--[[ Balanced Random Weapon Every turn, each hog gets 1-3 random weapons. Weapons are reset every turn. = CUSTOMIZATION = The weapon chances are chosen with the weapons scheme. The "ammo count" tab is used to set the probability level that you get equipped with the ammo at the start of a turn: * infinity = always get this weapon * 3-8 bullets = high probability (more bullets don't make it more likely) * 2 bullets = medium probability * 1 bullet = low probability * 0 bullets = never For utilities, the low and medium probabilities are the same. The "probabilities" tab is, as usual, for crate probabilities. The "ammo in crate" and "delay" tabs also work as expected. ]] HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Tracker.lua") local weapons = {} local weapons_values = {} local airweapons = {} local airweapons_values = {} local utilities = {} local utilities_values = {} local isUtility, isAirWeapon function randomAmmo() --[[ = WEAPON SELECTION ALGORITHM = Each turn, a team gets 3 "points". Each ammo that has been activated has a "cost" of 1-3 which is derived from the ammo probability specified from the ammo menu (see getCost). Utilities are forced to have a cost of 1-2. Steps: 1. Add a random weapon to ammo and subtract cost 2. If there's still points left: a. Forget any item in mind b. Choose a random weapon and keep it in mind (but don't add it to the ammo yet) c. Choose a random utility and keep it in mind (but don't add it to the ammo yet) d. Forget any items which are either too expensive or have already been taken by this hedgehog e. Randomly add one of the items which are still in mind to the hedgehog's ammo and substract cost f. Return to step 2 If 0 points are left, the algorithm terminates. ]] 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() DisableGameFlags(gfPerHogAmmo) EnableGameFlags(gfResetWeps) Goals = loc("Each turn you get 1-3 random weapons") isUtility = { [amTeleport] = true, [amGirder] = true, [amSwitch] = true, [amLowGravity] = true, [amResurrector] = true, [amRope] = true, [amParachute] = true, [amJetpack] = true, [amPortalGun] = true, [amRubber] = true, [amTardis] = true, [amLandGun] = true, [amExtraTime] = true, [amVampiric] = true, [amLaserSight] = true, [amExtraDamage] = true, [amInvulnerable] = true, -- unusual classification [amSnowball] = true, } isAirWeapon = { [amAirAttack] = true, [amMineStrike] = true, [amNapalm] = true, [amDrillStrike] = true, [amPiano] = true, } end local function getCost(ammoType, ammoCount) if ammoCount == 0 or ammoCount == 9 then return 0 else local max if isUtility[ammoType] then -- Force-limit cost of utilities to 2 because utilities with -- a cost of 3 could never be "paid" max = 2 else max = 3 end return math.max(1, math.min(max, 4 - ammoCount)) end end function onGameStart() trackTeams() if MapHasBorder() == false then for a = 0, AmmoTypeMax do if a ~= amNothing and a ~= amSkip then local ammoCount = GetAmmo(a) local cost = getCost(a, ammoCount) if cost > 0 and isAirWeapon[a] then table.insert(airweapons, a) table.insert(airweapons_values, cost) end end end end end function onAmmoStoreInit() SetAmmo(amSkip, 9, 0, 0, 0) for a=0, AmmoTypeMax do if a ~= amNothing and a ~= amSkip then local ammoCount, prob, delay, ammoInCrate = GetAmmo(a) local cost = getCost(a, ammoCount) if (not isAirWeapon[a]) then if cost > 0 then if isUtility[a] then table.insert(utilities, a) table.insert(utilities, cost) else table.insert(weapons, a) table.insert(weapons_values, cost) end end else prob = 0 end local realAmmoCount if ammoCount ~= 9 then realAmmoCount = 0 else realAmmoCount = 1 end SetAmmo(a, realAmmoCount, prob, delay, ammoInCrate) end 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