share/hedgewars/Data/Missions/Training/Basic_Training_-_Sniper_Rifle.lua
author nemo
Sun, 25 Jan 2015 14:48:02 -0500
changeset 10808 1e39630d7c2e
parent 10655 1c85a442bd56
child 11015 7a905f0070ce
permissions -rw-r--r--
Add a couple of more variable bindings, make all the set visual gear values optional, to allow skipping trailing params or specifying ones in the middle as nil to not set. Should make using it more convenient in simple cases.
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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-- Hedgewars SniperRifle Training
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-- Scripting Example
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-- Lines such as this one are comments - they are ignored
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-- by the game, no matter what kind of text is in there.
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-- It's also possible to place a comment after some real
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-- instruction as you see below. In short, everything
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-- following "--" is ignored.
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---------------------------------------------------------------
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-- At first we implement the localization library using loadfile.
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-- This allows us to localize strings without needing to think
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-- about translations.
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-- We can use the function loc(text) to localize a string.
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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-- This variable will hold the number of destroyed targets.
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local score = 0
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-- This variable will hold the number of shots from the sniper rifle
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local shots = 0
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-- This variable represents the number of targets to destroy.
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local score_goal = 31
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-- This variable controls how many milliseconds/ticks we'd
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-- like to wait before we end the round once all targets
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-- have been destroyed.
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local end_timer = 1000 -- 1000 ms = 1 s
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-- This variable is set to true if the game is lost (i.e.
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-- time runs out).
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local game_lost = false
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-- This variable will point to the hog's gear
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local player = nil
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-- This variable will grab the time left at the end of the round
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local time_goal = 0
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local target = nil
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local last_hit_time = 0
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-- This is a custom function to make it easier to
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-- spawn more targets with just one line of code
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-- You may define as many custom functions as you
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-- like.
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function spawnTarget(x, y)
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	-- add a new target gear
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	target = AddGear(x, y, gtTarget, 0, 0, 0, 0)
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	-- have the camera move to the target so the player knows where it is
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	FollowGear(target)
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end
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function blowUp(x, y)
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	-- adds some TNT
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	gear = AddGear(x, y, gtDynamite, 0, 0, 0, 0)
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end
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function onNewTurn()
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	SetWeapon(amSniperRifle)
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end
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-- This function is called before the game loads its
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-- resources.
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-- It's one of the predefined function names that will
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-- be called by the game. They give you entry points
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-- where you're able to call your own code using either
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-- provided instructions or custom functions.
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function onGameInit()
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	-- At first we have to overwrite/set some global variables
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	-- that define the map, the game has to load, as well as
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	-- other things such as the game rules to use, etc.
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	-- Things we don't modify here will use their default values.
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	-- The base number for the random number generator
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	Seed = 0
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	-- Game settings and rules
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	GameFlags = gfMultiWeapon + gfOneClanMode + gfArtillery
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	-- The time the player has to move each round (in ms)
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	TurnTime = 150000
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	-- The frequency of crate drops
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	CaseFreq = 0
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	-- The number of mines being placed
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	MinesNum = 0
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	-- The number of explosives being placed
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	Explosives = 0
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	-- The delay between each round
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	Delay = 0
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	-- The map to be played
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	Map = "Ropes"
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	-- The theme to be used
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	Theme = "City"
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	-- Create the player team
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	AddTeam(loc("Sniperz"), 14483456, "Simple", "Island", "Default")
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	-- And add a hog to it
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	player = AddHog(loc("Hunter"), 0, 1, "Sniper")
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	SetGearPosition(player, 602, 1465)
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end
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-- This function is called when the round starts
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-- it spawns the first target that has to be destroyed.
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-- In addition it shows the scenario goal(s).
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function onGameStart()
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	-- Disable graph in stats screen
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	SendHealthStatsOff()
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	-- Spawn the first target.
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	spawnTarget(860,1020)
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	-- Show some nice mission goals.
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	-- Parameters are: caption, sub caption, description,
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	-- extra text, icon and time to show.
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	-- A negative icon parameter (-n) represents the n-th weapon icon
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	-- A positive icon paramter (n) represents the (n+1)-th mission icon
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	-- A timeframe of 0 is replaced with the default time to show.
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	ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission."), -amSniperRifle, 0)
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end
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-- This function is called every game tick.
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-- Note that there are 1000 ticks within one second.
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-- You shouldn't try to calculate too complicated
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-- code here as this might slow down your game.
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function onGameTick20()
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	if game_lost then
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		return
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	end
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	-- after a target is destroyed, show hog, then target
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	if (target ~= nil) and (TurnTimeLeft + 1300 < last_hit_time) then
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		-- move camera to the target
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		FollowGear(target)
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	elseif TurnTimeLeft + 300 < last_hit_time then
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		-- move camera to the hog
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		FollowGear(player)
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	end
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	-- If time's up, set the game to be lost.
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	-- We actually check the time to be "1 ms" as it
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	-- will be at "0 ms" right at the start of the game.
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	if TurnTimeLeft < 40 and TurnTimeLeft > 0 and score < score_goal and game_lost == false then
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		game_lost = true
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		-- ... and show a short message.
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		AddCaption(loc("Time's up!"))
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		ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0)
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		-- and generate the stats and go to the stats screen
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		generateStats()
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		EndGame()
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		-- Just to be sure set the goal time to 1 ms
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		time_goal = 1
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	end
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	-- If the goal is reached or we've lost ...
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	if score == score_goal or game_lost then
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		-- ... check to see if the time we'd like to
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		-- wait has passed and then ...
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		if end_timer == 0 then
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			-- ... end the game ...
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			generateStats()
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			EndGame()
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		else
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			-- ... or just lower the timer by 1.
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			-- Reset the time left to stop the timer
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			TurnTimeLeft = time_goal
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		end
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        end_timer = end_timer - 20
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	end
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end
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-- This function is called when the game is initialized
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-- to request the available ammo and probabilities
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function onAmmoStoreInit()
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	-- add an unlimited supply of shotgun ammo
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	SetAmmo(amSniperRifle, 9, 0, 0, 0)
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end
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-- This function is called when a new gear is added.
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-- We use it to count the number of shots, which we
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-- in turn use to calculate the final score and stats
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function onGearAdd(gear)
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	if GetGearType(gear) == gtSniperRifleShot then
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		shots = shots + 1
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	end
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end
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-- This function is called before a gear is destroyed.
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-- We use it to count the number of targets destroyed.
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function onGearDelete(gear)
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   181
    
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	if GetGearType(gear) == gtCase then
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		game_lost = true
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		return
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	end
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   186
	
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	if (GetGearType(gear) == gtTarget) then
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		-- remember when the target was hit for adjusting the camera
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		last_hit_time = TurnTimeLeft
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		-- Add one point to our score/counter
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		score = score + 1
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		-- If we haven't reached the goal ...
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		if score < score_goal then
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   194
			-- ... spawn another target.
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			if score == 1 then
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				spawnTarget(1520,1350)
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			elseif score == 2 then
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				spawnTarget(1730,1040)
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			elseif score == 3 then
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				spawnTarget(2080,780)
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			elseif score == 4 then
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				AddCaption(loc("Good so far!") .. " " .. loc("Keep it up!"));
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				blowUp(1730,1226)
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				blowUp(1440,1595)
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   205
				blowUp(1527,1575)
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   206
				blowUp(1614,1595)
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   207
				blowUp(1420,1675)
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   208
				blowUp(1527,1675)
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   209
				blowUp(1634,1675)
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   210
				blowUp(1440,1755)
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   211
				blowUp(1527,1775)
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   212
				blowUp(1614,1755)
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   213
				spawnTarget(1527,1667)
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			elseif score == 5 then
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				spawnTarget(1527,1667)
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			elseif score == 6 then
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   217
				spawnTarget(2175,1300)
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   218
			elseif score == 7 then
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   219
				spawnTarget(2250,940)
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			elseif score == 8 then
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   221
				spawnTarget(2665,1540)
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   222
			elseif score == 9 then
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   223
				spawnTarget(3040,1160)
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   224
			elseif score == 10 then
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   225
				spawnTarget(2930,1500)
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   226
			elseif score == 11 then
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   227
				AddCaption(loc("This one's tricky."));
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   228
				spawnTarget(700,720)
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   229
			elseif score == 12 then
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   230
				AddCaption(loc("Well done."));
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   231
				blowUp(914,1222)
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   232
				blowUp(1050,1222)
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   233
				blowUp(1160,1008)
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   234
				blowUp(1160,1093)
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   235
				blowUp(1160,1188)
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   236
				blowUp(375,911)
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   237
				blowUp(510,911)
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   238
				blowUp(640,911)
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   239
				blowUp(780,911)
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   240
				blowUp(920,911)
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   241
				blowUp(1060,913)
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   242
				blowUp(1198,913)
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   243
				spawnTarget(1200,730)
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   244
			elseif score == 13 then
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   245
				spawnTarget(1200,830)
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   246
			elseif score == 14 then
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   247
				spawnTarget(1430,450)
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   248
			elseif score == 15 then
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   249
				spawnTarget(796,240)
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   250
			elseif score == 16 then
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   251
				spawnTarget(300,10)
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   252
			elseif score == 17 then
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   253
				spawnTarget(2080,820)
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   254
			elseif score == 18 then
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   255
				AddCaption(loc("Demolition is fun!"));
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   256
				blowUp(2110,920)
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   257
				blowUp(2210,920)
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   258
				blowUp(2200,305)
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   259
				blowUp(2300,305)
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   260
				blowUp(2300,400)
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				blowUp(2300,500)
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				blowUp(2300,600)
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				blowUp(2300,700)
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				blowUp(2300,800)
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				blowUp(2300,900)
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				blowUp(2401,305)
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				blowUp(2532,305)
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				blowUp(2663,305)
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				spawnTarget(2300,760)
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			elseif score == 19 then
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				spawnTarget(2300,760)
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			elseif score == 20 then
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				spawnTarget(2738,190)
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			elseif score == 21 then
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				spawnTarget(2590,-100)
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			elseif score == 22 then
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				AddCaption(loc("Will this ever end?"));
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				blowUp(2790,305)
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				blowUp(2930,305)
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				blowUp(3060,305)
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				blowUp(3190,305)
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				blowUp(3310,305)
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				blowUp(3393,613)
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				blowUp(2805,370)
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				blowUp(2805,500)
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				blowUp(2805,630)
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				blowUp(2805,760)
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				blowUp(2805,890)
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				blowUp(3258,370)
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				blowUp(3258,475)
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				blowUp(3264,575)
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				spawnTarget(3230,240)
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			elseif score == 23 then
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				spawnTarget(3230,290)
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			elseif score == 24 then
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				spawnTarget(3670,250)
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			elseif score == 25 then
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				spawnTarget(2620,-100)
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			elseif score == 26 then
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				spawnTarget(2870,300)
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			elseif score == 27 then
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				spawnTarget(3850,900)
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			elseif score == 28 then
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				spawnTarget(3780,300)
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			elseif score == 29 then
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				spawnTarget(3670,0)
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			elseif score == 30 then
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				AddCaption(loc("Last Target!"));
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				spawnTarget(3480,1200)
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			end
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		else
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			if not game_lost then
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			-- Otherwise show that the goal was accomplished
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			ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Congratulations! You've eliminated all targets|within the allowed time frame."), 0, 0)
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			-- Also let the hogs shout "victory!"
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			PlaySound(sndVictory)
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			-- Save the time left so we may keep it.
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			time_goal = TurnTimeLeft
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			end
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		end
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	end
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end
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-- This function calculates the final score of the player and provides some texts and
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-- data for the final stats screen
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function generateStats()
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	local accuracy = (score/shots)*100
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	local end_score_targets = (score * 200)
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	local end_score_overall
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	if not game_lost then
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		local end_score_time = math.ceil(time_goal/5)
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		local end_score_accuracy = math.ceil(accuracy * 100)
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		end_score_overall = end_score_time + end_score_targets + end_score_accuracy
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   334
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		SendStat(siGameResult, loc("You have successfully finished the sniper rifle training!"))
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   336
		SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets))
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   337
		SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots))
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   338
		SendStat(siCustomAchievement, string.format(loc("Accuracy bonus: +%d points"), end_score_accuracy))
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   339
		SendStat(siCustomAchievement, string.format(loc("You had %.2fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time))
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   340
	else
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   341
		SendStat(siGameResult, loc("You lose!"))
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   342
	
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   343
		SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets))
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   344
		SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots))
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   345
		end_score_overall = end_score_targets
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   346
	end
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   347
	SendStat(siPlayerKills, tostring(end_score_overall), loc("Sniperz"))
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   348
	SendStat(siPointType, loc("points"))
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   349
end