------------------- ABOUT ---------------------- -- -- Hero has get into an Red Strawberies ambush -- He has to eliminate the enemies by using limited -- ammo of sniper rifle and watermelon HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua") ----------------- VARIABLES -------------------- -- globals local missionName = loc("Precise shooting") local timeLeft = 10000 local lastWeaponUsed = amSniperRifle -- hogs local hero = { name = loc("Hog Solo"), x = 1100, y = 560 } local enemiesOdd = { {name = "Hog 1", x = 2000 , y = 175}, {name = "Hog 3", x = 1950 , y = 1110}, {name = "Hog 5", x = 1270 , y = 1480}, {name = "Hog 7", x = 240 , y = 790}, {name = "Hog 9", x = 620 , y = 1950}, {name = "Hog 11", x = 720 , y = 1950}, {name = "Hog 13", x = 1620 , y = 1950}, {name = "Hog 15", x = 1720 , y = 1950}, } local enemiesEven = { {name = "Hog 2", x = 660, y = 140}, {name = "Hog 4", x = 1120, y = 1250}, {name = "Hog 6", x = 1290, y = 1250}, {name = "Hog 8", x = 820, y = 1950}, {name = "Hog 10", x = 920, y = 1950}, {name = "Hog 12", x = 1820, y = 1950}, {name = "Hog 14", x = 1920, y = 1950}, {name = "Hog 16", x = 1200, y = 560}, } -- teams local teamA = { name = loc("Hog Solo"), color = tonumber("38D61C",16) -- green } local teamB = { name = loc("RS1"), color = tonumber("FF0000",16) -- red } local teamC = { name = loc("RS2"), color = tonumber("FF0000",16) -- red } -------------- LuaAPI EVENT HANDLERS ------------------ function onGameInit() GameFlags = gfDisableWind + gfInfAttack Seed = 1 TurnTime = 15000 CaseFreq = 0 MinesNum = 0 MinesTime = 1 Explosives = 0 Map = "fruit03_map" Theme = "Fruit" -- Hog Solo AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy") hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1") AnimSetGearPosition(hero.gear, hero.x, hero.y) -- enemies AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") for i=1,table.getn(enemiesEven) do enemiesEven[i].gear = AddHog(enemiesEven[i].name, 1, 100, "war_desertgrenadier1") AnimSetGearPosition(enemiesEven[i].gear, enemiesEven[i].x, enemiesEven[i].y) end AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") for i=1,table.getn(enemiesOdd) do enemiesOdd[i].gear = AddHog(enemiesOdd[i].name, 1, 100, "war_desertgrenadier1") AnimSetGearPosition(enemiesOdd[i].gear, enemiesOdd[i].x, enemiesOdd[i].y) end initCheckpoint("fruit03") AnimInit() --AnimationSetup() end function onGameStart() AnimWait(hero.gear, 3000) FollowGear(hero.gear) AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) --hero ammo AddAmmo(hero.gear, amSkip, 1) AddAmmo(hero.gear, amTeleport, 2) AddAmmo(hero.gear, amSniperRifle, 2) AddAmmo(hero.gear, amWatermelon, 2) --enemies ammo AddAmmo(enemiesOdd[1].gear, amDEagle, 100) AddAmmo(enemiesOdd[1].gear, amSniperRifle, 100) AddAmmo(enemiesOdd[1].gear, amWatermelon, 1) AddAmmo(enemiesOdd[1].gear, amGrenade, 5) AddAmmo(enemiesEven[1].gear, amDEagle, 100) AddAmmo(enemiesEven[1].gear, amSniperRifle, 100) AddAmmo(enemiesEven[1].gear, amWatermelon, 1) AddAmmo(enemiesEven[1].gear, amGrenade, 5) SendHealthStatsOff() end function onNewTurn() if CurrentHedgehog == hero.gear then TurnTimeLeft = TurnTime + timeLeft timeLeft = 0 end turnHogs() WriteLnToConsole("NEW TURN") end function onGameTick20() --WriteLnToConsole("TURN TIME LEFT : "..timeLeft) if CurrentHedgehog == hero.gear and GetAmmoCount(hero.gear, amSkip) == 0 then AddAmmo(hero.gear, amSkip, 1) --WriteLnToConsole("----- TURN TIME LEFT : "..TurnTimeLeft) timeLeft = TurnTimeLeft --WriteLnToConsole("***** TURN TIME LEFT : "..timeLeft) TurnTimeLeft = 0 --WriteLnToConsole("NEW TURN TIME LEFT : "..timeLeft) end end function onGearDamage(gear, damage) FollowGear(gear) WriteLnToConsole("GEAR DAMAGED") end function onGearDelete(gear) WriteLnToConsole("HERO : "..hero.gear) WriteLnToConsole("GEAR : "..gear) WriteLnToConsole("UPPER BOUND : "..enemiesOdd[table.getn(enemiesOdd)].gear) WriteLnToConsole("UPPER BOUND : "..enemiesEven[table.getn(enemiesEven)].gear) if (gear > hero.gear and gear <= enemiesOdd[table.getn(enemiesOdd)].gear) or (gear > hero.gear and gear <= enemiesEven[table.getn(enemiesEven)].gear) then WriteLnToConsole("NOT HERO GEAR") local availableTeleports = GetAmmoCount(hero.gear,amTeleport) local availableSniper = GetAmmoCount(hero.gear,amSniperRifle) if availableTeleports < 2 then AddAmmo(hero.gear, amTeleport, availableTeleports + 1 ) end if availableSniper < 3 then AddAmmo(hero.gear, amSniperRifle, availableSniper + 1 ) end end WriteLnToConsole("GEAR KILLED") end -------------- EVENTS ------------------ function onHeroDeath(gear) if not GetHealth(hero.gear) then return true end return false end -------------- ACTIONS ------------------ -- game ends anyway but I want to sent custom stats probably... function heroDeath(gear) EndGame() end ------------------ Other Functions ------------------- function turnHogs() if GetHealth(hero.gear) then for i=1,table.getn(enemiesEven) do if GetHealth(enemiesEven[i].gear) then if GetX(enemiesEven[i].gear) < GetX(hero.gear) then HogTurnLeft(enemiesEven[i].gear, false) elseif GetX(enemiesEven[i].gear) > GetX(hero.gear) then HogTurnLeft(enemiesEven[i].gear, true) end end end for i=1,table.getn(enemiesOdd) do if GetHealth(enemiesOdd[i].gear) then if GetX(enemiesOdd[i].gear) < GetX(hero.gear) then HogTurnLeft(enemiesOdd[i].gear, false) elseif GetX(enemiesOdd[i].gear) > GetX(hero.gear) then HogTurnLeft(enemiesOdd[i].gear, true) end end end end end