share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/fruit03.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Fri, 30 Aug 2013 05:47:00 +0300
branchspacecampaign
changeset 9598 5c378d7d2e4d
parent 9597 83fa1ba837b8
child 9599 504a41e1a27a
permissions -rw-r--r--
image, description and hats

------------------- ABOUT ----------------------
--
-- Hero has get into an Red Strawberies ambush
-- He has to eliminate the enemies by using limited
-- ammo of sniper rifle and watermelon

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

----------------- VARIABLES --------------------
-- globals
local missionName = loc("Precise shooting")
local timeLeft = 10000
local lastWeaponUsed = amSniperRifle
local challengeObjectives = loc("Use your available weapons in order to eliminate the enemies").."|"..
	loc("You can only use the Sniper Rifle or the Watermelon bomb").."|"..
	loc("You'll have only 2 watermelon bombs during the game").."|"..
	loc("You'll get an extra Sniper Rifle every time you kill an enemy hog with a limit of max 3 rifles").."|"..
	loc("You'll get an extra Teleport every time you kill an enemy hog with a limit of max 2 teleports").."|"..
	loc("The first turn will last 25 sec and every other turn 15 sec").."|"..
	loc("If you skip the game your time left will be added to your next turn").."|"..
	loc("Some parts of the land are indestructible")
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
	[dialog01] = {missionName, loc("Challenge Objectives"), challengeObjectives, 1, 4500},
}
-- hogs
local hero = {
	name = loc("Hog Solo"),
	x = 1100,
	y = 560
}
local enemiesOdd = {
	{name = "Hog 1", x = 2000 , y = 175},
	{name = "Hog 3", x = 1950 , y = 1110},
	{name = "Hog 5", x = 1270 , y = 1480},
	{name = "Hog 7", x = 240 , y = 790},
	{name = "Hog 9", x = 620 , y = 1950},
	{name = "Hog 11", x = 720 , y = 1950},
	{name = "Hog 13", x = 1620 , y = 1950},
	{name = "Hog 15", x = 1720 , y = 1950},
}
local enemiesEven = {
	{name = "Hog 2", x = 660, y = 140},
	{name = "Hog 4", x = 1120, y = 1250},
	{name = "Hog 6", x = 1290, y = 1250},
	{name = "Hog 8", x = 820, y = 1950},
	{name = "Hog 10", x = 920, y = 1950},
	{name = "Hog 12", x = 1820, y = 1950},
	{name = "Hog 14", x = 1920, y = 1950},
	{name = "Hog 16", x = 1200, y = 560},
}
-- teams
local teamA = {
	name = loc("Hog Solo"),
	color = tonumber("38D61C",16) -- green
}
local teamB = {
	name = loc("RS1"),
	color = tonumber("FF0000",16) -- red
}
local teamC = {
	name = loc("RS2"),
	color = tonumber("FF0000",16) -- red
}

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

function onGameInit()
	GameFlags = gfDisableWind + gfInfAttack
	Seed = 1
	TurnTime = 15000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	Map = "fruit03_map"
	Theme = "Fruit"
	
	-- 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
	local hats = { "Bandit", "fr_apple", "fr_banana", "fr_lemon", "fr_orange",
					"fr_pumpkin", "Gasmask", "NinjaFull", "NinjaStraight", "NinjaTriangle" }
	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
	for i=1,table.getn(enemiesEven) do
		enemiesEven[i].gear = AddHog(enemiesEven[i].name, 1, 100, hats[math.random(1,table.getn(hats))])
		AnimSetGearPosition(enemiesEven[i].gear, enemiesEven[i].x, enemiesEven[i].y)
	end	
	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
	for i=1,table.getn(enemiesOdd) do
		enemiesOdd[i].gear = AddHog(enemiesOdd[i].name, 1, 100, hats[math.random(1,table.getn(hats))])
		AnimSetGearPosition(enemiesOdd[i].gear, enemiesOdd[i].x, enemiesOdd[i].y)
	end
	
	initCheckpoint("fruit03")
	
	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, amTeleport, 2)
	AddAmmo(hero.gear, amSniperRifle, 2)
	AddAmmo(hero.gear, amWatermelon, 2)
	--enemies ammo
	AddAmmo(enemiesOdd[1].gear, amDEagle, 100)
	AddAmmo(enemiesOdd[1].gear, amSniperRifle, 100)
	AddAmmo(enemiesOdd[1].gear, amWatermelon, 1)
	AddAmmo(enemiesOdd[1].gear, amGrenade, 5)
	AddAmmo(enemiesEven[1].gear, amDEagle, 100)
	AddAmmo(enemiesEven[1].gear, amSniperRifle, 100)
	AddAmmo(enemiesEven[1].gear, amWatermelon, 1)
	AddAmmo(enemiesEven[1].gear, amGrenade, 5)
	
	SendHealthStatsOff()
	AddAnim(dialog01)
end

function onNewTurn()
	if CurrentHedgehog == hero.gear then
		if GetAmmoCount(hero.gear, amSkip) == 0 then
			TurnTimeLeft = TurnTime + timeLeft
			AddAmmo(hero.gear, amSkip, 1)
		end
		timeLeft = 0
	end
	turnHogs()
end

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

function onGameTick20()
	if CurrentHedgehog == hero.gear and TurnTimeLeft ~= 0 then
		timeLeft = TurnTimeLeft
	end
end

function onGearDelete(gear)	
	if (gear > hero.gear and gear <= enemiesOdd[table.getn(enemiesOdd)].gear) or 
			(gear > hero.gear and gear <= enemiesEven[table.getn(enemiesEven)].gear) then
		local availableTeleports = GetAmmoCount(hero.gear,amTeleport)
		local availableSniper = GetAmmoCount(hero.gear,amSniperRifle)
		if availableTeleports < 2 then
			AddAmmo(hero.gear, amTeleport, availableTeleports + 1 )
		end
		if availableSniper < 3 then
			AddAmmo(hero.gear, amSniperRifle, availableSniper + 1 )
		end
	end
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 enemies = enemiesOdd
	for i=1,table.getn(enemiesEven) do
		table.insert(enemies, enemiesEven[i])
	end
	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 ------------------

-- game ends anyway but I want to sent custom stats probably...
function heroDeath(gear)
	SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1
	SendStat('siCustomAchievement', loc("You have to eliminate all the enemies")) --11			
	SendStat('siCustomAchievement', loc("Read the Challenge Objectives from within the mission for more details")) --11		
	SendStat('siPlayerKills','1',teamB.name)
	SendStat('siPlayerKills','0',teamA.name)
	EndGame()
end

function heroWin(gear)
	SendStat('siGameResult', loc("Congratulations, you won!")) --1
	SendStat('siCustomAchievement', loc("You complete the mission in "..TotalRounds.." rounds")) --11			
	-- TODO SendStat('siCustomAchievement', loc("You will gain some extra ammo the next time you play the Getting to the device mission")) --11		
	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 Fruit Planet Hog Solo got lost..."), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("...and got ambushed by the Red Strawberies"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Use your available weapons in order to eliminate the enemies"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You can only use the Sniper Rifle or the Watermelon bomb"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You'll have only 2 watermelon bombs during the game"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You'll get an extra Sniper Rifle every time you kill an enemy hog with a limit of max 3 rifles"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("You'll get an extra Teleport every time you kill an enemy hog with a limit of max 2 teleports"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("The first turn will last 25 sec and every other turn 15 sec"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you skip the game your time left will be added to your next turn"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Some parts of the land are indestructible"), 5000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = startBattle, args = {hero.gear}})	
end

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

function turnHogs()
	if GetHealth(hero.gear) then
		for i=1,table.getn(enemiesEven) do
			if GetHealth(enemiesEven[i].gear) then
				if GetX(enemiesEven[i].gear) < GetX(hero.gear) then
					HogTurnLeft(enemiesEven[i].gear, false)
				elseif GetX(enemiesEven[i].gear) > GetX(hero.gear) then
					HogTurnLeft(enemiesEven[i].gear, true)
				end
			end
		end
		for i=1,table.getn(enemiesOdd) do
			if GetHealth(enemiesOdd[i].gear) then
				if GetX(enemiesOdd[i].gear) < GetX(hero.gear) then
					HogTurnLeft(enemiesOdd[i].gear, false)
				elseif GetX(enemiesOdd[i].gear) > GetX(hero.gear) then
					HogTurnLeft(enemiesOdd[i].gear, true)
				end
			end
		end
	end
end

function startBattle()
	AnimSwitchHog(enemiesOdd[table.getn(enemiesOdd)].gear)
	TurnTimeLeft = 0
	-- these 2 are needed in order hero has 10 sec more in the first turn
	timeLeft = 10000
	AddAmmo(hero.gear, amSkip, 0)
end