share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/family.lua
author Wuzzy <Wuzzy2@mail.ru>
Thu, 26 Oct 2017 20:39:28 +0200
changeset 12776 7260e9b37b62
parent 12613 34685d3326a7
child 12794 bca911f8e804
permissions -rw-r--r--
ACF7: Set correct hog position after skipping start anim

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")

-----------------------------Map--------------------------------------
local map = 
{
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	"\16\0\6\245\196\15\214\7\112\0\15\207\7\129\196\16\0\8\4\0\15\245\7\80\196\16\4\7\207\0\15\221\5\85\196\16\11\5\184\0",
}
--------------------------------------------Constants------------------------------------
choiceAccepted = 1
choiceRefused = 2
choiceAttacked = 3

choiceEliminate = 1
choiceSpare = 2

leaksNum = 1
denseNum = 2
waterNum = 3
buffaloNum = 4
chiefNum = 5
girlNum = 6
wiseNum = 7

nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"), 
               loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
               loc("Wise Oak"), loc("Ramon"), loc("Spiky Cheese")
              }

nativeUnNames = {loc("Zork"), loc("Steve"), loc("Jack"),
                 loc("Lee"), loc("Elmo"), loc("Rachel"),
                 loc("Muriel")}

nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
              "tiara", "AkuAku", "rasta", "hair_yellow"}

nativePos = {{110, 1310}, {984, 1907}, {1040, 1907}}
nativePos2 = {196, 1499}

cyborgNames = {loc("Unit 0x0007"), loc("Hogminator"), loc("Carol"), 
               loc("Blender"), loc("Elderbot"), loc("Fiery Water")}
cyborgsDif = {2, 2, 2, 2, 2, 1}
cyborgsHealth = {45, 45, 45, 40, 40, 20}
cyborgPos = {945, 1216}
cyborgsNum = 6
cyborgsPos = {{2243, 1043}, {3588, 1227}, {2781, 1388},
              {3749, 1040}, {2475, 1338}, {3853, 881}}
cyborgsDir = {"Left", "Left", "Left", "Left", "Left", "Right"}

princessPos = {3737, 1181}
crateConsts = {}
reactions = {}

nativeMidPos = {1991, 841}
cyborgMidPos = {2109, 726}
nativeMidPos2 = {2250, 1071}
-----------------------------Variables---------------------------------
natives = {}
native = nil

cyborgs = {}
cyborg = nil

gearDead = {}
hedgeHidden = {}

startAnim = {}
midAnim = {}
princessFreedAnim = {}

freshDead = nil
crates = {}
cratesNum = 0

princessFreed = false
-----------------------------Animations--------------------------------
function EmitDenseClouds(dir)
  local dif
  if dir == "Left" then
    dif = 10
  else
    dif = -10
  end
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {natives[1], 800}})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {natives[1], 800}})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
end

function AnimationSetup()
  table.insert(startAnim, {func = AnimWait, args = {natives[1], 4000}})
  table.insert(startAnim, {func = AnimMove, args = {natives[1], "Right", unpack(nativePos2)}})
  if m5DeployedNum == leaksNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Those aliens are destroying the island!"), SAY_THINK, 5000}})
  elseif m5DeployedNum == denseNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Dude, all the plants are gone!"), SAY_THINK, 3500}})
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("What am I gonna...eat, yo?"), SAY_THINK, 3500}})
  elseif m5DeployedNum == girlNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Fell From Heaven is the best! Fell From Heaven is the greatest!"), SAY_THINK, 7000}})
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Yuck! I bet they'll keep worshipping her even after I save the village!"), SAY_THINK, 7500}})
  elseif m5DeployedNum == chiefNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I'm getting old for this!"), SAY_THINK, 4000}})
  elseif m5DeployedNum == waterNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I'm getting thirsty..."), SAY_THINK, 3000}})
  elseif m5DeployedNum == buffaloNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I wonder why I'm so angry all the time..."), SAY_THINK, 6000}})
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("It must be a childhood trauma..."), SAY_THINK, 4000}})
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Just wait till I get my hands on that trauma! ARGH!"), SAY_THINK, 6500}})
  elseif m5DeployedNum == wiseNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I could just teleport myself there..."), SAY_THINK, 4500}})
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("It's a shame, I forgot how to do that!"), SAY_THINK, 4500}})
  end
  table.insert(startAnim, {func = AnimCustomFunction, args = {natives[1], RestoreHedge, {cyborg}}})
  table.insert(startAnim, {func = AnimOutOfNowhere, args = {cyborg, unpack(cyborgPos)}})
  table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Left"}})
  table.insert(startAnim, {func = AnimTurn, args = {natives[2], "Left"}})
  table.insert(startAnim, {func = AnimTurn, args = {natives[3], "Left"}})
  table.insert(startAnim, {func = AnimSay, args = {cyborg, string.format(loc("Hello again, %s!"), nativeUnNames[m5DeployedNum]), SAY_SAY, 2500}})
  table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("I just found out that they have captured your princess!"), SAY_SAY, 7000}})
  if m5DeployedNum == girlNum then
    table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Of course I have to save her. What did I expect?!"), SAY_SAY, 7000}})
  elseif m5DeployedNum == denseNum then
    table.insert(startAnim, {func = AnimCustomFunction, args = {natives[1], EmitDenseClouds, {"Right"}}})
  end
  table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("She's behind that tall thingy."), SAY_SAY, 5000}})
  table.insert(startAnim, {func = FollowGear, swh = false, args = {princess}})
  table.insert(startAnim, {func = AnimWait, swh = false, args = {princess, 1000}})
  table.insert(startAnim, {func = FollowGear, swh = false, args = {cyborg}})
  table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("I'm here to help you rescue her."), SAY_SAY, 5000}})
  table.insert(startAnim, {func = AnimSay, args = {natives[2], loc("Yo, dude, we're here, too!"), SAY_SHOUT, 4000}})
  table.insert(startAnim, {func = AnimSay, args = {natives[3], loc("We were trying to save her and we got lost."), SAY_SHOUT, 6000}})
  table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("That's typical of you!"), SAY_SAY, 3000}})
  table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Why are you helping us, uhm...?"), SAY_SAY, 3000}})
  table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("Call me Beep! Well, 'cause I'm such a nice...person!"), SAY_SAY, 2500}})
  table.insert(startAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
  table.insert(startAnim, {func = AnimSwitchHog, args = {natives[1]}})
  table.insert(startAnim, {func = AnimWait, args = {natives[1], 1}})
  AddSkipFunction(startAnim, SkipStartAnim, {})

  table.insert(midAnim, {func = AnimCustomFunction, args = {natives[1], RestoreHedge, {cyborg}}})
  table.insert(midAnim, {func = AnimOutOfNowhere, args = {cyborg, unpack(cyborgMidPos)}}) 
  table.insert(midAnim, {func = AnimTurn, args = {cyborg, "Left"}})
  table.insert(midAnim, {func = AnimTeleportGear, args = {natives[1], unpack(nativeMidPos)}})
  table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Here, let me help you save her!"), SAY_SAY, 5000}})
  table.insert(midAnim, {func = AnimSay, args = {natives[1], loc("Thanks!"), SAY_SAY, 2000}})
  table.insert(midAnim, {func = AnimTeleportGear, args = {natives[1], unpack(nativeMidPos2)}})
  table.insert(midAnim, {func = AnimSay, args = {natives[1], loc("Why can't he just let her go?!"), SAY_THINK, 5000}})
  AddSkipFunction(midAnim, SkipMidAnim, {})

  table.insert(princessFreedAnim, {func = AnimSay, args = {princess, loc("Thank you, my hero!"), SAY_SAY, 4000}})
  table.insert(princessFreedAnim, {func = Victory, args = {}})
  AddSkipFunction(princessFreedAnim, SkipPrincessFreedAnim, {})
end

--------------------------Anim skip functions--------------------------
function AfterMidAnim()
  HideHedge(cyborg)
  SetupPlace3()
  SetGearMessage(natives[1], 0)
  AddNewEvent(CheckPrincessFreed, {}, DoPrincessFreed, {}, 0)
  EndTurn(true)
  ShowMission(loc("Family Reunion"), loc("Salvation"), loc("Get your teammates out of their natural prison and save the princess!|Hint: Drilling holes should solve everything.|Hint: It might be a good idea to place a girder before starting to drill. Just saying.|Hint: All your hedgehogs need to be above the marked height!|Hint: Leaks A Lot needs to get really close to the princess!") .. "|" .. loc("Mines time: 5 seconds"), 1, 7000)
  vCirc = AddVisualGear(0,0,vgtCircle,0,true)
  SetVisualGearValues(vCirc, 2625, 1500, 100, 255, 1, 10, 0, 120, 3, 0xff00ffff)
end

function SkipPrincessFreedAnim()
  Victory()
end

function SkipMidAnim()
  AnimTeleportGear(natives[1], unpack(nativeMidPos2))
  SkipStartAnim()
end

function SetupPlace3()
  SpawnUtilityCrate(2086, 1887, amRope, 1)
  SpawnAmmoCrate(2147, 728, amBlowTorch, 2)
  SpawnAmmoCrate(2778, 1372, amPickHammer, 3)
  SpawnAmmoCrate(2579, 1886, amPickHammer, 3)
  SpawnUtilityCrate(2622, 1893, amGirder, 1)
  SpawnUtilityCrate(2671, 1883, amPortalGun, 3)
  SpawnUtilityCrate(2831, 1384, amGirder, 3)

  SetTimer(AddGear(2725, 1387, gtMine, 0, 0, 0, 0), 5000)
  SetTimer(AddGear(2760, 1351, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2805, 1287, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2831, 1376, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2684, 1409, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2637, 1428, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2278, 1280, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2311, 1160, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2339, 1162, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2362, 1184, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2407, 1117, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2437, 1143, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2472, 1309, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2495, 1331, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2536, 1340, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2569, 1360, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2619, 1379, gtMine, 0, 0, 0, 0), 5000)
	SetTimer(AddGear(2596, 1246, gtMine, 0, 0, 0, 0), 5000)
end

function SkipStartAnim()
  AnimSetGearPosition(natives[1], unpack(nativePos2))
  AnimSwitchHog(natives[1])
  AnimWait(natives[1], 1)
end

function AfterStartAnim()
  HideHedge(cyborg)
  SetupPlace2()
  SetGearMessage(natives[1], 0)
  AddNewEvent(CheckGearDead, {natives[1]}, EndMission, {}, 0)
  AddNewEvent(CheckGearDead, {natives[2]}, EndMission, {}, 0)
  AddNewEvent(CheckGearDead, {natives[3]}, EndMission, {}, 0)
  AddNewEvent(CheckGearDead, {princess}, EndMission, {}, 0)
  AddNewEvent(CheckCyborgsDead, {}, DoCyborgsDead, {}, 0)
  for i = 1, cyborgsNum do
    AddNewEvent(CheckGearDead, {cyborgs[i]}, DoCyborgDead, {i}, 0)
  end
  AddNewEvent(CheckOutOfCluster, {}, DoOutOfCluster, {}, 1)
  AddNewEvent(CheckOutOfGrenade, {}, DoOutOfGrenade, {}, 1)
--  AddNewEvent(CheckNeedToHide, {}, DoNeedToHide, {}, 1)
  TurnTimeLeft = TurnTime
  ShowMission(loc("Family Reunion"), loc("Hostage Situation"), loc("Save the princess! All your hogs must survive!|Hint: Kill the cyborgs first! Use the ammo very carefully!|Hint: You might want to spare a girder for cover!"), 1, 7000)
end

function SetupPlace2()
	PlaceGirder(709, 564, 7)
	PlaceGirder(591, 677, 7)
	PlaceGirder(473, 794, 7)
	PlaceGirder(433, 933, 5)
	PlaceGirder(553, 1052, 5)
	PlaceGirder(674, 1170, 5)
	PlaceGirder(710, 1310, 7)
	PlaceGirder(648, 1427, 5)
  PlaceGirder(2110, 980, 0)

	SpawnAmmoCrate(814, 407, amBazooka, 4)
	clusterCrate = SpawnAmmoCrate(862, 494, amClusterBomb, 4)
	SpawnAmmoCrate(855, 486, amBee, 3)
	grenadeCrate1 = SpawnAmmoCrate(849, 459, amGrenade, 4)
	SpawnAmmoCrate(2077, 847, amWatermelon, 3)
	grenadeCrate2 = SpawnAmmoCrate(2122, 847, amGrenade, 3)

	SpawnAmmoCrate(747, 1577, amPickHammer, 1)
	SpawnUtilityCrate(496, 1757, amGirder, 2)
  SpawnUtilityCrate(1809, 1880, amGirder, 1)
	SpawnUtilityCrate(530, 1747, amPortalGun, 1)
end

-----------------------------Events------------------------------------
function CheckPrincessFreed()
  if GetX(natives[1]) == nil or GetX(natives[2]) == nil or GetX(natives[3]) == nil or GetX(princess) == nil then
    return false
  end
  return math.abs(GetX(natives[1]) - GetX(princess)) <= 15 and math.abs(GetY(natives[1]) - GetY(princess)) <= 15 and StoppedGear(natives[1]) 
        and GetY(natives[2]) < 1500 and GetY(natives[3]) < 1500 and StoppedGear(natives[2]) and StoppedGear(natives[3])
end

function DoPrincessFreed()
  AddAnim(princessFreedAnim)
end

function Victory()
  if not princessFreed then
    if progress and progress<7 then
      SaveCampaignVar("Progress", "7")
    end
    princessFreed = true
    DismissTeam(loc("011101001"))
    EndTurn(true)
  end
end

function CheckCyborgsDead()
  return cyborgsLeft == 0
end

function DoCyborgsDead()
  SetGearMessage(CurrentHedgehog, 0)
  RestoreHedge(princess)
--  RemoveEventFunc(CheckNeedToHide)
  AddAnim(midAnim)
  AddFunction({func = AfterMidAnim, args = {}})
end

function DoCyborgDead(index)
  if cyborgsLeft == 0 then
    return
  end
  if index == 1 then
    SpawnAmmoCrate(1700, 407, amBazooka, 3)
  elseif index == 2 then
    SpawnAmmoCrate(1862, 494, amClusterBomb, 3)
  elseif index == 3 then
  	SpawnAmmoCrate(1855, 486, amBee, 1)
  elseif index == 4 then
    SpawnAmmoCrate(1849, 459, amGrenade, 3)
  elseif index == 5 then
    SpawnAmmoCrate(2122, 847, amGrenade, 3)
  elseif index == 6 then
    SpawnAmmoCrate(2077, 847, amWatermelon, 1)
  end
end

function CheckGearsDead(gearList)
  for i = 1, # gearList do
    if gearDead[gearList[i]] ~= true then
      return false
    end
  end
  return true
end


function CheckGearDead(gear)
  return gearDead[gear]
end

function EndMission()
  if not princessFreed then
    RemoveEventFunc(CheckPrincessFreed)
    AddCaption(loc("So the princess was never heard of again ..."))
    DismissTeam(loc("Natives"))
    DismissTeam(loc("011101001"))
    EndTurn(true)
  end
end

function CheckOutOfCluster()
  return CheckGearDead(clusterCrate) and GetAmmoCount(natives[1], amClusterBomb) == 0
end

function CheckOutOfGrenade()
  return CheckGearDead(grenadeCrate1) and CheckGearDead(grenadeCrate2) and GetAmmoCount(natives[1], amGrenade) == 0
end

function DoOutOfCluster()
  if (GetX(natives[1]) == nil) then
    return
  end
  clusterCrate = SpawnAmmoCrate(GetX(natives[1]) - 50, GetY(natives[1]) - 50, amClusterBomb, 3)
end

function DoOutOfGrenade()
  if (GetX(natives[1]) == nil) then
    return
  end
  grenadeCrate2 = SpawnAmmoCrate(GetX(natives[1]) - 50, GetY(natives[1]) - 50, amGrenade, 3)
end

function CheckNeedToHide()
  if gearDead[princess] == true then
    return false
  end
  return TurnTimeLeft == 0
end

function DoNeedToHide()
  HideHedge(princess)
end
-----------------------------Misc--------------------------------------
function HideHedge(hedge)
  if hedgeHidden[hedge] ~= true then
    HideHog(hedge)
    hedgeHidden[hedge] = true
  end
end

function RestoreHedge(hedge)
  if hedgeHidden[hedge] == true then
    RestoreHog(hedge)
    hedgeHidden[hedge] = false
  end
end

function GetVariables()
  progress = tonumber(GetCampaignVar("Progress"))
  m5DeployedNum = tonumber(GetCampaignVar("M5DeployedNum"))
  m2Choice = tonumber(GetCampaignVar("M2Choice"))
  m5Choice = tonumber(GetCampaignVar("M5Choice"))
end

function SetupPlace()
  SetHogHat(natives[1], nativeHats[m5DeployedNum])
  SetHogName(natives[1], nativeNames[m5DeployedNum])
  if m2Choice ~= choiceAccepted or m5Choice ~= choiceEliminate then
    DeleteGear(cyborgs[cyborgsNum])
    cyborgsNum = cyborgsNum - 1
  end
  HideHedge(cyborg)
end

function SetupAmmo()
  AddAmmo(cyborgs[1], amBazooka, 100)
  AddAmmo(cyborgs[1], amGrenade, 100)
  AddAmmo(cyborgs[1], amClusterBomb, 100)
  AddAmmo(cyborgs[1], amSniperRifle, 1)
  AddAmmo(cyborgs[1], amDynamite, 100)
  AddAmmo(cyborgs[1], amBaseballBat, 100)
  AddAmmo(cyborgs[1], amMolotov, 100)
  AddAmmo(cyborgs[1], amWatermelon, 1)
  AddAmmo(cyborgs[1], amAirAttack, 2)
  AddAmmo(cyborgs[1], amDrillStrike, 1)
end

function AddHogs()
	AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
  for i = 7, 9 do
    natives[i-6] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
    gearDead[natives[i-6]] = false
  end

  AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_binary")
  cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
  princess = AddHog(loc("Fell From Heaven"), 0, 333, "tiara")
  gearDead[cyborg] = false
  gearDead[princess] = false

  AddTeam(loc("Biomechanic Team"), 14483456, "ring", "UFO", "Robot", "cm_cyborg")
  for i = 1, cyborgsNum do
    cyborgs[i] = AddHog(cyborgNames[i], cyborgsDif[i], cyborgsHealth[i], "cyborg2")
    gearDead[cyborgs[i]] = false
  end
  cyborgsLeft = cyborgsNum

  for i = 1, 3 do
    AnimSetGearPosition(natives[i], unpack(nativePos[i]))
  end

  AnimSetGearPosition(cyborg, unpack(cyborgPos))
  AnimSetGearPosition(princess, unpack(princessPos))
  AnimTurn(princess, "Left")

  for i = 1, cyborgsNum do
    AnimSetGearPosition(cyborgs[i], unpack(cyborgsPos[i]))
    AnimTurn(cyborgs[i], cyborgsDir[i])
  end
end

function CondNeedToTurn(hog1, hog2)
  xl, xd = GetX(hog1), GetX(hog2)
  if xl == nil or xd == nil then
    return
  end
  if xl > xd then
    AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
    AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
  elseif xl < xd then
    AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
    AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
  end
end

-----------------------------Main Functions----------------------------

function onGameInit()
	Seed = 0
	GameFlags = gfSolidLand + gfDisableLandObjects + gfDisableGirders
	TurnTime = 60000 
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 3000
	Explosives = 0
	Delay = 10 
  MapGen = mgDrawn
	Theme = "Hell"
  SuddenDeathTurns = 35

	for i = 1, #map do
		ParseCommand('draw ' .. map[i])
	end

  AddHogs()
  AnimInit()
end

function onGameStart()
  GetVariables()
  SetupAmmo()
  SetupPlace()
  AnimationSetup()
  AddAnim(startAnim)
  AddFunction({func = AfterStartAnim, args = {}})
end

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

function onGearDelete(gear)
  gearDead[gear] = true
  if GetGearType(gear) == gtHedgehog then
    if GetHogTeamName(gear) == loc("Biomechanic Team") then
      cyborgsLeft = cyborgsLeft - 1
    end
  end
end

function onAmmoStoreInit()
  SetAmmo(amSkip, 9, 0, 0, 0)
  SetAmmo(amSwitch, 9, 0, 0, 0)
	SetAmmo(amBazooka, 0, 0, 0, 8)
	SetAmmo(amClusterBomb,0, 0, 0, 8)
	SetAmmo(amBee, 0, 0, 0, 3)
	SetAmmo(amGrenade, 0, 0, 0, 8)
	SetAmmo(amWatermelon, 0, 0, 0, 2)
	SetAmmo(amSniperRifle, 0, 0, 0, 3)
	SetAmmo(amPickHammer, 0, 0, 0, 1)
	SetAmmo(amGirder, 0, 0, 0, 3)
	SetAmmo(amPortalGun, 0, 0, 0, 1)
end

function onNewTurn()
  if AnimInProgress() then
    TurnTimeLeft = -1
    return
  end
  if GetHogTeamName(CurrentHedgehog) == loc("011101001") then
    if CheckCyborgsDead() ~= true then
      for i = 1, 3 do
        if gearDead[natives[i]] ~= true then
          HideHedge(natives[i])
        end
      end
    end
    EndTurn(true)
  else
    for i = 1, 3 do
      if gearDead[natives[i]] ~= true then
        RestoreHedge(natives[i])
      end
    end
  end
end

function onPrecise()
  if GameTime > 2500 and AnimInProgress() then
    SetAnimSkip(true)
    return
  end
--  HideHedge(princess)
--  for i = 1, 5 do
--    DeleteGear(cyborgs[i])
--  end
--  AddAmmo(natives[1], amTeleport, 100)
end