share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/ice01.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Sun, 28 Jul 2013 17:16:35 +0300
branchspacecampaign
changeset 9386 808d38b2182c
parent 9384 557ae509547b
child 9388 790d4f7d57d1
permissions -rw-r--r--
map changes to let hog climb, checkpoint one after icegun,starting dialog

------------------- ABOUT ----------------------
--
-- In this cold planet hero seeks for a part of the
-- antigravity device. He has to capture Icy Pit who
-- knows where the device is hidden. Hero will be
-- able to use only the ice gun for this mission.

-- TODO
-- alter map so hero may climb to the higher place
-- maybe use rope challenge to go there
-- add checkpoints
-- fix the stats
-- Add first checkpoint save if icegun is taken

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

----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("Ice planet, a frozen adventure!")
local heroAtAntiFlyArea = false
local heroVisitedAntiFlyArea = false
local heroAtFinaleStep = false
local iceGunTaken = false
local checkPointReached = 1 -- 1 is normal spawn
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
	[dialog01] = {missionName, loc("Getting ready"), loc("Collect the icegun and get the device part from Thanta"), 1, 4500},
}
-- crates
local icegunY = 1950
local icegunX = 260
-- hogs
local hero = {}
local ally = {}
local bandit1 = {}
local bandit2 = {}
local bandit3 = {}
local bandit4 = {}
local bandit5 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
local teamD = {}
-- hedgehogs values
hero.name = "Hog Solo"
hero.x = 340
hero.y = 1840
hero.dead = false
ally.name = "Paul McHoggy"
ally.x = 300
ally.y = 1840
bandit1.name = "Thanta"
bandit1.x = 3240
bandit1.y = 1280
bandit2.name = "Billy Frost"
bandit2.x = 1480
bandit2.y = 1990
bandit3.name = "Ice Jake"
bandit3.x = 1860
bandit3.y = 1150
bandit4.name = "John Snow"
bandit4.x = 3250
bandit4.y = 970
bandit5.name = "White Tee"
bandit5.x = 3300
bandit5.y = 600
teamA.name = loc("Allies")
teamA.color = tonumber("FF0000",16) -- red
teamB.name = loc("Frozen Bandits")
teamB.color = tonumber("0033FF",16) -- blues
teamC.name = loc("Hog Solo")
teamC.color = tonumber("38D61C",16) -- green

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

function onGameInit()
	Seed = 1
	--GameFlags = gfDisableWind
	TurnTime = 25000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	Delay = 3
	Map = "ice01_map"
	Theme = "Snow"
	
	-- Hog Solo
	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
	AnimSetGearPosition(hero.gear, hero.x, hero.y)
	HogTurnLeft(hero.gear, true)
	-- Ally
	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
	ally.gear = AddHog(ally.name, 0, 100, "tophats")
	AnimSetGearPosition(ally.gear, ally.x, ally.y)
	-- Frozen Bandits
	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
	bandit1.gear = AddHog(bandit1.name, 1, 100, "tophats")
	AnimSetGearPosition(bandit1.gear, bandit1.x, bandit1.y)	
	HogTurnLeft(bandit1.gear, true)
	bandit2.gear = AddHog(bandit2.name, 1, 100, "tophats")
	AnimSetGearPosition(bandit2.gear, bandit2.x, bandit2.y)
	bandit3.gear = AddHog(bandit3.name, 1, 100, "tophats")
	AnimSetGearPosition(bandit3.gear, bandit3.x, bandit3.y)
	bandit4.gear = AddHog(bandit4.name, 1, 100, "tophats")
	AnimSetGearPosition(bandit4.gear, bandit4.x, bandit4.y)
	HogTurnLeft(bandit4.gear, true)
	bandit5.gear = AddHog(bandit5.name, 1, 100, "tophats")
	AnimSetGearPosition(bandit5.gear, bandit5.x, bandit5.y)
	HogTurnLeft(bandit5.gear, true)
	
	-- get the check point
	if tonumber(GetCampaignVar("Ice01CheckPoint")) then
		checkPointReached = tonumber(GetCampaignVar("Ice01CheckPoint"))
	end
	
	if checkPointReached == 1 then
		-- Start of the game
	elseif checkPointReached == 2 then
		AnimSetGearPosition(hero.gear, 840, 1650)
	end
	
	AnimInit()
	AnimationSetup()	
end

function onGameStart()
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)
	
	-- Add mines
	AddGear(1612, 940, gtMine, 0, 0, 0, 0)
	AddGear(1622, 945, gtMine, 0, 0, 0, 0)
	AddGear(1645, 950, gtMine, 0, 0, 0, 0)
	AddGear(1655, 960, gtMine, 0, 0, 0, 0)
	AddGear(1665, 965, gtMine, 0, 0, 0, 0)
	
	AddGear(1800, 1000, gtMine, 0, 0, 0, 0)
	AddGear(1810, 1005, gtMine, 0, 0, 0, 0)
	AddGear(1820, 1010, gtMine, 0, 0, 0, 0)
	AddGear(1830, 1015, gtMine, 0, 0, 0, 0)
	AddGear(1840, 1020, gtMine, 0, 0, 0, 0)
	
	AddGear(1900, 1020, gtMine, 0, 0, 0, 0)
	AddGear(1910, 1020, gtMine, 0, 0, 0, 0)
	AddGear(1920, 1020, gtMine, 0, 0, 0, 0)
	AddGear(1930, 1030, gtMine, 0, 0, 0, 0)
	AddGear(1940, 1040, gtMine, 0, 0, 0, 0)
	
	AddGear(2130, 1110, gtMine, 0, 0, 0, 0)
	AddGear(2140, 1120, gtMine, 0, 0, 0, 0)
	AddGear(2180, 1120, gtMine, 0, 0, 0, 0)
	AddGear(2200, 1130, gtMine, 0, 0, 0, 0)
	AddGear(2210, 1130, gtMine, 0, 0, 0, 0)
	
	local x=2300
	local step=0
	while x<3100 do
		AddGear(x, 1150, gtMine, 0, 0, 0, 0)
		step = step + 1
		if step == 5 then
			step = 0
			x = x + math.random(100,300)
		else
			x = x + math.random(10,30)
		end
	end
	
	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 1)
	AddEvent(onHeroFinalStep, {hero.gear}, heroFinalStep, {hero.gear}, 0)
	AddEvent(onAntiFlyArea, {hero.gear}, antiFlyArea, {hero.gear}, 1)
	AddEvent(onNonAntiFlyArea, {hero.gear}, nonAntiFlyArea, {hero.gear}, 1)
	
	AddAmmo(hero.gear, amJetpack, 99)
	AddAmmo(bandit1.gear, amBazooka, 5)
	AddAmmo(bandit2.gear, amBazooka, 4)
	AddAmmo(bandit3.gear, amMine, 2)
	AddAmmo(bandit3.gear, amGrenade, 3)
	AddAmmo(bandit4.gear, amBazooka, 5)
	AddAmmo(bandit5.gear, amBazooka, 5)
	
	if checkPointReached == 1 then
		AddAmmo(hero.gear, amBazooka, 1)
		SpawnAmmoCrate(icegunX, icegunY, amIceGun)
		AddEvent(onColumnCheckPoint, {hero.gear}, columnCheckPoint, {hero.gear}, 0)
		AddEvent(onHeroAtIceGun, {hero.gear}, heroAtIceGun, {hero.gear}, 0)
		AddAnim(dialog01)
	elseif checkPointReached == 2 then		
		AddAmmo(hero.gear, amIceGun, 8)
	end
	
end

function onNewTurn()		
	-- round has to start if hero goes near the column
	if not heroVisitedAntiFlyArea and CurrentHedgehog ~= hero.gear then
		TurnTimeLeft = 0
	elseif not heroVisitedAntiFlyArea and CurrentHedgehog == hero.gear then
		TurnTimeLeft = -1
	elseif not heroAtFinaleStep and (CurrentHedgehog == bandit1.gear or CurrentHedgehog == bandit4.gear or CurrentHedgehog == bandit5.gear) then		
		AnimSwitchHog(hero.gear)
		TurnTimeLeft = 0
	elseif CurrentHedgehog == ally.gear then
		TurnTimeLeft = 0
	end
end

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

function onAmmoStoreInit()
	SetAmmo(amIceGun, 0, 0, 0, 8)
end

function onGearDelete(gear)
	if gear == hero.gear then
		hero.dead = true
	end
end

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

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

function onAntiFlyArea(gear)
	if not hero.dead and (GetX(gear) > 860 or GetY(gear) < 1400) and not heroAtAntiFlyArea then
		return true
	end
	return false
end

function onNonAntiFlyArea(gear)
	if not hero.dead and (GetX(gear) < 860 and GetY(gear) > 1400) and heroAtAntiFlyArea then
		return true
	end
	return false
end

function onHeroDeath(gear)
	if hero.dead then
		return true
	end
	return false
end

function onHeroFinalStep(gear)
	if not hero.dead and GetY(gear) < 900 and GetX(gear) > 1400 then
		return true
	end
	return false
end

function onColumnCheckPoint(gear)
	if not hero.dead and iceGunTaken and GetX(gear) < 870 and GetX(gear) > 850 and GetY(gear) > 1500 and StoppedGear(gear) then
		return true
	end
	return false
end

function onHeroAtIceGun(gear)
	if not hero.dead and GetX(gear) < icegunX+15 and GetX(gear) > icegunX-15 and GetY(gear) > icegunY-15 and GetY(gear) < icegunY+15 then
		return true
	end
	return false
end

-------------- OUTCOMES ------------------

function antiFlyArea(gear)
	heroAtAntiFlyArea = true
	if TurnTimeLeft < -1 then
		heroVisitedAntiFlyArea = true
		TurnTimeLeft = 0	
		FollowGear(hero.gear)
		AddAmmo(hero.gear, amJetpack, 0)
		AnimSwitchHog(bandit1.gear)	
		FollowGear(hero.gear)
		TurnTimeLeft = 0
	else
		AddAmmo(hero.gear, amJetpack, 0)	
	end
end

function nonAntiFlyArea(gear)
	heroAtAntiFlyArea = false
	AddAmmo(hero.gear, amJetpack, 99)
end

function heroDeath(gear)
	SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1
	-- more custom stats
	EndGame()
end

function heroFinalStep(gear)
	heroAtFinaleStep = true
end

function columnCheckPoint(gear)
	SaveCampaignVar("Ice01CheckPoint", "2")
	WriteLnToConsole("I AM HERE")
	AnimCaption(hero.gear, loc("Checkpoint reached!"), 5000)
end

function heroAtIceGun(gear)
	iceGunTaken=true
end

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

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

function AnimationSetup()
	-- DIALOG 01 - Start, welcome to moon
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("In the ice planet, where ice rules..."), 5000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Finaly you are here..."), SAY_SAY, 2000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2000}})
	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Hi! Nice to meet you"), SAY_SAY, 3000}})
	table.insert(dialog01, {func = AnimWait, args = {ally.gear, 2000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Listen carefuly! The bandit leader, Thanta has recently found a very strange device"), SAY_SAY, 4000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("He doesn't know it but this device is a part of the antigravity device"), SAY_SAY, 2500}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 8000}})
	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Nice, then I should get the part as soon as possible!"), SAY_SAY, 4000}})
	table.insert(dialog01, {func = AnimWait, args = {ally.gear, 4000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Be careful, your gadgets won't work in the bandit area. You should get an ice gun"), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("There is one below us!"), SAY_SAY, 4000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
end