project_files/Android-build/SDL-android-project/assets/Data/Scripts/Multiplayer/Balanced_Random_Weapon.lua
loadfile(GetDataPath() .. "Scripts/Locale.lua")()
loadfile(GetDataPath() .. "Scripts/Tracker.lua")()
local weapons = { amGrenade, amClusterBomb, amBazooka, amBee, amShotgun, amMine, amDEagle, amDynamite, amFirePunch, amWhip, amPickHammer, amBaseballBat, amMortar, amCake, amSeduction, amWatermelon, amHellishBomb, amDrill, amBallgun, amRCPlane, amSniperRifle, amMolotov, amBirdy, amBlowTorch, amGasBomb, amFlamethrower, amSMine, amKamikaze }
-- G,C,B,B,S,M,D,D,F,W,P,B,M,C,S,W,H,D,B,R,S,M,B,B,G,F,S,K
local weapons_values = {1,1,1,2,1,1,1,2,1,1,1,2,1,3,1,3,3,2,3,3,1,1,2,1,1,2,2,1}
local airweapons = { amAirAttack, amMineStrike, amNapalm, amDrillStrike }
-- A,M,N,D
local airweapons_values = {2,2,2,2}
local utilities = { amTeleport, amGirder, amSwitch, amLowGravity, amResurrector, amRope, amParachute, amJetpack, amPortalGun, amSnowball }
-- T,G,S,L,R,R,P,J,P,S
local utilities_values = {1,2,2,1,2,2,1,2,2,2}
function randomAmmo()
local n = 3 --"points" to be allocated on weapons
--pick random weapon and subtract cost
local r = GetRandom(table.maxn(weapons_values)) + 1
local picked_items = {}
table.insert(picked_items, weapons[r])
n = n - weapons_values[r]
--choose any weapons or utilities to use up remaining n
while n > 0 do
local items = {}
local items_values = {}
for i, w in pairs(weapons_values) do
local used = false
if w <= n then
--check that this weapon hasn't been given already
for j, k in pairs(picked_items) do
if weapons[i] == k then
used = true
end
end
if not used then
table.insert(items_values, w)
table.insert(items, weapons[i])
end
end
end
for i, w in pairs(utilities_values) do
local used = false
if w <= n then
--check that this weapon hasn't been given already
for j, k in pairs(picked_items) do
if utilities[i] == k then
used = true
end
end
if not used then
table.insert(items_values, w)
table.insert(items, utilities[i])
end
end
end
local r = GetRandom(table.maxn(items_values)) + 1
table.insert(picked_items, items[r])
n = n - items_values[r]
end
return picked_items
end
function assignAmmo(hog)
local name = GetHogTeamName(hog)
local processed = getTeamValue(name, "processed")
if processed == nil or not processed then
local ammo = getTeamValue(name, "ammo")
if ammo == nil then
ammo = randomAmmo()
setTeamValue(name, "ammo", ammo)
end
for i, w in pairs(ammo) do
AddAmmo(hog, w)
end
setTeamValue(name, "processed", true)
end
end
function reset(hog)
setTeamValue(GetHogTeamName(hog), "processed", false)
end
function onGameInit()
GameFlags = band(bor(GameFlags, gfResetWeps), bnot(gfPerHogAmmo))
Goals = loc("Each turn you get 1-3 random weapons")
end
function onGameStart()
trackTeams()
if MapHasBorder() == false then
for i, w in pairs(airweapons) do
table.insert(weapons, w)
end
for i, w in pairs(airweapons_values) do
table.insert(weapons_values, w)
end
end
end
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amExtraDamage, 0, 1, 0, 1)
SetAmmo(amInvulnerable, 0, 1, 0, 1)
SetAmmo(amExtraTime, 0, 1, 0, 1)
SetAmmo(amLaserSight, 0, 1, 0, 1)
SetAmmo(amVampiric, 0, 1, 0, 1)
for i, w in pairs(utilities) do
SetAmmo(w, 0, 0, 0, 1)
end
for i, w in pairs(weapons) do
SetAmmo(w, 0, 0, 0, 1)
end
for i, w in pairs(airweapons) do
SetAmmo(w, 0, 0, 0, 1)
end
end
function onNewTurn()
runOnGears(assignAmmo)
runOnGears(reset)
setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil)
end
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
trackGear(gear)
end
end
function onGearDelete(gear)
trackDeletion(gear)
end