#summary Lua library documentation: !SimpleMission
#labels !LuaLibrary
= Lua library: `SimpleMission` =
This is a simple library intended to make setting up simple missions an easy task for Lua scripters. The entire game logic and coding is abstracted away in a single function which you just need to feed a large definition table in which you define gears, goals, etc.
This is ideal for missions in which you set up the entire scenario from the start and don't need any complex in-mission events. BUT! This is *not* suited for missions with scripted events, cut-scenes, branching story, etc.
This library has the following features:
* Add teams, clans, hogs
* Spawn gears
* Sensible defaults for almost everything
* Set custom goals or use the default one (kill all enemies)
* Add non-goals to fail the mission
* Checks victory and failure automatically
To use this library, you first have to load it and to call `SimpleMission` once with the appropriate parameters.
== `SimpleMission(params)` ==
This function sets up the *entire* mission and needs one argument: params. The argument `params` is a table containing fields which describe the mission.
```
Mandatory fields:
- teams: Table of teams. There must be 1-8 teams.
Optional fields
- ammoConfig Table containing basic ammo values (default: infinite skip only)
- initVars Table where you set up environment parameters such as MinesNum.
- wind If set, the wind will permanently set to this value (-100..100). Implies gfDisableWind
- gears: Table of objects.
- girders Table of girders
- rubbers Table of rubbers
AMMO
- ammoType ammo type
- delay delay (default: 0)
- numberInCrate ammo per crate (default: 1)
- count default starter ammo for everyone, 9 for infinite (default: 0)
- probability probability in crates (default: 0)
TEAM DATA
- hogs table of hedgehogs in this team (must contain at least 1 hog)
- name team name
- clanID ID of the clan to which this team belongs to. Counting starts at 0.
By default, each team goes into its own clan.
Important: The clan of the player and allies MUST be 0.
Important: You MUST either set the clan ID explicitly for all teams or none of them.
- flag flag name (default: hedgewars)
- grave grave name (has default grave for each team)
- fort fort name (default: Castle)
HEDGEHOG DATA:
- id optional identifier for goals
- name hog name
- x, y hog position (default: spawns randomly on land)
- botLevel 1-5: Bot level (lower=stronger). 0=human player (default: 0)
- hat hat name (default: NoHat)
- health hog health (default: 100)
- poisoned if true, hedgehog starts poisoned with 5 poison damage. Set to a number for other poison damage (default: false)
- frozen if true, hedgehogs starts frozen (default: false)
- faceLeft initial facing direction. true=left, false=false (default: false)
- ammo table of ammo types
GEAR TYPES:
- type gear type
ALL types:
id optional identifier for goals
x x coordinate of starting position (default: 0)
y y coordinate of starting position (default: 0)
dx initial x speed (default: 0)
dy initial y speed (default: 0)
- type=gtMine Mine
timer Mine timer (only for non-duds). Default: MinesTime
isDud Whether the mine is a dud. default: false
isFrozen Whether the mine is frozen. If true, it implies being a dud as well. Default: false
health Initial health of dud mines. Has no effect if isDud=false. Default: 36
- type=gtSMine Sticky mine
timer Timer. Default: 500
- type=gtAirMine Air mine
timer Timer. Default: (MinesTime/1000 * 250)
- type=gtExplosives Barrel
health Initial health. Default: 60
isFrozen Whether the barrel is frozen. Default: true with health > 60, false otherwise
isRolling Whether the barrel starts in “rolling” state. Default: false
- type=gtCase Crate
crateType "health": Health crate
"supply": Ammo or utility crate (select crate type automatically)
"supply_ammo_explicit": Ammo crate (not recommened)
"supply_utility_explicit": Utility crate (not recommededn)
ammoType Contained ammo (only for ammo and utility crates).
health Contained health (only for health crates). Default: HealthCaseAmount
isFrozen Whether the crate is frozen. Default: false
- type=gtKnife Cleaver
- type=gtTarget Target
GOALS:
Note: If there are at least two opposing teams, a default goal is used, which is to defeat all the enemies of the
player's team. If this is what you want, you can skip this section.
The default goal is overwritten as if customGoals has been set. Set customGoals and other related parameters for
defining your own special goals. In this case, the mission is won if all customGoals are completed.
Note the mission will always fail if the player's hedgehogs and all their allies have been defeated.
If there is only one team (for the player), there is no default goal and one must be set explicitly.
- customGoals Table of custom goals (see below). All of them must be met to win. Some goal types might fail,
rendering the mission unwinnable and leading to the loss of the mission. An example is
blowing up a crate which you should have collected.ed.
- customNonGoals Table of non-goals, the player loses if one of them is achieved
- customGoalCheck When to check goals and non-goals. Values: "instant" (default), "turnStart", "turnEnd"
- missionTitle: The name of the mission (highly recommended)
- missionIcon: Icon of the mission panel, see documentation of ShowMission in the Lua API
- goalText: A short string explaining the goal of the mission (use this if you set custom goals).
GOAL TYPES:
- type name of goal type
- failText Optional. For non-goals, this text will be shown in the stats if mission fails due to this non-goal
being completed. For goals which fail, this text will be displayed at failure. Note that
all normal goals have sensible default fail texts.
- type="destroy" Gear must be destroyed
- id Gear to destroy
- type="teamDefeat" Team must be defeated
- teamName Name of team to defeat
- type="collect" Crate must be collected
FAIL CONDITION: Crate taken by enemy, or destroyed
- id ID of crate gear to collect
- collectors Optional table of gear IDs, any one of which must collect the gear (but nobody else!).
By default, this is for the player's teams and allies.
- type="turns" Achieved when a number of turns has been played
- turns Number of played turns
- type="rounds" Achieved when a number of rounds has been played
- rounds Number of played rounds
- type="suddenDeath" Sudden Death has started
- type="inZone" A gear is within given coordinate bounds. Each of xMin, xMax, yMin and yMax is a sub-goal.
Each sub-goal is only checked if not nil.
You can use this to check if a gear left, right, above or below a given coordinate.
To check if the gear is within a rectangle, just set all 4 sub-goals.
FAIL CONDITION: Gear destroyed
- id Gear to watch
- xMin gear's X coordinate must be lower than this
- xMax gear's X coordinate must be higher than this
- yMin gear's Y coordinate must be lower than this
- yMax gear's Y coordinate must be higher than this
- type="distGearPos" Distance between a gear and a fixed position
FAIL CONDITION: Gear destroyed
- distance goal distance to compare to
- relationship "greaterThan" or "lowerThan"
- id gear to watch
- x x coordinate to reach
- y y coordinate to reach
- type="distGearGear" Distance between two gears
FAIL CONDITION: Any of both gears destroyed
- distance goal distance to compare to
- relationship "greaterThan" or "lowerThan"
- id1 first gear to compare
- id2 second gear to compare
- type="damage" Gear took damage or was destroyed
- id Gear to watch
- damage Minimum amount of damage to take at a single blow. Default: 1
- canDestroy If false, this goal will fail if the gear was destroyed without taking the required damage
- type="drown" Gear has drowned
FAIL CONDITION: Gear destroyed by other means
- id Gear to watch
- type="poison" Gear must be poisoned
FAIL CONDITION: Gear destroyed
- id Gear to be poisoned
- type="cure" Gear must exist and be free from poisoning
FAIL CONDITION: Gear destroyed
- id Gear to check
- type="freeze" Gear must exist and be frozen
FAIL CONDITION: Gear destroyed
- id Gear to be frozen
- type="melt" Gear must exist and be unfrozen
FAIL CONDITION: Gear destroyed
- id Gear to check
- type="waterSkip" Gear must have skipped over water
FAIL CONDITION: Gear destroyed before it reached the required number of skips
- id
- skips Total number of water skips required at least (default: 1)
```
=== Examples ===
A couple of scenarios are using `SimpleMission`. Look into `Data/Missions/Scenarios` of your Hedgears installation. Check out the source code of the mission “Bazooka Battlefield” for a typical mission created with this library.