share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/death02.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Sun, 22 Sep 2013 17:37:57 +0300
branchspacecampaign
changeset 9644 4a19f25e86bf
parent 9642 8a691e0f117a
child 9758 3b8058b251b8
permissions -rw-r--r--
typo

------------------- ABOUT ----------------------
--
-- Hero has been surrounded my some space villains
-- He has to defeat them in order to escape

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")

----------------- VARIABLES --------------------
-- globals
local missionName = loc("Killing the specialists")
local challengeObjectives = loc("Use your available weapons in order to eliminate the enemies").."|"..
	loc("Each time you play this missions enemy hogs will play in a random order").."|"..
	loc("At the start of the game each enemy hog has only the weapon that he is named of").."|"..
	loc("A random hog will inherit the weapons of the deceased hogs").."|"..
	loc("If you kill a hog with the weapon your hp will be 100").."|"..
	loc("If you injure a hog you'll get 35% of the damage dealt").."|"..
	loc("Every time you kill an enemy hog your ammo will get reseted").."|"..
	loc("Rope won't get reseted")
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
	[dialog01] = {missionName, loc("Challenge Objectives"), challengeObjectives, 1, 4500},
}
-- hogs
local hero = {
	name = loc("Hog Solo"),
	x = 850,
	y = 460,
	mortarAmmo = 2,
	firepunchAmmo = 1,
	deagleAmmo = 4,
	bazookaAmmo = 2,
	grenadeAmmo = 4,
}
local enemies = {
	{ name = loc("Mortar"), x = 1890, y = 520, weapon = amMortar, additionalWeapons = {}},
	{ name = loc("Desert Eagle"), x = 1390, y = 790, weapon = amDEagle, additionalWeapons = {}},
	{ name = loc("Grenade"), x = 186, y = 48, weapon = amGrenade, additionalWeapons = {}},
	{ name = loc("Shoryuken"), x = 330, y = 270, weapon = amFirePunch, additionalWeapons = {}},
	{ name = loc("Bazooka"), x = 1950, y = 150, weapon = amBazooka, additionalWeapons = {}},
}
-- teams
local teamA = {
	name = loc("Hog Solo"),
	color = tonumber("38D61C",16) -- green
}
local teamB = {
	name = loc("5 deadly hogs"),
	color = tonumber("FF0000",16) -- red
}

-------------- LuaAPI EVENT HANDLERS ------------------

function onGameInit()
	Seed = 1
	TurnTime = 25000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	Map = "death02_map"
	Theme = "Hell"
	
	-- Hog Solo
	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
	AnimSetGearPosition(hero.gear, hero.x, hero.y)
	-- enemies
	shuffleHogs(enemies)
	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
	for i=1,table.getn(enemies) do
		enemies[i].gear = AddHog(enemies[i].name, 1, 100, "war_desertgrenadier1")
		AnimSetGearPosition(enemies[i].gear, enemies[i].x, enemies[i].y)
	end
	
	initCheckpoint("death02")
	
	AnimInit()
	AnimationSetup()
end

function onGameStart()
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)
	ShowMission(missionName, loc("Challenge Objectives"), challengeObjectives, -amSkip, 0)
	
	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
	AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0)

	--hero ammo
	AddAmmo(hero.gear, amSkip, 100)
	AddAmmo(hero.gear, amRope, 2)
	refreshHeroAmmo()

	SendHealthStatsOff()
	AddAnim(dialog01)
end

function onNewTurn()
	if CurrentHedgehog ~= hero.gear then
		enemyWeapons()
	end
end

function onGearDelete(gear)
	if isHog(gear) then
		SetHealth(hero.gear, 100)
		local deadHog = getHog(gear)
		if deadHog.weapon == amMortar then
			hero.mortarAmmo = 0
		elseif deadHog.weapon == amFirePunch then
			hero.firepunchAmmo = 0
		elseif deadHog.weapon == amDEagle then
			hero.deagleAmmo = 0
		elseif deadHog.weapon == amBazooka then
			hero.bazookaAmmo = 0
		elseif deadHog.weapon == amGrenade then
			hero.grenadeAmmo = 0
		end		
		local randomHog = math.random(1,table.getn(enemies))
		while not GetHealth(enemies[randomHog].gear) do
			randomHog = math.random(1,table.getn(enemies))
		end
		table.insert(enemies[randomHog].additionalWeapons, deadHog.weapon)
		for i=1,table.getn(deadHog.additionalWeapons) do
			table.insert(enemies[randomHog].additionalWeapons, deadHog.additionalWeapons[i])
		end
		refreshHeroAmmo()
	end
end

function onGearDamage(gear, damage)
	if isHog(gear) and GetHealth(hero.gear) then
		SetHealth(hero.gear, GetHealth(hero.gear) + damage/3)
	end
end

function onGameTick()
	AnimUnWait()
	if ShowAnimation() == false then
		return
	end
	ExecuteAfterAnimations()
	CheckEvents()
end

function onPrecise()
	if GameTime > 3000 then
		SetAnimSkip(true)   
	end
end

-------------- EVENTS ------------------

function onHeroDeath(gear)
	if not GetHealth(hero.gear) then
		return true
	end
	return false
end

function onHeroWin(gear)
	local allDead = true
	for i=1,table.getn(enemies) do
		if GetHealth(enemies[i].gear) then
			allDead = false
			break
		end
	end
	return allDead
end

-------------- ACTIONS ------------------

function heroDeath(gear)
	SendStat(siGameResult, loc("Hog Solo lost, try again!"))
	SendStat(siCustomAchievement, loc("You have to eliminate all the enemies"))			
	SendStat(siCustomAchievement, loc("Read the Challenge Objectives from within the mission for more details"))		
	SendStat(siPlayerKills,'1',teamB.name)
	SendStat(siPlayerKills,'0',teamA.name)
	EndGame()
end

function heroWin(gear)
	saveBonus(3, 4)
	SendStat(siGameResult, loc("Congratulations, you won!"))
	SendStat(siCustomAchievement, loc("You complete the mission in "..TotalRounds.." rounds"))			
	SendStat(siCustomAchievement, loc("The next 4 times you'll play the \"The last encounter\" mission you'll get 20 more hit points and a Laser Sight"))		
	SendStat(siPlayerKills,'1',teamA.name)
	EndGame()
end

-------------- ANIMATIONS ------------------

function Skipanim(anim)
	if goals[anim] ~= nil then
		ShowMission(unpack(goals[anim]))
    end
    startBattle()
end

function AnimationSetup()
	-- DIALOG 01 - Start, game instructions
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere in the Planet of Death..."), 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("...Hog Solo fights for his life"), 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Each time you play this missions enemy hogs will play in a random order"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("At the start of the game each enemy hog has only the weapon that he is named of"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("A random hog will inherit the weapons of the deceased hogs"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you kill a hog with the weapon your hp will be 100"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you injure a hog you'll get 35% of the damage dealt"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Every time you kill an enemy hog your ammo will get reseted"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Rope won't get reseted"), 2000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = startBattle, args = {hero.gear}})	
end

------------ Other Functions -------------------

function startBattle()
	AnimSwitchHog(hero.gear)
	TurnTimeLeft = TurnTime
end

function shuffleHogs(hogs)
    local hogsNumber = table.getn(hogs)
    for i=1,hogsNumber do
		local randomHog = math.random(hogsNumber)
		hogs[i], hogs[randomHog] = hogs[randomHog], hogs[i]
    end
end

function refreshHeroAmmo()
	local extraAmmo = 0
	if getAliveEnemiesCount() == 1 then
		extraAmmo = 2
	end
	AddAmmo(hero.gear, amMortar, hero.mortarAmmo + extraAmmo)
	AddAmmo(hero.gear, amFirePunch, hero.firepunchAmmo + extraAmmo)
	AddAmmo(hero.gear, amDEagle, hero.deagleAmmo + extraAmmo)
	AddAmmo(hero.gear, amBazooka, hero.bazookaAmmo + extraAmmo)
	AddAmmo(hero.gear, amGrenade, hero.grenadeAmmo + extraAmmo)
end

function enemyWeapons()
	for i=1,table.getn(enemies) do
		if GetHealth(enemies[i].gear) and enemies[i].gear == CurrentHedgehog then
			AddAmmo(enemies[i].gear, amMortar, 0)
			AddAmmo(enemies[i].gear, amFirePunch, 0)
			AddAmmo(enemies[i].gear, amDEagle, 0)
			AddAmmo(enemies[i].gear, amBazooka, 0)
			AddAmmo(enemies[i].gear, amGrenade, 0)
			AddAmmo(enemies[i].gear, enemies[i].weapon, 1)
			for w=1,table.getn(enemies[i].additionalWeapons) do
				AddAmmo(enemies[i].gear, enemies[i].additionalWeapons[w], 1)
			end
		end
	end
end

function isHog(gear)
	local hog = false
	for i=1,table.getn(enemies) do
		if gear == enemies[i].gear then
			hog = true
			break
		end
	end
	return hog
end

function getHog(gear)
	for i=1,table.getn(enemies) do
		if gear == enemies[i].gear then
			return enemies[i]
		end
	end
end

function getAliveEnemiesCount()
	local count = 0
	for i=1,table.getn(enemies) do
		if GetHealth(enemies[i].gear) then
			count = count + 1
		end
	end
	return count
end