# HG changeset patch # User Wuzzy # Date 1530996536 -7200 # Node ID f38b72d641579ca61fe4da3a0e08845d9e9a26e5 # Parent 57de4f050891f2d1fcc7a473f7647c67f60b0679 Highlander: Clean up code style, indents and delete useless old comments diff -r 57de4f050891 -r f38b72d64157 share/hedgewars/Data/Scripts/Multiplayer/Highlander.lua --- a/share/hedgewars/Data/Scripts/Multiplayer/Highlander.lua Sat Jul 07 19:34:13 2018 +0200 +++ b/share/hedgewars/Data/Scripts/Multiplayer/Highlander.lua Sat Jul 07 22:48:56 2018 +0200 @@ -3,90 +3,21 @@ -- by mikade -------------------------------- --- Ancient changelog: - ------------ ---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 - ------------ ---0.4b ------------ --- as per request, add ice-gun - ------------------------- -- ideas for the future ------------------------- -- add 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? +-- * 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 -------------------------------- +------------------ +-- script follows +------------------ HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Tracker.lua") @@ -95,25 +26,25 @@ -- These define weps allowed by the script. -- These were arbitrarily defined out-of-order in initial script, so that was preserved here, resulting -- in a moderately odd syntax. -local atkWeps = { - [amBazooka]=true, [amBee]=true, [amMortar]=true, [amDrill]=true, [amSnowball]=true, - [amGrenade]=true, [amClusterBomb]=true, [amMolotov]=true, [amWatermelon]=true, - [amHellishBomb]=true, [amGasBomb]=true, [amShotgun]=true, [amDEagle]=true, - [amFlamethrower]=true, [amSniperRifle]=true, [amSineGun]=true, [amMinigun]=true, - [amFirePunch]=true, [amWhip]=true, [amBaseballBat]=true, [amKamikaze]=true, - [amSeduction]=true, [amHammer]=true, [amMine]=true, [amDynamite]=true, [amCake]=true, - [amBallgun]=true, [amSMine]=true, [amRCPlane]=true, [amBirdy]=true, [amKnife]=true, - [amAirAttack]=true, [amMineStrike]=true, [amNapalm]=true, [amDrillStrike]=true, [amPiano]=true, [amAirMine] = true, - [amDuck]=true, - } +local atkWeps = { + [amBazooka]=true, [amBee]=true, [amMortar]=true, [amDrill]=true, [amSnowball]=true, + [amGrenade]=true, [amClusterBomb]=true, [amMolotov]=true, [amWatermelon]=true, + [amHellishBomb]=true, [amGasBomb]=true, [amShotgun]=true, [amDEagle]=true, + [amFlamethrower]=true, [amSniperRifle]=true, [amSineGun]=true, [amMinigun]=true, + [amFirePunch]=true, [amWhip]=true, [amBaseballBat]=true, [amKamikaze]=true, + [amSeduction]=true, [amHammer]=true, [amMine]=true, [amDynamite]=true, [amCake]=true, + [amBallgun]=true, [amSMine]=true, [amRCPlane]=true, [amBirdy]=true, [amKnife]=true, + [amAirAttack]=true, [amMineStrike]=true, [amNapalm]=true, [amDrillStrike]=true, [amPiano]=true, [amAirMine] = true, + [amDuck]=true, +} local utilWeps = { - [amBlowTorch]=true, [amPickHammer]=true, [amGirder]=true, [amPortalGun]=true, - [amRope]=true, [amParachute]=true, [amTeleport]=true, [amJetpack]=true, - [amInvulnerable]=true, [amLaserSight]=true, [amVampiric]=true, - [amLowGravity]=true, [amExtraDamage]=true, [amExtraTime]=true, - [amLandGun]=true, [amRubber]=true, [amIceGun]=true, - } + [amBlowTorch]=true, [amPickHammer]=true, [amGirder]=true, [amPortalGun]=true, + [amRope]=true, [amParachute]=true, [amTeleport]=true, [amJetpack]=true, + [amInvulnerable]=true, [amLaserSight]=true, [amVampiric]=true, + [amLowGravity]=true, [amExtraDamage]=true, [amExtraTime]=true, + [amLandGun]=true, [amRubber]=true, [amIceGun]=true, +} -- Intentionally left out: -- * Resurrector (guaranteed to screw up the game) @@ -159,32 +90,32 @@ that is, the state to which your inventory will get reset in the next turn. No Multi-Use (default): - If you kill a hog who owns a weapon you currently have in your reset inventory, - but not your inventory, you DO NOT get this weapon again. + If you kill a hog who owns a weapon you currently have in your reset inventory, + but not your inventory, you DO NOT get this weapon again. Multi-Use: - If you kill a hog who owns a weapon you currently have in your reset inventory, - but not your inventory, you DO get this weapon. + If you kill a hog who owns a weapon you currently have in your reset inventory, + but not your inventory, you DO get this weapon. Example 1: - You have a ballgun, and use it to kill a hog who also owns a ballgun. - No Multi-Use: You will NOT get another ballgun, since it's in your - reset inventory. - Multi-Use: You get another ballgun. + You have a ballgun, and use it to kill a hog who also owns a ballgun. + No Multi-Use: You will NOT get another ballgun, since it's in your + reset inventory. + Multi-Use: You get another ballgun. Example 2: - You have a grenade and a bazooka in your inventory. You use the bazooka - to kill a hedgehog who owns a grenade. - In both ammo limit modes, you do NOT win any ammo since you already have - a grenade in your inventory (not just your reset inventory), and the - rule “no more than 1 ammo per type” applies. + You have a grenade and a bazooka in your inventory. You use the bazooka + to kill a hedgehog who owns a grenade. + In both ammo limit modes, you do NOT win any ammo since you already have + a grenade in your inventory (not just your reset inventory), and the + rule “no more than 1 ammo per type” applies. ]] local multiUse = false function onParameters() - parseParams() - multiUse = params["multiuse"] == "true" - loyal = params["loyal"] == "true" + parseParams() + multiUse = params["multiuse"] == "true" + loyal = params["loyal"] == "true" end function CheckForWeaponSwap() @@ -208,58 +139,48 @@ end function StartingSetUp(gear) - for i = 0, AmmoTypeMax do - if i ~= amNothing then - setGearValue(gear,i,0) - end - end - for w,c in pairs(wepArray) do - if c == 9 and (atkWeps[w] or utilWeps[w]) then - setGearValue(gear,w,1) - end + for i = 0, AmmoTypeMax do + if i ~= amNothing then + setGearValue(gear,i,0) + end + end + for w,c in pairs(wepArray) do + if c == 9 and (atkWeps[w] or utilWeps[w]) then + setGearValue(gear,w,1) + end end setGearValue(gear,amSkip,100) - local r = 0 - if atktot > 0 then - r = GetRandom(atktot)+1 - for i = 0, AmmoTypeMax do - if i ~= amNothing then - if atkChoices[i] >= r then - setGearValue(gear,i,1) - break - end - end - end - end - if utiltot > 0 then - r = GetRandom(utiltot)+1 - for i = 0, AmmoTypeMax do - if i ~= amNothing then - if utilChoices[i] >= r then - setGearValue(gear,i,1) - break - end - end - end - end + local r = 0 + if atktot > 0 then + r = GetRandom(atktot)+1 + for i = 0, AmmoTypeMax do + if i ~= amNothing then + if atkChoices[i] >= r then + setGearValue(gear,i,1) + break + end + end + end + end + if utiltot > 0 then + r = GetRandom(utiltot)+1 + for i = 0, AmmoTypeMax do + if i ~= amNothing then + if utilChoices[i] >= r then + setGearValue(gear,i,1) + break + end + end + end + end 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]) ) +function ConvertValues(gear) + for w,c in pairs(wepArray) do + AddAmmo(gear, w, getGearValue(gear,w) ) end - -end]] - -function ConvertValues(gear) - for w,c in pairs(wepArray) do - AddAmmo(gear, w, getGearValue(gear,w) ) - end end -- this is called when a hog dies @@ -267,18 +188,18 @@ if CurrentHedgehog ~= nil and CurrentHedgehog ~= gear and (not loyal or (GetHogClan(CurrentHedgehog) ~= GetHogClan(gear))) then - local x,y,color - local vgear - local vgtX, vgtY, vgtdX, vgtdY, vgtAngle, vgtFrame, vgtFrameTicks, vgtState, vgtTimer, vgtTint - local dspl = IsHogLocal(CurrentHedgehog) - local ammolist = '' + local x,y,color + local vgear + local vgtX, vgtY, vgtdX, vgtdY, vgtAngle, vgtFrame, vgtFrameTicks, vgtState, vgtTimer, vgtTint + local dspl = IsHogLocal(CurrentHedgehog) + local ammolist = '' - if dspl then - x,y = GetGearPosition(CurrentHedgehog) - color = GetClanColor(GetHogClan(CurrentHedgehog)) - end + if dspl then + x,y = GetGearPosition(CurrentHedgehog) + color = GetClanColor(GetHogClan(CurrentHedgehog)) + end - for w,c in pairs(wepArray) do + for w,c in pairs(wepArray) do val = getGearValue(gear,w) if val ~= 0 and (multiUse or (wepArray[w] ~= 9 and getGearValue(CurrentHedgehog, w) == 0)) then setGearValue(CurrentHedgehog, w, val) @@ -290,29 +211,29 @@ else AddAmmo(CurrentHedgehog, w, val) end - if dspl then - if ammolist == '' then - ammolist = GetAmmoName(w) - else - ammolist = ammolist .. ' • ' .. GetAmmoName(w) - end - x = x + 2 - y = y + 32 - vgear = AddVisualGear(x, y, vgtAmmo, 0, true) - if vgear ~= nil then - vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint = GetVisualGearValues(vgear) - vgtFrame = w - SetVisualGearValues(vgear,vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint) - end - end + if dspl then + if ammolist == '' then + ammolist = GetAmmoName(w) + else + ammolist = ammolist .. ' • ' .. GetAmmoName(w) + end + x = x + 2 + y = y + 32 + vgear = AddVisualGear(x, y, vgtAmmo, 0, true) + if vgear ~= nil then + vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint = GetVisualGearValues(vgear) + vgtFrame = w + SetVisualGearValues(vgear,vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint) + end + end end end - if dspl and ammolist ~= '' then - PlaySound(sndShotgunReload); - AddCaption(ammolist, color, capgrpAmmoinfo) - end + if dspl and ammolist ~= '' then + PlaySound(sndShotgunReload); + AddCaption(ammolist, color, capgrpAmmoinfo) + end end end @@ -336,34 +257,31 @@ end function onGameStart() - utilChoices[amSkip] = 0 - local c = 0 - for i = 0, AmmoTypeMax do - if i ~= amNothing then - atkChoices[i] = 0 - utilChoices[i] = 0 - if i ~= 7 then - wepArray[i] = 0 - c = GetAmmoCount(someHog, i) - if c > 8 then c = 9 end - wepArray[i] = c - if c < 9 and c > 0 then - if atkWeps[i] then - --WriteLnToConsole('a c: '..c..' w:'..i) - atktot = atktot + probability[c] - atkChoices[i] = atktot - elseif utilWeps[i] then - --WriteLnToConsole('u c: '..c..' w:'..i) - utiltot = utiltot + probability[c] - utilChoices[i] = utiltot - end - end - end - end - end - - --WriteLnToConsole('utiltot:'..utiltot..' atktot:'..atktot) - + utilChoices[amSkip] = 0 + local c = 0 + for i = 0, AmmoTypeMax do + if i ~= amNothing then + atkChoices[i] = 0 + utilChoices[i] = 0 + if i ~= 7 then + wepArray[i] = 0 + c = GetAmmoCount(someHog, i) + if c > 8 then + c = 9 + end + wepArray[i] = c + if c < 9 and c > 0 then + if atkWeps[i] then + atktot = atktot + probability[c] + atkChoices[i] = atktot + elseif utilWeps[i] then + utiltot = utiltot + probability[c] + utilChoices[i] = utiltot + end + end + end + end + end runOnGears(StartingSetUp) runOnGears(ConvertValues) @@ -402,38 +320,20 @@ 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) - if someHog == nil then someHog = gear end + if someHog == nil then + someHog = gear + end end end function onGearDelete(gear) - if (GetGearType(gear) == gtHedgehog) then --or (GetGearType(gear) == gtResurrector) then + if (GetGearType(gear) == gtHedgehog) then TransferWeps(gear) trackDeletion(gear) end