmo[randIndex] = varAmmo[#varAmmo]
+    -- And remove the last index from the array
+    varAmmo[#varAmmo] = nil
+    i = i +1
+  end
+
+  return ammo
+end
+
+function addTurnAmmo(hog)
+  -- Check if hog is valid
+  if hog == nil then
+    return
+  end
+
+  -- Check if hog is alive
+  local hp = GetHealth(hog)
+  if hp == nil or hp <= 0 then
+    return
+  end
+
+  -- Unless its points mode, get weapons normally by variant
+  if mode ~= "points" then
+    local maxHp = getHogInfo(hog, 'maxHp')
+    local hpPer = div(hp * 100, maxHp)
+
+    local wep = getHogInfo(hog, 'weapons')
+    local hlp = getHogInfo(hog, 'helpers')
+
+    if wep == nil or table.getn(wep) == 0 then
+      hogInfo[hog]['weapons'] = GetRandomAmmo(hog, "weapons")
+      wep = getHogInfo(hog, 'weapons')
+    end
+
+    if hlp == nil or table.getn(hlp) == 0 then
+      hogInfo[hog]['helpers'] = GetRandomAmmo(hog, "helpers")
+      hlp = getHogInfo(hog, 'helpers')
+    end
+
+    AddHogAmmo(hog, wep)
+    AddHogAmmo(hog, hlp)
+
+    if mode == 'highland' then
+      local poolWeapons = GetRandomAmmo(hog, 'poolWeapons')
+      local poolHelpers = GetRandomAmmo(hog, 'poolHelpers')
+
+      AddHogAmmo(hog, poolWeapons)
+      AddHogAmmo(hog, poolHelpers)
+    end
+
+    if hpPer < lowTresh or suddenDeath == true then
+      AddHogAmmo(hog, lowWeaps)
+    end
+  -- We are on points mode, so we need to generate weapons based on points
+  else
+    setupPointsAmmo(hog)
+  end
+
+  AddAmmo(hog, amSkip, -1)
+end
+
+function setupPointsAmmo(hog)
+  local teamName = getHogInfo(hog, 'team')
+  local turnWepPoints = pointsPerTeam[teamName]['weapons']
+  local turnHlpPoints = pointsPerTeam[teamName]['helpers']
+  local weps = {}
+  local help = {}
+
+  local wepPointsTmp = table.clone(wepPoints)
+  local wepMinPnt = wepPointsTmp[1]
+  local wepMaxPnt = wepPointsTmp[#wepPointsTmp]
+
+  --AddCaption("Hog: " .. hog .. " Wep: " .. turnWepPoints .. " - Hlp: " .. turnHlpPoints, GetClanColor(GetHogClan(CurHog)),  capgrpGameState)
+  --WriteLnToConsole("BEFORE ## Team: " .. teamName .. " Wep: " .. pointsPerTeam[teamName]['weapons'] .. " - Hlp: " .. pointsPerTeam[teamName]['helpers'])
+
+  while true do
+    if turnWepPoints < wepMinPnt then
+      break
+    end
+
+    if wepPointsTmp[#wepPointsTmp] > turnWepPoints then
+      while wepPointsTmp[#wepPointsTmp] > turnWepPoints do
+        table.remove(wepPointsTmp)
+      end
+      wepMaxPnt = turnWepPoints
+    end
+
+    local randPoint = wepPointsTmp[GetRandom(#wepPointsTmp) +1]
+    local randWepList = pointsToWep[randPoint]
+    local randWep = randWepList[GetRandom(#randWepList) +1]
+
+    table.insert(weps, randWep)
+    turnWepPoints = turnWepPoints -randPoint
+  end
+
+  local hlpPointsTmp = table.clone(hlpPoints)
+  local hlpMinPnt = hlpPointsTmp[1]
+  local hlpMaxPnt = hlpPointsTmp[#hlpPointsTmp]
+
+  while true do
+    if turnHlpPoints < hlpMinPnt then
+      break
+    end
+
+    if hlpPointsTmp[#hlpPointsTmp] > turnHlpPoints then
+      while hlpPointsTmp[#hlpPointsTmp] > turnHlpPoints do
+        table.remove(hlpPointsTmp)
+      end
+      hlpMaxPnt = turnHlpPoints
+    end
+
+    local randPoint = hlpPointsTmp[GetRandom(#hlpPointsTmp) +1]
+    local randHlpList = pointsToHlp[randPoint]
+    local randHlp = randHlpList[GetRandom(#randHlpList) +1]
+
+    table.insert(help, randHlp)
+    turnHlpPoints = turnHlpPoints -randPoint
+  end
+
+  AddHogAmmo(hog, weps)
+  AddHogAmmo(hog, help)
+
+  -- Save remaining points
+  pointsPerTeam[teamName]['weaponsRem'] = turnWepPoints
+  pointsPerTeam[teamName]['helpersRem'] = turnHlpPoints
+
+  -- Save already collected points so that they wont be "taxed"
+  pointsPerTeam[teamName]['weaponsFix'] = pointsPerTeam[teamName]['weapons']
+  pointsPerTeam[teamName]['helpersFix'] = pointsPerTeam[teamName]['helpers']
+
+  --WriteLnToConsole("AFTER ## Team: " .. teamName .. " Wep: " .. pointsPerTeam[teamName]['weapons'] .. " - Hlp: " .. pointsPerTeam[teamName]['helpers'])
+end
+
+--[[
+  ##############################################################################
+  ### HOG SETUP  FUNCTIONS                                                   ###
+  ##############################################################################
+]]--
+
+function MutateHog(hog)
+  local var = getHogInfo(hog, 'variant')
+
+  SetHogName(hog, var)
+  SetHogHat(hog, variants[var]["hat"])
+end
+
+function GetRandomVariant()
+  local maxNum = 0
+
+  for key, val in pairs(variants) do
+    maxNum = maxNum + variants[key]["chance"]
+  end
+
+  local rand = GetRandom(maxNum)
+  local lowBound = 0
+  local highBound = 0
+  local var = nil
+
+  for key, val in pairs(variants) do
+    highBound = lowBound + variants[key]["chance"]
+    if rand <= highBound then
+      var = key
+      break
+    end
+    lowBound = highBound
+  end
+
+  return var
+end
+
+function addRandomVariantToTeam(team)
+  if counter[team] == nil then
+    counter[team] = {}
+  end
+
+  while true do
+    local var = GetRandomVariant()
+    if counter[team][var] == nil and variants[var]["hogLimit"] > 0 then
+      counter[team][var] = 1
+      break
+    elseif counter[team][var] ~= nil and counter[team][var] < variants[var]["hogLimit"] then
+      counter[team][var] = counter[team][var] +1
+      break
+    end
+  end
+
+  return var
+end
+
+function setTeamHogs(team)
+  local maxHog = hogCount[team]
+
+  group[team] = {}
+  counter[team] = {}
+
+  if mode == 'king' then
+    maxHog = maxHog -1
+  end
+
+  for i=1,maxHog do
+    table.insert(group[team], group['all'][i])
+  end
+
+  if mode == 'king' then
+    counter[team]['King'] = 1
+    table.insert(group[team], 'King')
+  end
+end
+
+function countTeamHogs(hog)
+  local team = GetHogTeamName(hog)
+
+  if hogCount[team] == nil then
+    hogCount[team] = 1
+    teamHogs[team] = {}
+  else
+    hogCount[team] = hogCount[team] +1
+  end
+
+  teamHogs[team][hogCount[team]] = hog
+
+  teamNames[team] = 1
+end
+
+function setHogVariant(hog)
+  local team = getHogInfo(hog, 'team')
+
+  if teamIndex[team] == nil then
+    teamIndex[team] = 1
+  else
+    teamIndex[team] = teamIndex[team] +1
+  end
+
+  local hogNum = teamIndex[team]
+  local hogVar = group[team][hogNum]
+
+  hogInfo[hog]['variant'] = hogVar
+  SetHealth(hog, variants[hogVar]["hp"])
+end
+
+function getHogInfo(hog, info)
+  if hog == nil then
+    AddCaption(loc("ERROR [getHogInfo]: Hog") .. hog .. " is nil!", 0xFFFFFFFF, capgrpMessage)
+    WriteLnToConsole(loc("ERROR [getHogInfo]: Hog") .. hog .. " is nil!")
+    return
+  end
+
+  if hogInfo[hog] == nil then
+    return nil
+  end
+
+  return hogInfo[hog][info]
+end
+
+function setHogInfo(hog)
+  if hog == nil then
+    AddCaption(loc("ERROR [setHogInfo]: Hog") .. hog .. " is nil!", 0xFFFFFFFF, capgrpMessage)
+    WriteLnToConsole(loc("ERROR [setHogInfo]: Hog") .. hog .. " is nil!")
+    return
+  end
+
+  hogInfo[hog] = {}
+  hogInfo[hog]['maxHp'] = GetHealth(hog)
+  hogInfo[hog]['name'] = GetHogName(hog)
+  hogInfo[hog]['hat'] = GetHogHat(hog)
+  hogInfo[hog]['team'] = GetHogTeamName(hog)
+  hogInfo[hog]['clan'] = GetHogClan(hog)
+  hogInfo[hog]['clanColor'] = GetClanColor(hogInfo[hog]['clan'])
+end
+
+--[[
+  ##############################################################################
+  ### CRATE SPAWN AND PICKUP FUNCTIONS                                       ###
+  ##############################################################################
+]]--
+
+--[[
+ : Heals either 10 (95% chance) or 15 (5% chance) hitpoints
+ : Plus 10% of the hogs base hitpoints. 
+ :
+ : Has a 7% chance to be empty.
+]]--
+function onHealthCratePickup()
+  local factor = 2
+  local msgColor = getHogInfo(CurHog, 'clanColor')
+  local healHp = 0
+  PlaySound(sndShotgunReload)
+
+  if GetRandom(100) < emptyCrateChance then
+    AddCaption(loc("empty crate"), msgColor, capgrpMessage)
+    return
+  elseif GetRandom(100) < bonusCrateChance then
+    factor = 3
+  end
+
+  local var = getHogInfo(CurHog, 'variant')
+  local hogHealth = GetHealth(CurHog)
+  healHp = 5 * factor
+
+  -- Add extra 10% of hogs base hp to heal
+  healHp = healHp + div(getHogInfo(CurHog, 'maxHp'), 10)
+
+  AddCaption(loc("+ ") .. healHp .. loc(" hp"), msgColor, capgrpMessage)
+
+  SetEffect(CurHog, hePoisoned, 0)
+  SetHealth(CurHog, hogHealth + healHp)
+  local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) +cratePickupGap, vgtHealthTag, healHp, false)
+  -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+  SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, msgColor)
+end
+
+--[[
+ : Adds either 1 (95% chance) or 2 (5% chance) random weapon(s) based on the hog variant.
+ :
+ : Has a 7% chance to be empty.
+]]--
+function onWeaponCratePickup()
+  local factor = 1 * strength
+  local msgColor = GetClanColor(GetHogClan(CurHog))
+  PlaySound(sndShotgunReload)
+
+  if GetRandom(100) < emptyCrateChance then
+    AddCaption(loc("empty crate"), msgColor, capgrpMessage)
+    return
+  elseif GetRandom(100) < bonusCrateChance then
+    factor = 2 * strength
+  end
+
+  local randIndex
+  local randAmmo
+
+  if mode ~= 'points' then
+    local var = getHogInfo(CurHog, 'variant')
+    randIndex = GetRandom(table.getn(variants[var]["weapons"])) +1
+    randAmmo = variants[var]["weapons"][randIndex]
+  else
+    local possibleWeapons = {}
+
+    for key, val in pairs(pointsWeaponVal) do
+      if val > 2 and val < 8 then
+        table.insert(possibleWeapons, key)
+      end
+    end
+
+    randIndex = GetRandom(table.getn(possibleWeapons)) +1
+    randAmmo = possibleWeapons[randIndex]
+  end
+
+  AddCaption(loc("+ ") .. factor .. loc(" ammo"), msgColor, capgrpMessage)
+
+  AddAmmo(CurHog, randAmmo, GetAmmoCount(CurHog, randAmmo) +factor)
+  local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) +cratePickupGap, vgtAmmo, 0, true)
+  -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+  SetVisualGearValues(effect, nil, nil, nil, nil, nil, randAmmo, nil, nil, nil, msgColor)
+end
+--[[
+ : Adds either 1 (95% chance) or 2 (5% chance) random helper(s) based on the hog variant.
+ :
+ : Has a 7% chance to be empty.
+]]--
+function onUtilityCratePickup()
+  local factor = 1 * strength
+  local msgColor = GetClanColor(GetHogClan(CurHog))
+  PlaySound(sndShotgunReload)
+
+  if GetRandom(100) < emptyCrateChance then
+    AddCaption(loc("empty crate"), msgColor, capgrpMessage)
+    return
+  elseif GetRandom(100) < bonusCrateChance then
+    factor = 2 * strength
+  end
+
+  local randIndex
+  local randUtility
+
+  if mode ~= 'points' then
+    randIndex = GetRandom(table.getn(utilities)) +1
+    randUtility = utilities[randIndex]
+  else
+    local possibleHelpers = {}
+
+    for key, val in pairs(pointsHelperVal) do
+      table.insert(possibleHelpers, key)
+    end
+
+    randIndex = GetRandom(table.getn(possibleHelpers)) +1
+    randUtility = possibleHelpers[randIndex]
+  end
+  
+  AddCaption(loc("+ ") .. factor .. loc(" ammo"), msgColor, capgrpMessage)
+
+  AddAmmo(CurHog, randUtility, GetAmmoCount(CurHog, randUtility) +factor)
+  local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) +cratePickupGap, vgtAmmo, 0, true)
+  -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+  SetVisualGearValues(effect, nil, nil, nil, nil, nil, randUtility, nil, nil, nil, msgColor)
+end
+
+function onPickupCrate(crate)
+  local pos = GetGearPos(crate)
+
+  -- Check if the crate is fake
+  if pos % posCaseDummy >= 1 then
+    if pos % posCaseDummy == posCaseAmmo then
+      onWeaponCratePickup()
+    elseif pos % posCaseDummy == posCaseHealth then
+      onHealthCratePickup()
+    elseif pos % posCaseDummy == posCaseUtility then
+      onUtilityCratePickup()
+    end
+  end
+end
+
+function RandomTurnEvents()
+  if GetRandom(100) < weaponCrateChance then
+    SpawnFakeAmmoCrate(0, 0, false, false)
+    return 5000
+  elseif GetRandom(100) < utilCrateChance then
+    SpawnFakeUtilityCrate(0, 0, false, false)
+    return 5000
+  elseif GetRandom(100) < healthCrateChance then
+    SpawnFakeHealthCrate(0, 0, false, false)
+    return 5000
+  end
+  return 0
+end
+
+--[[
+  ##############################################################################
+  ### SUDDEN DEATH FUNCTIONS                                                 ###
+  ##############################################################################
+]]--
+
+function onSuddenDeathDamage(hog)
+  local hp = GetHealth(hog)
+  local maxHp = getHogInfo(hog, 'maxHp')
+  local newHp = 0
+  local hpDec = 0
+  local hpPer = div(hp * 100, maxHp)
+
+  if hp > 1 then
+    local msgColor = GetClanColor(GetHogClan(hog))
+    if hpPer <= 25 then
+      newHp = hp -2
+    elseif hpPer <= 50 then
+      newHp = hp -3
+    elseif hpPer <= 75 then
+      newHp = hp -4
+    elseif hpPer <= 100 then
+      newHp = hp -5
+    elseif hpPer <= 125 then
+      newHp = hp -6
+    elseif hpPer <= 150 then
+      newHp = hp -7
+    else
+      newHp = div(hp * 93, 100)
+    end
+
+    if newHp <= 0 then
+      newHp = 1
+    end
+
+    hpDec = hp - newHp
+
+    SetHealth(hog, newHp)
+    local effect = AddVisualGear(GetX(hog), GetY(hog) +cratePickupGap, vgtHealthTag, hpDec, false)
+    SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, msgColor)
+  end
+end
+
+function onSuddenDeathTurn()
+  runOnGears(onSuddenDeathDamage)
+end
+
+function onSuddenDeath()
+  suddenDeath = true
+
+  healthCrateChance = healthCrateChanceSD
+  utilCrateChance = utilCrateChanceSD
+  weaponCrateChance = weaponCrateChanceSD
+
+  if mode == 'highland' then
+    highEnemyKillHPBonus = highEnemyKillHPBonus +5
+    highFriendlyKillHPBonus = highFriendlyKillHPBonus +10
+  end
+
+  if mode ~= 'points' then
+    for key, val in pairs(variants) do
+      if not variants[key]["special"] then
+        variants[key]["weaponLimit"] = variants[key]["weaponLimit"] +1
+      end
+    end
+  end
+
+  if mode ~= 'points' then
+    for hog, val in pairs(hogInfo) do
+      hogInfo[hog]['weapons'] = {}
+      hogInfo[hog]['helpers'] = {}
+    end
+    
+    runOnGears(setupHogTurn)
+  end
+end
+
+--[[
+  ##############################################################################
+  ### GEAR TRACKING FUNCTIONS                                                ###
+  ##############################################################################
+]]--
+
+function onGearAdd(gear)
+  local gearType = GetGearType(gear)
+  
+  if gearType == gtHedgehog then
+    trackGear(gear)
+  elseif gearType == gtRCPlane then
+    -- Limit bombs to 1 until 0.9.23 is released
+    SetHealth(gear, 1)
+  elseif gearType == gtAirBomb then
+    -- gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom
+    SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 15)
+  elseif gearType == gtCake then
+    -- gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom
+    SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 50)
+  elseif gearType == gtDEagleShot then
+    -- gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom
+    SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 12)
+  end
+end
+
+function onHighlandKill(gear)
+  local deathVar = getHogInfo(gear, 'variant')
+  local killVar = getHogInfo(CurHog, 'variant')
+  local bonAmmo = {}
+  local deathMaxHP = getHogInfo(gear, 'maxHp')
+  local curHP = GetHealth(CurHog)
+  local newHP = 0
+  local hpDiff = 0
+  local addAmmo = false
+
+  -- Killer hog is dead! Don't do anything
+  if curHP == nil or curHP <= 0 then
+    return
+  end
+
+  -- Killer and victim is equal! Don't do anything
+  if CurHog == gear then
+    return
+  end
+
+  -- Hog drowned because of water, not enemy
+  if LastWaterLine ~= WaterLine then
+    return
+  end
+
+  -- Enemy kill! Add weapons to pool and to hog
+  if getHogInfo(gear, 'clan') ~= getHogInfo(CurHog, 'clan') then
+
+    -- Initialize weapons if required
+    if highWeapons[CurHog] == nil then
+      highWeapons[CurHog] = {}
+    end
+
+    if highHelpers[CurHog] == nil then
+      highHelpers[CurHog] = {}
+    end
+
+    -- If not a special hog, use the victims weapons
+    if variants[deathVar]['special'] == false then
+      bonAmmo = variants[deathVar]['weapons']
+
+      if suddenDeath == true then
+        ammoCount = highPickupSDCount
+      else
+        ammoCount = highPickupCount
+      end
+
+      -- Check if hog already got bonus weapons
+      if table.getn(highWeapons[CurHog]) == 0 and highHasBonusWeps == false then
+        highHasBonusWeps = true
+        addAmmo = true
+      end
+
+      -- Pass turn bonus weapons to hog pool
+      for key, val in pairs(bonAmmo) do
+        local idx = table.getn(highWeapons[CurHog]) +1
+        highWeapons[CurHog][idx] = val
+      end
+    -- It's a special hog, use special pool
+    else
+      bonAmmo = highSpecialBonus
+
+      ammoCount = 1
+
+      -- Check if hog already got bonus helpers
+      if table.getn(highWeapons[CurHog]) == 0 and highHasBonusHelp == false then
+        highHasBonusHelp = true
+        addAmmo = true
+      end
+
+      -- Pass turn bonus weapons to hog pool
+      for key, val in pairs(highSpecialPool) do
+        local idx = table.getn(highHelpers[CurHog]) +1
+        highHelpers[CurHog][idx] = val
+      end
+    end
+
+    if addAmmo then
+      local i = 1
+      while i <= ammoCount and #bonAmmo > 0 do
+        local randAmmo = GetRandom(#bonAmmo) +1
+        local randAmmoType = bonAmmo[randAmmo]
+
+        -- Remove the randomized weapon so it cannot be picked up twice
+        table.remove(bonAmmo, randAmmo)
+
+        AddAmmo(CurHog, randAmmoType, GetAmmoCount(CurHog, randAmmoType) +1)
+
+        local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) + (cratePickupGap * i), vgtAmmo, 0, true)
+        -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+        SetVisualGearValues(effect, nil, nil, nil, nil, nil, randAmmoType, nil, nil, nil, nil)
+
+        i = i +1
+      end
+    end
+
+    hpDiff = div(deathMaxHP * highEnemyKillHPBonus, 100)
+    newHP = curHP + hpDiff
+    SetHealth(CurHog, newHP)
+
+    local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) - cratePickupGap, vgtHealthTag, hpDiff, false)
+    -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+    SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(CurHog)))
+  -- Friendly fire! Remove all weapons and helpers from pool
+  else
+    highWeapons[CurHog] = {}
+    highHelpers[CurHog] = {}
+
+    hpDiff = div(deathMaxHP * highFriendlyKillHPBonus, 100)
+    newHP = curHP - hpDiff
+    if newHP > 0 then
+      SetHealth(CurHog, newHP)
+    else
+      SetHealth(CurHog, 0)
+    end
+
+    local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) - cratePickupGap, vgtHealthTag, hpDiff, false)
+    -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+    SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(CurHog)))
+  end
+end
+
+function onKingDeath(KingHog)
+  local team = getHogInfo(KingHog, 'team')
+  local msgColor = getHogInfo(KingHog, 'clanColor')
+
+  AddCaption(team .. loc("s king died"), msgColor, capgrpGameState)
+  PlaySound(sndByeBye)
+  DismissTeam(team)
+
+  -- for hog, val in pairs(hogInfo) do
+  --   if getHogInfo(hog, 'team') == team then
+  --     hp = GetHealth(hog)
+  --     if hp ~= nil and hp > 0 then
+  --       SetState(KingHog, gstHHDeath)
+  --       SetHealth(hog, 0)
+  --       SetGearValues(hog, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0)
+  --     end
+  --   end
+  -- end
+end
+
+function onPointsKill(gear)
+  local deathVar = getHogInfo(gear, 'variant')
+  local killVar = getHogInfo(CurHog, 'variant')
+  local deathClan = getHogInfo(gear, 'clan')
+  local killClan = getHogInfo(CurHog, 'clan')
+  local team = getHogInfo(CurHog, 'team')
+
+  local curHP = GetHealth(CurHog)
+
+  -- Killer hog is dead! Don't do anything
+  if curHP == nil or curHP <= 0 then
+    return
+  end
+
+  -- Hog drowned because of water, not enemy
+  if LastWaterLine ~= WaterLine then
+    return
+  end
+
+  -- Same clan, friendly kill, skip
+  if killClan == deathClan then
+    return
+  end
+
+  pointsPerTeam[team]['weapons'] = pointsPerTeam[team]['weapons'] + 2
+  pointsPerTeam[team]['helpers'] = pointsPerTeam[team]['helpers'] + 1
+
+  local effect = AddVisualGear(GetX(CurHog) - (cratePickupGap / 2), GetY(CurHog), vgtHealthTag, 2, false)
+  -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+  SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFFFFFFFF)
+
+  local effect = AddVisualGear(GetX(CurHog) + (cratePickupGap / 2), GetY(CurHog), vgtHealthTag, 1, false)
+  -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+  SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0x444444FF)
+end
+
+function onGearDelete(gear)
+  trackDeletion(gear)
+
+  if GetGearType(gear) == gtCase and band(GetGearMessage(gear), gmDestroy) ~= 0 then
+    onPickupCrate(gear)
+  end
+
+  if GetGearType(gear) == gtHedgehog then
+    if mode ~= 'points' then
+      hogInfo[gear]['weapons'] = {}
+      hogInfo[gear]['helpers'] = {}
+    end
+
+    -- If dying gear is a hog and mode is highland, check for kills
+    if mode == 'highland' then
+      onHighlandKill(gear)
+    -- If current hog is dying and we are on points mode, we need to save the unused weapons/helpers
+    elseif mode == 'points' and CurHog == gear then
+      savePoints(gear)
+    elseif mode == 'points' and CurHog ~= gear then
+      onPointsKill(gear)
+    end
+
+    if mode == 'king' and getHogInfo(gear, 'variant') == 'King' then
+      onKingDeath(gear)
+    end
+  end
+end
+
+--[[
+  ##############################################################################
+  ### TURN BASED FUNCTIONS                                                   ###
+  ##############################################################################
+]]--
+
+function calcKingHP()
+  local teamKings = {}
+  local teamHealth = {}
+
+  for hog, val in pairs(hogInfo) do
+    local hp = GetHealth(hog)
+
+    if hp ~= nil and hp > 0 then
+      local team = getHogInfo(hog, 'team')
+
+      if teamHealth[team] == nil then
+        teamHealth[team] = 0
+      end
+
+      if getHogInfo(hog, 'variant') == 'King' then
+        teamKings[team] = hog
+      else
+        teamHealth[team] = teamHealth[team] + hp
+      end
+    end
+  end
+
+  for team, hog in pairs(teamKings) do
+    local hp = GetHealth(hog)
+    local newHP = div(teamHealth[team] * kingLinkPerc, 100)
+    local diff = newHP - hp
+
+    -- Set hitpoints to 1 if no other hog is alive or only has 1 hitpoint
+    if newHP <= 0 then
+      newHP = 1
+      diff = 0
+    end
+
+    if diff < 0 then
+      diff = -diff
+    end
+
+    if hp ~= newHP then
+      SetHealth(hog, newHP)
+      local effect = AddVisualGear(GetX(hog), GetY(hog) - cratePickupGap, vgtHealthTag, diff, false)
+      -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+      SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(hog)))
+    end
+  end
+end
+
+function setupHogTurn(hog)
+  clearHogAmmo(hog)
+  addTurnAmmo(hog)
+end
+
+function onTurnEnd()
+  local anyHog = nil
+  for team, val in pairs(teamNames) do
+    -- Count amount of alive hogs in team
+    local c = 0
+    for idx, hog in pairs(teamHogs[team]) do
+      if GetHealth(hog) ~= nil then
+        anyHog = hog
+        c = c + 1
+      end
+    end
+
+    -- Only one hog left, unfreeze the hog
+    if c == 1 then
+      if GetHealth(anyHog) ~= nil then
+        SetEffect(anyHog, heFrozen, 0)
+      end
+    end
+  end
+
+  -- When we are on points mode count remaining weapon/helper points
+  if mode == 'points' and GetHealth(CurHog) ~= nil then
+    savePoints(CurHog)
+  end
+
+  -- Run random turn events
+  RandomTurnEvents()
+end
+
+function savePoints(hog)
+  local team = getHogInfo(hog, 'team')
+  local hogWepPoints = 0
+  local hogHlpPoints = 0
+
+  for ammoType=0,amAirMine do
+    local ammoCount = GetAmmoCount(hog, ammoType)
+
+    if pointsWeaponVal[ammoType] ~= nil then
+      hogWepPoints = hogWepPoints + (pointsWeaponVal[ammoType] * ammoCount)
+    elseif pointsHelperVal[ammoType] ~= nil then
+      hogHlpPoints = hogHlpPoints + (pointsHelperVal[ammoType] * ammoCount)
+    end
+  end
+
+  local wepWoTax = pointsPerTeam[team]['weaponsFix']
+  local hlpWoTax = pointsPerTeam[team]['helpersFix']
+  local wepToTax = 0
+  local hlpToTax = 0
+
+  if hogWepPoints <= wepWoTax then
+    wepWoTax = hogWepPoints
+  else
+    wepToTax = hogWepPoints - wepWoTax
+  end
+
+  if hogHlpPoints <= hlpWoTax then
+    hlpWoTax = hogHlpPoints
+  else
+    hlpToTax = hogHlpPoints - hlpWoTax
+  end
+
+  if suddenDeath == false then
+    pointsPerTeam[team]['weapons'] = pointsPerTeam[team]['weaponsRem'] + wepWoTax + div(wepToTax * pointsKeepPerc, 100)
+    pointsPerTeam[team]['helpers'] = pointsPerTeam[team]['helpersRem'] + hlpWoTax + div(hlpToTax * pointsKeepPerc, 100)
+  else
+    pointsPerTeam[team]['weapons'] = pointsPerTeam[team]['weaponsRem'] + wepWoTax + div(wepToTax * pointsKeepSDPerc, 100)
+    pointsPerTeam[team]['helpers'] = pointsPerTeam[team]['helpersRem'] + hlpWoTax + div(hlpToTax * pointsKeepSDPerc, 100)
+  end
+
+  local effect = AddVisualGear(GetX(hog) - (cratePickupGap / 2), GetY(hog), vgtHealthTag, pointsPerTeam[team]['weapons'], false)
+  -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+  SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFFFFFFFF)
+
+  local effect = AddVisualGear(GetX(hog) + (cratePickupGap / 2), GetY(hog), vgtHealthTag, pointsPerTeam[team]['helpers'], false)
+  -- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
+  SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0x444444FF)
+end
+
+function onPointsTurn()
+  local hogWepPoints = 0
+  local hogHlpPoints = 0
+
+  if suddenDeath == false then
+    pointsPerTeam[LastTeam]['weapons'] = pointsPerTeam[LastTeam]['weapons'] + pointsWepTurn
+    pointsPerTeam[LastTeam]['helpers'] = pointsPerTeam[LastTeam]['helpers'] + pointsHlpTurn
+
+    if pointsPerTeam[LastTeam]['weapons'] > pointsWepMax then
+      pointsPerTeam[LastTeam]['weapons'] = pointsWepMax
+    end
+
+    if pointsPerTeam[LastTeam]['helpers'] > pointsHlpMax then
+      pointsPerTeam[LastTeam]['helpers'] = pointsHlpMax
+    end
+  else
+    pointsPerTeam[LastTeam]['weapons'] = pointsPerTeam[LastTeam]['weapons'] + pointsWepSDTurn
+    pointsPerTeam[LastTeam]['helpers'] = pointsPerTeam[LastTeam]['helpers'] + pointsHlpSDTurn
+
+    if pointsPerTeam[LastTeam]['weapons'] > pointsWepSDMax then
+      pointsPerTeam[LastTeam]['weapons'] = pointsWepSDMax
+    end
+
+    if pointsPerTeam[LastTeam]['helpers'] > pointsHlpSDMax then
+      pointsPerTeam[LastTeam]['helpers'] = pointsHlpSDMax
+    end
+  end
+
+  -- Take the first alive hog from LastTeam and setup new weapons and helpers
+  -- Since the weapons and helpers are shared the whole team, this is sufficent
+  for idx, teamHog in pairs(teamHogs[LastTeam]) do
+    if GetHealth(teamHog) ~= nil then
+      clearHogAmmo(teamHog)
+      addTurnAmmo(teamHog)
+      break
+    end
+  end
+end
+
+function onNewTurn()
+  LastHog = CurHog
+  LastTeam = CurTeam
+  CurHog = CurrentHedgehog
+  CurTeam = getHogInfo(CurHog, 'team')
+  TurnEnded = false
+
+  if suddenDeath == true then
+    onSuddenDeathTurn()
+  else
+    AddCaption(loc("Round #") .. (TotalRounds +1).. loc(" (SD on #") .. (SuddenDeathTurns +2) .. ")", getHogInfo(CurHog, 'clanColor'),  capgrpGameState)
+  end
+
+  -- Generate new weapons for last hog if it's still alive
+  if LastHog ~= nil and LastHog ~= CurHog then
+    if mode == 'points' then
+      onPointsTurn()
+    else
+      hogInfo[LastHog]['weapons'] = {}
+      hogInfo[LastHog]['helpers'] = {}
+      setupHogTurn(LastHog)
+    end
+  end
+
+  -- Recalculate the kings hp if required
+  if mode == 'king' then
+    calcKingHP()
+  end
+
+  if mode == 'highland' then
+    highHasBonusWeps = false
+    highHasBonusHelp = false
+  end
+
+  -- Set LastWaterLine to the current water line
+  LastWaterLine = WaterLine
+end
+
+function onGameTick20()
+  if TurnEnded == false and TurnTimeLeft <= 0 then
+    TurnEnded = true
+    onTurnEnd()
+  end
+end
+
+--[[
+  ##############################################################################
+  ### GAME START FUNCTIONS                                                   ###
+  ##############################################################################
+]]--
+
+function onAmmoStoreInit()
+  local lastNum = amAirMine
+
+  for val=0,lastNum do
+    SetAmmo(val, 0, 0, 0, 0)
+  end
+end
+
+function onParameters()
+  parseParams()
+
+  if params['mode'] ~= nil then
+    mode = params['mode']
+  end
+
+  if params['mutate'] ~= nil then
+    mutate = params['mutate']
+  end
+
+  if params['strength'] ~= nil and tonumber(params['strength']) > 0 then
+    strength = tonumber(params['strength'])
+    -- Highland
+    if mode == 'highland' then
+      highPickupCount = highPickupCount * strength
+      highPickupSDCount = highPickupSDCount * strength
+      highHelperCount = highHelperCount * strength
+      highHelperSDCount = highHelperSDCount * strength
+    -- Points
+    elseif mode == 'points' then
+      pointsWepBase = pointsWepBase * strength
+      pointsHlpBase = pointsHlpBase * strength
+      pointsWepTurn = pointsWepTurn * strength
+      pointsHlpTurn = pointsHlpTurn * strength
+      pointsWepMax = pointsWepMax * strength
+      pointsHlpMax = pointsHlpMax * strength
+      pointsWepSDTurn = pointsWepSDTurn * strength
+      pointsHlpSDTurn = pointsHlpSDTurn * strength
+      pointsWepSDMax = pointsWepSDMax * strength
+      pointsHlpSDMax = pointsHlpSDMax * strength
+    -- Either king or normal mode, change variants
+    else
+      for name, data in pairs(variants) do
+        variants[name]["weaponLimit"] = variants[name]["weaponLimit"] * strength
+        variants[name]["helperLimit"] = variants[name]["helperLimit"] * strength
+      end
+    end
+  end
+
+  if params['luck'] ~= nil and tonumber(params['luck']) > 0 then
+    luck = tonumber(params['luck'])
+
+    healthCrateChance = div(healthCrateChance * luck, 100)
+    utilCrateChance = div(utilCrateChance * luck, 100)
+    weaponCrateChance = div(weaponCrateChance * luck, 100)
+
+    healthCrateChanceSD = div(healthCrateChanceSD * luck, 100)
+    utilCrateChanceSD = div(utilCrateChanceSD * luck, 100)
+    weaponCrateChanceSD = div(weaponCrateChanceSD * luck, 100)
+
+    emptyCrateChance = div(emptyCrateChance * 100, luck)
+    bonusCrateChance = div(bonusCrateChance * luck, 100)
+  end
+end
+
+function onGameStart()
+  -- If we are not on points mode, we start randomizing everything
+  if mode ~= 'points' then
+    if GetGameFlag(gfBorder) or MapHasBorder() then
+      variants["Air-General"] = nil
+      variants['Athlete'] = nil
+    end
+
+    if mode == 'king' then
+      variants['King']['chance'] = 0
+    end
+
+    for i=1,8 do
+      addRandomVariantToTeam("all")
+    end
+
+    -- Translate randomized team to a flat group
+    group['all'] = {}
+    for key, val in pairs(counter["all"]) do
+      for i=1, counter["all"][key] do
+        table.insert(group['all'], key)
+      end
+    end
+
+    -- Shuffle group for more randomness
+    shuffle(group['all'])
+  -- We are in points mode, setup other weapons
+  elseif mode == 'points' then
+    --variants['King']['chance'] = 0
+    --if variants['Air-General'] ~= nil then
+    --  variants['Air-General']['chance'] = 0
+    --end
+
+    -- Translate [ammo] -> points to [points] -> {ammo1, ammo2}
+    for ammoType, ammoPoints in pairs(pointsWeaponVal) do
+      if pointsToWep[ammoPoints] == nil then
+        pointsToWep[ammoPoints] = {}
+      end
+
+      table.insert(pointsToWep[ammoPoints], ammoType)
+    end
+
+    for ammoType, ammoPoints in pairs(pointsHelperVal) do
+      if pointsToHlp[ammoPoints] == nil then
+        pointsToHlp[ammoPoints] = {}
+      end
+
+      table.insert(pointsToHlp[ammoPoints], ammoType)
+    end
+
+    for points, ammoList in pairs(pointsToWep) do
+      table.insert(wepPoints, points)
+    end
+
+    for points, ammoList in pairs(pointsToHlp) do
+      table.insert(hlpPoints, points)
+    end
+
+    table.sort(wepPoints)
+    table.sort(hlpPoints)
+
+    -- All done, sort the table
+    --table.sort(pointsToWep)
+    --table.sort(pointsToHlp)
+  end
+
+  -- Initial Hog Setup
+  runOnGears(countTeamHogs)
+
+  for key, val in pairs(teamNames) do
+    if mode == 'points' then
+      pointsPerTeam[key] = {}
+      pointsPerTeam[key]['weapons'] = pointsWepBase
+      pointsPerTeam[key]['helpers'] = pointsHlpBase
+    else
+      setTeamHogs(key)
+    end
+  end
+
+  runOnGears(setHogInfo)
+  
+  if mode ~= 'points' then
+    runOnGears(setHogVariant)
+    runOnGears(setupHogTurn)
+    if mutate ~= false and mutate ~= 'false' then
+      runOnGears(MutateHog)
+    end
+  end
+
+  if mode == 'points' then
+    for key, val in pairs(teamNames) do
+      clearHogAmmo(teamHogs[key][1])
+      addTurnAmmo(teamHogs[key][1])
+    end
+  end
+
+  if mode == 'king' then
+    calcKingHP()
+  end
+
+  local txt = ''
+  local icon = 0
+
+  if mode ~= 'points' then
+    txt = txt .. loc("Variants: Hogs will be randomized from 12 different variants|")
+    txt = txt .. loc("Weapon: Hogs will get 1 out of 3 weapons randomly each turn|")
+    txt = txt .. loc("Helper: Hogs will get 1 out of 2 helpers randomly each turn|")
+    txt = txt .. loc("Crates: Crates spawn randomly with chance of being empty|")
+    txt = txt .. loc("Hogs: Less than 25% base hp gives +Kamikaze|")
+    txt = txt .. loc("Flags: Unlimited Ammo, Per Hog Ammo|")
+  else
+    txt = txt .. loc("Crates: Crates spawn randomly with chance of being empty|")
+    txt = txt .. loc("Flags: Unlimited Ammo, Shared Team Ammo|")
+  end
+
+  if luck ~= 100 then
+    txt = txt .. loc("Luck: ") .. luck .. loc("% (modifier for crates)|")
+  end
+
+  if strength > 1 then
+    txt = txt .. loc("Strength: ") .. strength .. loc(" (multiplier for ammo)|")
+  end
+
+  if mode == 'highland' then
+    txt = txt .. loc(" |")
+    txt = txt .. loc("--- Highland --- |")
+    txt = txt .. loc("Enemy kills: Collect victims weapons and + ") .. highEnemyKillHPBonus .. loc(" % of its base health|")
+    txt = txt .. loc("Friendly kills: Clears killers pool and - ") .. highFriendlyKillHPBonus .. loc(" % of its base health|")
+    txt = txt .. loc("Turns: Hogs get ") .. highPickupCount .. loc(" random weapon(s) from their pool|")
+    txt = txt .. loc("Hint: Kills wont transfer a hogs pool to the killers pool|")
+    txt = txt .. loc("Specials: Kings and Air-General drop helpers, not weapons|")
+    icon = 1 -- Target
+  elseif mode == 'king' then
+    txt = txt .. loc(" |")
+    txt = txt .. loc("--- King --- |")
+    txt = txt .. loc("Variants: The last hog of each team will be a king|")
+    txt = txt .. loc("Turns: Kings health are set to ") .. kingLinkPerc .. loc("% of the team health|")
+    icon = 0 -- Golen Crown
+  elseif mode == 'points' then
+    txt = txt .. loc(" |")
+    txt = txt .. loc("--- Points --- |")
+    txt = txt .. loc("Variants: Disables King and Air-General|")
+    txt = txt .. loc("Weapons: Every team starts with ") .. pointsWepBase .. loc(" weapon points|")
+    txt = txt .. loc("Helpers: Every team starts with ") .. pointsHlpBase .. loc(" helper points|")
+    txt = txt .. loc("Turns: Refills ") .. pointsWepTurn .. loc(" weapon and ") .. pointsHlpTurn .. loc(" helper points|")
+    txt = txt .. loc(" and randomizes weapons and helpers based on team points|")
+    icon = 4 -- Golden Star
+  else
+    icon = -amGrenade -- Grenade
+  end
+
+  --txt = txt .. "Switch: Max. 3 times a game per team, cooldown of 5 turns|"
+  txt = txt .. loc(" |")
+  txt = txt .. loc("--- Sudden Death --- |")
+  txt = txt .. loc("Weapons: +Kamikaze, +1 for nearly every hog variant|")
+  txt = txt .. loc("Crates: Crates spawn more frequently with higher chance of bonus|")
+  txt = txt .. loc("Water: Rises by 37 per Round|")
+  txt = txt .. loc("Hogs: Loose up to 7% base hp per turn|")
+
+  if mode == 'default' then
+    txt = txt .. loc(' |')
+    txt = txt .. loc('--- Hint ---|')
+    txt = txt .. loc('Modes: Activate highland, king or points mode by putting mode=<name>|')
+    txt = txt .. loc(' into the script params|')
+  end
+
+  if mode == 'highland' then
+    txt = txt .. loc("Highland: Hogs get ") .. highPickupSDCount .. loc(" random weapons from their pool|")
+  end
+
+  ShowMission(loc("Battalion v") .. version, loc("Less tools, more fun.") .. " (by Anachron)", txt, icon, 1000)
+
+  -- Tell the user about the amount of rounds until sudden death
+  AddCaption(loc("SuddenDeathTurns set to ") .. (SuddenDeathTurns +2), 0x808080,  capgrpGameState)
+end
+
+function onGameInit()
+  --[[ CONFIGURATEABLE FOR PLAYERS ]]--
+  --[[ ONCE IT HAS BEEN ADDED TO HW ]]--
+
+  --[[ REQUIRED CONFIGURATIONS ]]--
+
+  WaterRise = 37 -- Water rises by 37
+  HealthDecrease = 0 -- No health decrease by game, script with 7%
+  CaseFreq = 0 -- don't spawn crates
+
+  -- Removed gfResetWeps to see weapons next turn
+  EnableGameFlags(gfInfAttack)
+  DisableGameFlags(gfResetWeps)
+
+  if mode ~= 'points' then
+    EnableGameFlags(gfPerHogAmmo)
+  else
+    DisableGameFlags(gfPerHogAmmo)
+  end
+end