share/hedgewars/Data/Scripts/Multiplayer/Balanced_Random_Weapon.lua
author Wuzzy <Wuzzy2@mail.ru>
Sat, 17 Feb 2018 11:25:43 +0100
changeset 13032 625d5a45f267
parent 12961 89930daecaab
child 13178 4d1cf0d76eb7
permissions -rw-r--r--
Racer/TechRacer: Show best times next to team bars
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Tracker.lua")
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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, amDuck, amMinigun, amAirMine, amKnife }
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--                      G,C,B,B,S,M,D,D,F,W,P,B,M,C,S,W,H,D,B,R,S,M,B,B,G,F,S,K,D,M,A,K
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local weapons_values = {1,1,1,2,1,1,1,2,1,1,1,2,1,3,1,3,3,2,3,3,1,1,2,1,1,2,2,1,1,3,1,2}
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local airweapons = { amAirAttack, amMineStrike, amNapalm, amDrillStrike }
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--                         A,M,N,D
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local airweapons_values = {2,2,2,2}
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local utilities = { amTeleport, amGirder, amSwitch, amLowGravity, amResurrector, amRope, amParachute, amJetpack, amPortalGun, amSnowball }
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--                        T,G,S,L,R,R,P,J,P,S
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local utilities_values = {1,2,2,1,2,2,1,2,2,2}
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function randomAmmo()
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    local n = 3   --"points" to be allocated on weapons
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    --pick random weapon and subtract cost
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    local r = GetRandom(table.maxn(weapons_values)) + 1
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    local picked_items = {}
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    table.insert(picked_items, weapons[r])
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    n = n - weapons_values[r]
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    --choose any weapons or utilities to use up remaining n
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    while n > 0 do
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        local items = {}
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        local items_values = {}
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        for i, w in pairs(weapons_values) do
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            local used = false
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            if w <= n then
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                --check that this weapon hasn't been given already
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                for j, k in pairs(picked_items) do
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                    if weapons[i] == k then
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                        used = true
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                    end
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                end
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                if not used then
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                    table.insert(items_values, w)
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                    table.insert(items, weapons[i])
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                end
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            end
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        end
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        for i, w in pairs(utilities_values) do
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            local used = false
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            if w <= n then
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                --check that this weapon hasn't been given already
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                for j, k in pairs(picked_items) do
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                    if utilities[i] == k then
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                        used = true
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                    end
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                end
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                if not used then
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                    table.insert(items_values, w)
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                    table.insert(items, utilities[i])
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                end
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            end
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        end
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        local r = GetRandom(table.maxn(items_values)) + 1
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        table.insert(picked_items, items[r])
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        n = n - items_values[r]
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    end
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    return picked_items
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end
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function assignAmmo(hog)
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    local name = GetHogTeamName(hog)
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    local processed = getTeamValue(name, "processed")
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    if processed == nil or not processed then
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        local ammo = getTeamValue(name, "ammo")
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        if ammo == nil then
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            ammo = randomAmmo()
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            setTeamValue(name, "ammo", ammo)
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        end
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        for i, w in pairs(ammo) do
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            AddAmmo(hog, w)
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        end
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        setTeamValue(name, "processed", true)
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    end
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end
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function reset(hog)
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    setTeamValue(GetHogTeamName(hog), "processed", false)
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end
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function onGameInit()
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    DisableGameFlags(gfPerHogAmmo)
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    EnableGameFlags(gfResetWeps)
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    Goals = loc("Each turn you get 1-3 random weapons")
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end
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function onGameStart()
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    trackTeams()
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    if MapHasBorder() == false then
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        for i, w in pairs(airweapons) do
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            table.insert(weapons, w)
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        end
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        for i, w in pairs(airweapons_values) do
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            table.insert(weapons_values, w)
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        end
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    end
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end
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function onAmmoStoreInit()
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    SetAmmo(amSkip, 9, 0, 0, 0)
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    SetAmmo(amExtraDamage, 0, 1, 0, 1)
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    SetAmmo(amInvulnerable, 0, 1, 0, 1)
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    SetAmmo(amExtraTime, 0, 1, 0, 1)
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    SetAmmo(amLaserSight, 0, 1, 0, 1)
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    SetAmmo(amVampiric, 0, 1, 0, 1)
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    for i, w in pairs(utilities) do
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        SetAmmo(w, 0, 0, 0, 1)
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    end
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    for i, w in pairs(weapons) do
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        SetAmmo(w, 0, 0, 0, 1)
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    end
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    for i, w in pairs(airweapons) do
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        SetAmmo(w, 0, 0, 0, 1)
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    end
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end
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function onNewTurn()
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    runOnGears(assignAmmo)
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    runOnGears(reset)
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    setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil)
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end
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b0b6f17a6a3c added Balanced Random Weapon gameplay script
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5141
2fb6555011d3 cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
Henek
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   141
function onGearAdd(gear)
2fb6555011d3 cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
Henek
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   142
    if GetGearType(gear) == gtHedgehog then
2fb6555011d3 cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
Henek
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        trackGear(gear)
5127
b0b6f17a6a3c added Balanced Random Weapon gameplay script
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    end
b0b6f17a6a3c added Balanced Random Weapon gameplay script
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end
5141
2fb6555011d3 cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
Henek
parents: 5127
diff changeset
   146
2fb6555011d3 cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
Henek
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   147
function onGearDelete(gear)
2fb6555011d3 cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
Henek
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   148
    trackDeletion(gear)
2fb6555011d3 cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
Henek
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   149
end