-------------------------------- -- HIGHLANDER / HOGS OF WAR -- version 0.4 -- by mikade -------------------------------- ----------- --0.1 ----------- -- concept test ----------- --0.2 ----------- -- remove tardis till Henek fixes his tracker -- change wep crates to health crates -- reset arb turntimevalue -- include randomOrder -- Until fixed .17 methods come out, remove switches and resurrector -- on request, removed kamikaze and piano weapons -- provisional fixing of bugs that can't actually be fixed yet ----------- --0.3 ----------- -- meh, update incorrect display -- may change this in the future to have switches -- but for now people are used to it without, so~ -- mudball is now counted as a utility ----------- --0.3b ----------- -- cleaned up code and got rid of unneccessary vars -- mudball is a weapon again -- landgun is now a utility -- extra time, vampirism utility removed -- hammer wep removed -- all hogs have kamikaze ----------- --0.3c ----------- -- restructured some code -- added napalm (whoops) to list of possible weapons you can get -- hogs no longer recieve airstrike-related weps on border maps ----------- --0.4 ----------- -- fix same name/blank weapon transfer bug (issue 541) -- show next hog ammo set in full (issue 312) -- allow mid-kill multi-shot weapon transfers (issue 503) -- allow users to configure hog health -- remove 'switched to' message -- remove some extraeneous code -- add more whitespace -- break everything ------------------------- -- ideas for the future ------------------------- -- add ice gun, structure -- allow switcher, resurrector -- add abuse -- nerf teleport -- allow more customization -- poison hogs using the default team? :/ -- balance weapon distribution across entire team / all teams -- add other inequalities/bonuses like... ??? -- some hogs start off with an extra 25 health? -- some hogs start off poisoned? -- some hogs start off with a rope and 2 drills but die after their turn? ------------------------------- -- derp, script follows ------------------------------- loadfile(GetDataPath() .. "Scripts/Locale.lua")() loadfile(GetDataPath() .. "Scripts/Tracker.lua")() local airWeapons = {amAirAttack, amMineStrike, amNapalm, amDrillStrike --[[,amPiano]]} local atkArray = { amBazooka, amBee, amMortar, amDrill, --[[amSnowball,]] amGrenade, amClusterBomb, amMolotov, amWatermelon, amHellishBomb, amGasBomb, amShotgun, amDEagle, amFlamethrower, amSniperRifle, amSineGun, amFirePunch, amWhip, amBaseballBat, --[[amKamikaze,]] amSeduction, --[[amHammer,]] amMine, amDynamite, amCake, amBallgun, amRCPlane, amSMine, amRCPlane, amSMine, amBirdy } local utilArray = { amBlowTorch, amPickHammer, amGirder, amPortalGun, amRope, amParachute, amTeleport, amJetpack, amInvulnerable, amLaserSight, --[[amVampiric,]] amLowGravity, amExtraDamage, --[[amExtraTime,]] amLandGun --[[,amTardis, amResurrector, amSwitch]] } local wepArray = {} local currHog local lastHog local started = false local switchStage = 0 local lastWep = amNothing local shotsFired = 0 function CheckForWeaponSwap() if GetCurAmmoType() ~= lastWep then shotsFired = 0 end lastWep = GetCurAmmoType() end function onSlot() CheckForWeaponSwap() end function onSetWeapon() CheckForWeaponSwap() end function onHogAttack() CheckForWeaponSwap() shotsFired = shotsFired + 1 end function StartingSetUp(gear) for i = 1, #wepArray do setGearValue(gear,wepArray[i],0) end setGearValue(gear,amKamikaze,100) setGearValue(gear,amSkip,100) i = 1 + GetRandom(#atkArray) setGearValue(gear,atkArray[i],1) i = 1 + GetRandom(#utilArray) setGearValue(gear,utilArray[i],1) end --[[function SaveWeapons(gear) -- er, this has no 0 check so presumably if you use a weapon then when it saves you wont have it for i = 1, (#wepArray) do setGearValue(gear, wepArray[i], GetAmmoCount(gear, wepArray[i]) ) --AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) ) end end]] function ConvertValues(gear) for i = 1, #wepArray do AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) ) end end -- this is called when a hog dies function TransferWeps(gear) if CurrentHedgehog ~= nil then for i = 1, #wepArray do val = getGearValue(gear,wepArray[i]) if val ~= 0 then setGearValue(CurrentHedgehog, wepArray[i], val) -- if you are using multi-shot weapon, gimme one more if (GetCurAmmoType() == wepArray[i]) and (shotsFired ~= 0) then AddAmmo(CurrentHedgehog, wepArray[i], val+1) -- assign ammo as per normal else AddAmmo(CurrentHedgehog, wepArray[i], val) end end end end end function onGameInit() GameFlags = gfInfAttack + gfRandomOrder + gfPerHogAmmo HealthCaseProb = 100 end function onGameStart() ShowMission ( loc("HIGHLANDER"), loc("Not all hogs are born equal."), "- " .. loc("Eliminate enemy hogs and take their weapons.") .. "|" .. "- " .. loc("Per-Hog Ammo") .. "|" .. "- " .. loc("Weapons reset.") .. "|" .. "- " .. loc("Unlimited Attacks") .. "|" .. "", 4, 4000 ) if MapHasBorder() == false then for i, w in pairs(airWeapons) do table.insert(atkArray, w) end end for i, w in pairs(atkArray) do table.insert(wepArray, w) end for i, w in pairs(utilArray) do table.insert(wepArray, w) end table.insert(wepArray, amSkip) table.insert(wepArray, amKamikaze) runOnGears(StartingSetUp) runOnGears(ConvertValues) end function CheckForHogSwitch() if (CurrentHedgehog ~= nil) then currHog = CurrentHedgehog if currHog ~= lastHog then -- re-assign ammo to this guy, so that his entire ammo set will -- be visible during another player's turn if lastHog ~= nil then ConvertValues(lastHog) end -- give the new hog what he is supposed to have, too ConvertValues(CurrentHedgehog) end lastHog = currHog end end function onNewTurn() CheckForHogSwitch() end --function onGameTick20() --CheckForHogSwitch() -- if we use gfPerHogAmmo is this even needed? Err, well, weapons reset, so... yes? -- orrrr, should we rather call the re-assignment of weapons onNewTurn()? probably not because -- then you cant switch hogs... unless we add a thing in onSwitch or whatever -- ye, that is probably better actually, but I'll add that when/if I add switch --end --[[function onHogHide(gear) -- waiting for Henek end function onHogRestore(gear) -- waiting for Henek end]] function onGearAdd(gear) --if GetGearType(gear) == gtSwitcher then -- SaveWeapons(CurrentHedgehog) --end if (GetGearType(gear) == gtHedgehog) then trackGear(gear) end end function onGearDelete(gear) if (GetGearType(gear) == gtHedgehog) then --or (GetGearType(gear) == gtResurrector) then TransferWeps(gear) trackDeletion(gear) end end function onAmmoStoreInit() -- no, you can't set your own ammo scheme end