-- Hedgewars SniperRifle Training -- Scripting Example -- Lines such as this one are comments - they are ignored -- by the game, no matter what kind of text is in there. -- It's also possible to place a comment after some real -- instruction as you see below. In short, everything -- following "--" is ignored. --------------------------------------------------------------- -- At first we implement the localization library using loadfile. -- This allows us to localize strings without needing to think -- about translations. -- We can use the function loc(text) to localize a string. HedgewarsScriptLoad("/Scripts/Locale.lua") -- This variable will hold the number of destroyed targets. local score = 0 -- This variable will hold the number of shots from the sniper rifle local shots = 0 -- This variable represents the number of targets to destroy. local score_goal = 31 -- This variable controls how many milliseconds/ticks we'd -- like to wait before we end the round once all targets -- have been destroyed. local end_timer = 1000 -- 1000 ms = 1 s -- This variable is set to true if the game is lost (i.e. -- time runs out). local game_lost = false -- This variable will point to the hog's gear local player = nil -- This variable will grab the time left at the end of the round local time_goal = 0 local target = nil local last_hit_time = 0 -- This is a custom function to make it easier to -- spawn more targets with just one line of code -- You may define as many custom functions as you -- like. function spawnTarget(x, y) -- add a new target gear target = AddGear(x, y, gtTarget, 0, 0, 0, 0) -- have the camera move to the target so the player knows where it is FollowGear(target) end function blowUp(x, y) -- adds some TNT gear = AddGear(x, y, gtDynamite, 0, 0, 0, 0) end function onNewTurn() SetWeapon(amSniperRifle) end -- This function is called before the game loads its -- resources. -- It's one of the predefined function names that will -- be called by the game. They give you entry points -- where you're able to call your own code using either -- provided instructions or custom functions. function onGameInit() -- At first we have to overwrite/set some global variables -- that define the map, the game has to load, as well as -- other things such as the game rules to use, etc. -- Things we don't modify here will use their default values. -- The base number for the random number generator Seed = 0 -- Game settings and rules GameFlags = gfMultiWeapon + gfOneClanMode + gfArtillery -- The time the player has to move each round (in ms) TurnTime = 150000 -- The frequency of crate drops CaseFreq = 0 -- The number of mines being placed MinesNum = 0 -- The number of explosives being placed Explosives = 0 -- The delay between each round Delay = 0 -- The map to be played Map = "Ropes" -- The theme to be used Theme = "City" -- Create the player team AddTeam(loc("Sniperz"), 14483456, "Simple", "Island", "Default") -- And add a hog to it player = AddHog(loc("Hunter"), 0, 1, "Sniper") SetGearPosition(player, 602, 1465) end -- This function is called when the round starts -- it spawns the first target that has to be destroyed. -- In addition it shows the scenario goal(s). function onGameStart() -- Disable graph in stats screen SendHealthStatsOff() -- Spawn the first target. spawnTarget(860,1020) -- Show some nice mission goals. -- Parameters are: caption, sub caption, description, -- extra text, icon and time to show. -- A negative icon parameter (-n) represents the n-th weapon icon -- A positive icon paramter (n) represents the (n+1)-th mission icon -- A timeframe of 0 is replaced with the default time to show. ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission."), -amSniperRifle, 0) end -- This function is called every game tick. -- Note that there are 1000 ticks within one second. -- You shouldn't try to calculate too complicated -- code here as this might slow down your game. function onGameTick20() if game_lost then return end -- after a target is destroyed, show hog, then target if (target ~= nil) and (TurnTimeLeft + 1300 < last_hit_time) then -- move camera to the target FollowGear(target) elseif TurnTimeLeft + 300 < last_hit_time then -- move camera to the hog FollowGear(player) end -- If time's up, set the game to be lost. -- We actually check the time to be "1 ms" as it -- will be at "0 ms" right at the start of the game. if TurnTimeLeft < 40 and TurnTimeLeft > 0 and score < score_goal and game_lost == false then game_lost = true -- ... and show a short message. AddCaption(loc("Time's up!")) ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0) -- and generate the stats and go to the stats screen generateStats() EndGame() -- Just to be sure set the goal time to 1 ms time_goal = 1 end -- If the goal is reached or we've lost ... if score == score_goal or game_lost then -- ... check to see if the time we'd like to -- wait has passed and then ... if end_timer == 0 then -- ... end the game ... generateStats() EndGame() else -- ... or just lower the timer by 1. -- Reset the time left to stop the timer TurnTimeLeft = time_goal end end_timer = end_timer - 20 end end -- This function is called when the game is initialized -- to request the available ammo and probabilities function onAmmoStoreInit() -- add an unlimited supply of shotgun ammo SetAmmo(amSniperRifle, 9, 0, 0, 0) end -- This function is called when a new gear is added. -- We use it to count the number of shots, which we -- in turn use to calculate the final score and stats function onGearAdd(gear) if GetGearType(gear) == gtSniperRifleShot then shots = shots + 1 end end -- This function is called before a gear is destroyed. -- We use it to count the number of targets destroyed. function onGearDelete(gear) if GetGearType(gear) == gtCase then game_lost = true return end if (GetGearType(gear) == gtTarget) then -- remember when the target was hit for adjusting the camera last_hit_time = TurnTimeLeft -- Add one point to our score/counter score = score + 1 -- If we haven't reached the goal ... if score < score_goal then -- ... spawn another target. if score == 1 then spawnTarget(1520,1350) elseif score == 2 then spawnTarget(1730,1040) elseif score == 3 then spawnTarget(2080,780) elseif score == 4 then AddCaption(loc("Good so far!") .. " " .. loc("Keep it up!")); blowUp(1730,1226) blowUp(1440,1595) blowUp(1527,1575) blowUp(1614,1595) blowUp(1420,1675) blowUp(1527,1675) blowUp(1634,1675) blowUp(1440,1755) blowUp(1527,1775) blowUp(1614,1755) spawnTarget(1527,1667) elseif score == 5 then spawnTarget(1527,1667) elseif score == 6 then spawnTarget(2175,1300) elseif score == 7 then spawnTarget(2250,940) elseif score == 8 then spawnTarget(2665,1540) elseif score == 9 then spawnTarget(3040,1160) elseif score == 10 then spawnTarget(2930,1500) elseif score == 11 then AddCaption(loc("This one's tricky.")); spawnTarget(700,720) elseif score == 12 then AddCaption(loc("Well done.")); blowUp(914,1222) blowUp(1050,1222) blowUp(1160,1008) blowUp(1160,1093) blowUp(1160,1188) blowUp(375,911) blowUp(510,911) blowUp(640,911) blowUp(780,911) blowUp(920,911) blowUp(1060,913) blowUp(1198,913) spawnTarget(1200,730) elseif score == 13 then spawnTarget(1200,830) elseif score == 14 then spawnTarget(1430,450) elseif score == 15 then spawnTarget(796,240) elseif score == 16 then spawnTarget(300,10) elseif score == 17 then spawnTarget(2080,820) elseif score == 18 then AddCaption(loc("Demolition is fun!")); blowUp(2110,920) blowUp(2210,920) blowUp(2200,305) blowUp(2300,305) blowUp(2300,400) blowUp(2300,500) blowUp(2300,600) blowUp(2300,700) blowUp(2300,800) blowUp(2300,900) blowUp(2401,305) blowUp(2532,305) blowUp(2663,305) spawnTarget(2300,760) elseif score == 19 then spawnTarget(2300,760) elseif score == 20 then spawnTarget(2738,190) elseif score == 21 then spawnTarget(2590,-100) elseif score == 22 then AddCaption(loc("Will this ever end?")); blowUp(2790,305) blowUp(2930,305) blowUp(3060,305) blowUp(3190,305) blowUp(3310,305) blowUp(3393,613) blowUp(2805,370) blowUp(2805,500) blowUp(2805,630) blowUp(2805,760) blowUp(2805,890) blowUp(3258,370) blowUp(3258,475) blowUp(3264,575) spawnTarget(3230,240) elseif score == 23 then spawnTarget(3230,290) elseif score == 24 then spawnTarget(3670,250) elseif score == 25 then spawnTarget(2620,-100) elseif score == 26 then spawnTarget(2870,300) elseif score == 27 then spawnTarget(3850,900) elseif score == 28 then spawnTarget(3780,300) elseif score == 29 then spawnTarget(3670,0) elseif score == 30 then AddCaption(loc("Last Target!")); spawnTarget(3480,1200) end else if not game_lost then -- Otherwise show that the goal was accomplished ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Congratulations! You've eliminated all targets|within the allowed time frame."), 0, 0) -- Also let the hogs shout "victory!" PlaySound(sndVictory) -- Save the time left so we may keep it. time_goal = TurnTimeLeft end end end end -- This function calculates the final score of the player and provides some texts and -- data for the final stats screen function generateStats() local accuracy = (score/shots)*100 local end_score_targets = (score * 200) local end_score_overall if not game_lost then local end_score_time = math.ceil(time_goal/5) local end_score_accuracy = math.ceil(accuracy * 100) end_score_overall = end_score_time + end_score_targets + end_score_accuracy SendStat(siGameResult, loc("You have successfully finished the sniper rifle training!")) SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets)) SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots)) SendStat(siCustomAchievement, string.format(loc("Accuracy bonus: +%d points"), end_score_accuracy)) SendStat(siCustomAchievement, string.format(loc("You had %.2fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time)) else SendStat(siGameResult, loc("You lose!")) SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets)) SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots)) end_score_overall = end_score_targets end SendStat(siPlayerKills, tostring(end_score_overall), loc("Sniperz")) SendStat(siPointType, loc("points")) end