# HG changeset patch # User Henek # Date 1302539023 -7200 # Node ID 2fb6555011d3f039b98bcd64dc4824f359b11631 # Parent 932307228d05551c9deb31468fa395471c7efecf cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work diff -r 932307228d05 -r 2fb6555011d3 share/hedgewars/Data/Scripts/Multiplayer/Balanced_Random_Weapon.lua --- a/share/hedgewars/Data/Scripts/Multiplayer/Balanced_Random_Weapon.lua Mon Apr 11 11:22:10 2011 -0400 +++ b/share/hedgewars/Data/Scripts/Multiplayer/Balanced_Random_Weapon.lua Mon Apr 11 18:23:43 2011 +0200 @@ -1,4 +1,5 @@ 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 } @@ -15,12 +16,89 @@ -- 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|The stronger they are, the fewer you get") + 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) @@ -29,8 +107,6 @@ table.insert(weapons_values, w) end end - - --ShowMission(loc("Balanced Random Weapons"), loc("A game of luck"), loc("Each turn you'll get a weapon, and if it sucks you'll get some more!"), -amSkip, 0) end function onAmmoStoreInit() @@ -56,57 +132,17 @@ end function onNewTurn() - local n = 3 --"points" to be allocated on weapons - - --pick random weapon and subtract cost - local r = GetRandom(table.maxn(weapons_values)) + 1 - AddAmmo(CurrentHedgehog, weapons[r]) - local items_used = {} - items_used[1] = 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 = {} + runOnGears(assignAmmo) + runOnGears(reset) + setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil) +end - 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 = 1, table.maxn(items_used) do - if weapons[i] == items_used[j] 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 = 1, table.maxn(items_used) do - if utilities[i] == items_used[j] 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 - AddAmmo(CurrentHedgehog, items[r]) - table.insert(items_used, items[r]) - n = n - items_values[r] +function onGearAdd(gear) + if GetGearType(gear) == gtHedgehog then + trackGear(gear) end end + +function onGearDelete(gear) + trackDeletion(gear) +end diff -r 932307228d05 -r 2fb6555011d3 share/hedgewars/Data/Scripts/Multiplayer/Random_Weapon.lua --- a/share/hedgewars/Data/Scripts/Multiplayer/Random_Weapon.lua Mon Apr 11 11:22:10 2011 -0400 +++ b/share/hedgewars/Data/Scripts/Multiplayer/Random_Weapon.lua Mon Apr 11 18:23:43 2011 +0200 @@ -18,17 +18,30 @@ local airweapons = { amAirAttack, amMineStrike, amNapalm, amDrillStrike } -- Function that assigns the team their weapon --- Due to the fact that the gameplay uses reset weapons and no inf attack there is no point in limiting the ammo count -function assignWeapon(hog) - -- Get the ammo for this hog's team - local ammo = getTeamValue(GetHogTeamName(hog), "ammo") - -- If there is no ammo, get a random one from the list and store it - if ammo == nil then - ammo = weapons[GetRandom(table.maxn(weapons)) + 1] - setTeamValue(GetHogTeamName(hog), "ammo", ammo) +function assignAmmo(hog) + -- Get name of the current team + local name = GetHogTeamName(hog) + -- Get whither the team has been processed + local processed = getTeamValue(name, "processed") + -- If it has not, process it + if processed == nil or not processed then + -- Get the ammo for this hog's team + local ammo = getTeamValue(name, "ammo") + -- If there is no ammo, get a random one from the list and store it + if ammo == nil then + ammo = weapons[GetRandom(table.maxn(weapons)) + 1] + setTeamValue(name, "ammo", ammo) + end + -- Add the ammo for the hog + AddAmmo(hog, ammo) + -- Mark as processed + setTeamValue(name, "processed", true) end - -- Add the ammo for the hog - AddAmmo(hog, ammo) +end + +-- Mark team as not processed +function reset(hog) + setTeamValue(GetHogTeamName(hog), "processed", false) end function onGameInit() @@ -80,7 +93,9 @@ function onNewTurn() -- Give every team their weapons, so one can plan during anothers turn - runOnGears(assignWeapon) + runOnGears(assignAmmo) + -- Mark all teams as not processed + runOnGears(reset) -- Set the current teams weapons to nil so they will get new after the turn has ended setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil) end