share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/death02.lua
author Wuzzy <Wuzzy2@mail.ru>
Mon, 10 Dec 2018 07:59:45 +0100
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child 14493 7bb7e5e54f70
permissions -rw-r--r--
Remove incorrectly used Delay parameter in many scripts
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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------------------- ABOUT ----------------------
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--
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-- Hero has been surrounded my some space villains
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-- He has to defeat them in order to escape
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Animate.lua")
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HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
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----------------- VARIABLES --------------------
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-- globals
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local missionName = loc("Killing the specialists")
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local challengeObjectives = loc("Use your available weapons in order to eliminate the enemies.").."|"..
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	loc("The enemy hogs play in a random order.").."|"..
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	loc("At the start of the game each enemy hog has only the weapon that he is named after.").."|"..
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	loc("A random hedgehog will inherit the weapons of his deceased team-mates.").."|"..
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	loc("After you killed an enemy, you'll lose the weapon that he is named after.").."|"..
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	loc("If only one enemy is left, you'll get bonus ammo.").."|"..
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	loc("If you hurt an enemy, you'll get one third of the damage dealt.").."|"..
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	loc("If you kill an enemy, your health will be set to 100.")
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-- mission objectives
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local goals = {
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	["init"] = {missionName, loc("Challenge objectives"), challengeObjectives, 1, 35000},
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}
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-- hogs
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local hero = {
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	name = loc("Hog Solo"),
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	x = 850,
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	y = 460,
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	mortarAmmo = 2,
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	firepunchAmmo = 1,
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	deagleAmmo = 4,
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	bazookaAmmo = 2,
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	grenadeAmmo = 4,
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}
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local heroTurns = 0
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local enemies = {
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	{ name = GetAmmoName(amMortar), x = 1890, y = 520, weapon = amMortar, additionalWeapons = {}},
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	{ name = GetAmmoName(amDEagle), x = 1390, y = 790, weapon = amDEagle, additionalWeapons = {}},
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	{ name = GetAmmoName(amGrenade), x = 186, y = 48, weapon = amGrenade, additionalWeapons = {}},
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	{ name = GetAmmoName(amFirePunch), x = 330, y = 270, weapon = amFirePunch, additionalWeapons = {}},
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	{ name = GetAmmoName(amBazooka), x = 1950, y = 150, weapon = amBazooka, additionalWeapons = {}},
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}
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-- teams
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local teamA = {
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	name = loc("Hog Solo"),
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	color = -6
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}
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local teamB = {
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	name = loc("5 Deadly Hogs"),
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	color = -1
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}
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-- After hero killed an enemy, his weapons will be reset in the next round
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local heroWeaponResetPending = false
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local battleStarted = false
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local firstTurn = true
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-------------- LuaAPI EVENT HANDLERS ------------------
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function onGameInit()
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	Seed = 1
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	TurnTime = 25000
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	CaseFreq = 0
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	MinesNum = 0
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	MinesTime = 1
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	Explosives = 0
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	Map = "death02_map"
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	Theme = "Hell"
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	-- Disable Sudden Death
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	WaterRise = 0
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	HealthDecrease = 0
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	-- Hog Solo
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	AddTeam(teamA.name, teamA.color, "Simple", "Island", "Default", "hedgewars")
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	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(hero.gear, hero.x, hero.y)
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	-- enemies
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	shuffleHogs(enemies)
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	AddTeam(teamB.name, teamB.color, "skull", "Island", "Default", "cm_skull")
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	for i=1,table.getn(enemies) do
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		enemies[i].gear = AddHog(enemies[i].name, 1, 100, "war_desertgrenadier1")
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		AnimSetGearPosition(enemies[i].gear, enemies[i].x, enemies[i].y)
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	end
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	initCheckpoint("death02")
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	AnimInit()
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end
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function onGameStart()
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	AnimWait(hero.gear, 3000)
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	FollowGear(hero.gear)
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	ShowMission(unpack(goals["init"]))
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	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
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	AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0)
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	--hero ammo
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	AddAmmo(hero.gear, amSkip, 100)
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	AddAmmo(hero.gear, amRope, 2)
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	refreshHeroAmmo()
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	SendHealthStatsOff()
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end
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function onNewTurn()
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	battleStarted = true
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	if firstTurn then
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		-- Generous ready time in first turn to more time to read the mission panel
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		SetReadyTimeLeft(35000)
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		firstTurn = false
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	end
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	if CurrentHedgehog ~= hero.gear then
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		enemyWeapons()
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	else
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		heroTurns = heroTurns + 1
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	end
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end
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function onGearDelete(gear)
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	if isHog(gear) then
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		-- Set health to 100 (with heal effect, if health was smaller)
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		local healthDiff = 100 - GetHealth(hero.gear)
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		if healthDiff > 1 then
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			HealHog(hero.gear, healthDiff, true, 0x00FF00FF)
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		else
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			SetHealth(hero.gear, 100)
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		end
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		local deadHog = getHog(gear)
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		if deadHog.weapon == amMortar then
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			hero.mortarAmmo = 0
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		elseif deadHog.weapon == amFirePunch then
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			hero.firepunchAmmo = 0
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		elseif deadHog.weapon == amDEagle then
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			hero.deagleAmmo = 0
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		elseif deadHog.weapon == amBazooka then
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			hero.bazookaAmmo = 0
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		elseif deadHog.weapon == amGrenade then
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			hero.grenadeAmmo = 0
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		end
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		local randomHog = GetRandom(table.getn(enemies))+1
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		while not GetHealth(enemies[randomHog].gear) do
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			randomHog = GetRandom(table.getn(enemies))+1
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		end
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		table.insert(enemies[randomHog].additionalWeapons, deadHog.weapon)
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		for i=1,table.getn(deadHog.additionalWeapons) do
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			table.insert(enemies[randomHog].additionalWeapons, deadHog.additionalWeapons[i])
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		end
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		heroWeaponResetPending = true
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	end
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end
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function onGearDamage(gear, damage)
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	if isHog(gear) and GetHealth(hero.gear) then
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		local bonusHealth = div(damage, 3)
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		HealHog(hero.gear, bonusHealth, true, 0xFF0000FF)
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	end
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end
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function onGameTick()
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	AnimUnWait()
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	if ShowAnimation() == false then
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		return
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	end
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	ExecuteAfterAnimations()
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	CheckEvents()
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end
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function onGameTick20()
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	-- Refresh hero ammo immediately after its not his turn anymore
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	if CurrentHedgehog ~= hero.gear and heroWeaponResetPending then
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		refreshHeroAmmo()
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	end
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end
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-- Hide mission panel when player does anything
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function hideMissionOnAction()
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	if battleStarted then
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		HideMission()
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	end
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end
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onHogAttack = hideMissionOnAction
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onAttack = hideMissionOnAction
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onSlot = hideMissionOnAction
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onSetWeapon = hideMissionOnAction
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-------------- EVENTS ------------------
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function onHeroDeath(gear)
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	if not GetHealth(hero.gear) then
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		return true
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	end
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	return false
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end
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function onHeroWin(gear)
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	local allDead = true
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	for i=1,table.getn(enemies) do
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		if GetHealth(enemies[i].gear) then
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			allDead = false
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			break
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		end
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	end
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	return allDead
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end
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-------------- ACTIONS ------------------
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function heroDeath(gear)
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	SendStat(siGameResult, loc("Hog Solo lost, try again!"))
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	SendStat(siCustomAchievement, loc("You have to eliminate all the enemies."))
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	SendStat(siCustomAchievement, loc("Read the challenge objectives from within the mission for more details."))
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	sendSimpleTeamRankings({teamB.name, teamA.name})
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	EndGame()
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end
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function heroWin(gear)
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	saveBonus(3, 4)
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	SendStat(siGameResult, loc("Congratulations, you won!"))
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	SendStat(siCustomAchievement, string.format(loc("You completed the mission in %d rounds."), heroTurns))
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	local record = tonumber(GetCampaignVar("FastestSpecialistsWin"))
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	if record ~= nil and heroTurns >= record then
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		SendStat(siCustomAchievement, string.format(loc("Your fastest victory so far: %d rounds"), record))
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	end
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	if record == nil or heroTurns < record then
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		SaveCampaignVar("FastestSpecialistsWin", tostring(heroTurns))
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		if record ~= nil then
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			SendStat(siCustomAchievement, loc("This is a new personal best, congratulations!"))
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		end
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	end
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	-- An old version of this mission was buggy and stored a turn record WAY too low.
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	-- Let's clear the broken variable (FastestSpecialistsKill) here.
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	SaveCampaignVar("FastestSpecialistsKill", "")
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	SendStat(siCustomAchievement, loc("The next 4 times you play the \"The last encounter\" mission you'll get 20 more hit points and a laser sight."))
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	sendSimpleTeamRankings({teamA.name, teamB.name})
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	SaveCampaignVar("Mission11Won", "true")
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	checkAllMissionsCompleted()
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	EndGame()
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end
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------------ Other Functions -------------------
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function shuffleHogs(hogs)
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    local hogsNumber = table.getn(hogs)
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    for i=1,hogsNumber do
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		local randomHog = GetRandom(hogsNumber) + 1
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		hogs[i], hogs[randomHog] = hogs[randomHog], hogs[i]
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    end
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end
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function refreshHeroAmmo()
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	local extraAmmo = 0
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	if getAliveEnemiesCount() == 1 then
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		extraAmmo = 2
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		PlaySound(sndShotgunReload)
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		AddCaption(loc("Reinforcements! +2 of each weapon!"), GetClanColor(GetHogClan(hero.gear)), capgrpAmmoinfo)
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	end
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	AddAmmo(hero.gear, amMortar, hero.mortarAmmo + extraAmmo)
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	AddAmmo(hero.gear, amFirePunch, hero.firepunchAmmo + extraAmmo)
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	AddAmmo(hero.gear, amDEagle, hero.deagleAmmo + extraAmmo)
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	AddAmmo(hero.gear, amBazooka, hero.bazookaAmmo + extraAmmo)
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	AddAmmo(hero.gear, amGrenade, hero.grenadeAmmo + extraAmmo)
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	heroWeaponResetPending = false
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end
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function enemyWeapons()
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	for i=1,table.getn(enemies) do
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		if GetHealth(enemies[i].gear) and enemies[i].gear == CurrentHedgehog then
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			AddAmmo(enemies[i].gear, amMortar, 0)
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			AddAmmo(enemies[i].gear, amFirePunch, 0)
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			AddAmmo(enemies[i].gear, amDEagle, 0)
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			AddAmmo(enemies[i].gear, amBazooka, 0)
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			AddAmmo(enemies[i].gear, amGrenade, 0)
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			AddAmmo(enemies[i].gear, enemies[i].weapon, 1)
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			for w=1,table.getn(enemies[i].additionalWeapons) do
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				AddAmmo(enemies[i].gear, enemies[i].additionalWeapons[w], 1)
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			end
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		end
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	end
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end
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function isHog(gear)
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	local hog = false
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	for i=1,table.getn(enemies) do
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		if gear == enemies[i].gear then
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			hog = true
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			break
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		end
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	end
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	return hog
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end
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function getHog(gear)
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	for i=1,table.getn(enemies) do
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		if gear == enemies[i].gear then
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			return enemies[i]
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		end
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	end
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end
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function getAliveEnemiesCount()
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	local count = 0
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	for i=1,table.getn(enemies) do
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		if GetHealth(enemies[i].gear) then
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			count = count + 1
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		end
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	end
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	return count
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end