share/hedgewars/Data/Scripts/Multiplayer/Highlander.lua
author sheepluva
Sat, 30 Apr 2016 21:06:46 +0200
changeset 11787 8873546a893c
parent 11499 e02f2e98bf71
child 11853 6a0d6b00dac8
permissions -rw-r--r--
update changelog
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-- HIGHLANDER / HOGS OF WAR
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-- version 0.4b
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-- by mikade
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--0.1
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-- concept test
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--0.2
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-- remove tardis till Henek fixes his tracker
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-- change wep crates to health crates
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-- reset arb turntimevalue
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-- include randomOrder
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-- Until fixed .17 methods come out, remove switches and resurrector
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-- on request, removed kamikaze and piano weapons
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-- provisional fixing of bugs that can't actually be fixed yet
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--0.3
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-- meh, update incorrect display
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-- may change this in the future to have switches
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-- but for now people are used to it without, so~
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-- mudball is now counted as a utility
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--0.3b
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-----------
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-- cleaned up code and got rid of unneccessary vars
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-- mudball is a weapon again
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-- landgun is now a utility
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-- extra time, vampirism utility removed
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-- hammer wep removed
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-- all hogs have kamikaze
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--0.3c
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-- restructured some code
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-- added napalm (whoops) to list of possible weapons you can get
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-- hogs no longer recieve airstrike-related weps on border maps
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--0.4
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-- fix same name/blank weapon transfer bug (issue 541)
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-- show next hog ammo set in full (issue 312)
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-- allow mid-kill multi-shot weapon transfers (issue 503)
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-- allow users to configure hog health
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-- remove 'switched to' message
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-- remove some extraeneous code
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-- add more whitespace
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-- break everything
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--0.4b
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-- as per request, add ice-gun
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-- ideas for the future
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-------------------------
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-- add structure
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-- allow switcher, resurrector
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-- add abuse
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-- nerf teleport
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-- allow more customization
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-- poison hogs using the default team? :/
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-- balance weapon distribution across entire team / all teams
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-- add other inequalities/bonuses like... ???
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-- some hogs start off with an extra 25 health?
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-- some hogs start off poisoned?
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-- some hogs start off with a rope and 2 drills but die after their turn?
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-------------------------------
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-- derp, script follows
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-------------------------------
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Tracker.lua")
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HedgewarsScriptLoad("/Scripts/Params.lua")
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-- These define weps allowed by the script. At present Tardis and Resurrection is banned for example
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-- These were arbitrarily defined out-of-order in initial script, so that was preserved here, resulting 
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-- in a moderately odd syntax.
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local atkWeps = 	{
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					[amBazooka]=true, [amBee]=true, [amMortar]=true, [amDrill]=true, [amSnowball]=true,
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                    [amGrenade]=true, [amClusterBomb]=true, [amMolotov]=true, [amWatermelon]=true,
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                    [amHellishBomb]=true, [amGasBomb]=true, [amShotgun]=true, [amDEagle]=true,
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                    [amFlamethrower]=true, [amSniperRifle]=true, [amSineGun]=true, 
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					[amFirePunch]=true, [amWhip]=true, [amBaseballBat]=true, [amKamikaze]=true,
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                    [amSeduction]=true, [amHammer]=true, [amMine]=true, [amDynamite]=true, [amCake]=true,
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                    [amBallgun]=true, [amSMine]=true, [amRCPlane]=true, [amBirdy]=true, [amKnife]=true,
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                    [amAirAttack]=true, [amMineStrike]=true, [amNapalm]=true, [amDrillStrike]=true, [amPiano]=true, [amAirMine] = true,
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					}
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local utilWeps =  {
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					[amBlowTorch]=true, [amPickHammer]=true, [amGirder]=true, [amPortalGun]=true,
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					[amRope]=true, [amParachute]=true, [amTeleport]=true, [amJetpack]=true,
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					[amInvulnerable]=true, [amLaserSight]=true, [amVampiric]=true,
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					[amLowGravity]=true, [amExtraDamage]=true, [amExtraTime]=true,
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					[amLandGun]=true, [amRubber]=true, [amIceGun]=true,
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					}
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local wepArray = {}
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local atkChoices = {}
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local utilChoices = {}
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local currHog
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local lastHog
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local started = false
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local switchStage = 0
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local lastWep = amNothing
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local shotsFired = 0
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local probability = {1,2,5,10,20,50,200,500,1000000};
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local atktot = 0
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local utiltot = 0
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local maxWep = 57 -- game crashes if you exceed supported #
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local someHog = nil -- just for looking up the weps
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local mode = nil
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function onParameters()
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    parseParams()
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    mode = params["mode"]
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end
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function CheckForWeaponSwap()
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	if GetCurAmmoType() ~= lastWep then
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		shotsFired = 0
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	end
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	lastWep = GetCurAmmoType()
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end
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function onSlot()
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	CheckForWeaponSwap()
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end
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function onSetWeapon()
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	CheckForWeaponSwap()
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end
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function onHogAttack()
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	CheckForWeaponSwap()
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	shotsFired = shotsFired + 1
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end
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function StartingSetUp(gear)
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    for i = 1,maxWep do
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        setGearValue(gear,i,0)
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    end
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    for w,c in pairs(wepArray) do
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        if c == 9 and (atkWeps[w] or utilWeps[w])  then
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            setGearValue(gear,w,1)
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        end
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	end
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	setGearValue(gear,amSkip,100)
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    local r = 0
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    if atktot > 0 then
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        r = GetRandom(atktot)+1
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        for i = 1,maxWep do
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        --for w,c in pairs(atkChoices) do
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            --WriteLnToConsole('     c: '..c..' w:'..w..' r:'..r)
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            if atkChoices[i] >= r then
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                setGearValue(gear,i,1)
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                break
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            end
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        end
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    end
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    if utiltot > 0 then
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        r = GetRandom(utiltot)+1
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        for i = 1,maxWep do
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       -- for w,c in pairs(utilChoices) do
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            --WriteLnToConsole('util c: '..c..' w:'..w..' r:'..r)
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            if utilChoices[i] >= r then
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                setGearValue(gear,i,1)
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                break
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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 SaveWeapons(gear)
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-- er, this has no 0 check so presumably if you use a weapon then when it saves  you wont have it
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	for i = 1, (#wepArray) do
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		setGearValue(gear, wepArray[i], GetAmmoCount(gear, wepArray[i]) )
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		 --AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) )
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	end
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end]]
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function ConvertValues(gear)
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    for w,c in pairs(wepArray) do
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		AddAmmo(gear, w, getGearValue(gear,w) )
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    end
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end
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-- this is called when a hog dies
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function TransferWeps(gear)
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	if CurrentHedgehog ~= nil then
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        for w,c in pairs(wepArray) do
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			val = getGearValue(gear,w)
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			if val ~= 0 and (mode == "orig" or (wepArray[w] ~= 9 and getGearValue(CurrentHedgehog, w) == 0))  then
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				setGearValue(CurrentHedgehog, w, val)
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				-- if you are using multi-shot weapon, gimme one more
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				if (GetCurAmmoType() == w) and (shotsFired ~= 0) then
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					AddAmmo(CurrentHedgehog, w, val+1)
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				-- assign ammo as per normal
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				else
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					AddAmmo(CurrentHedgehog, w, val)
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				end
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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 onGameInit()
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	EnableGameFlags(gfInfAttack, gfRandomOrder, gfPerHogAmmo)
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	DisableGameFlags(gfResetWeps, gfSharedAmmo)
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	HealthCaseProb = 100
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	Goals = loc("Highlander: Eliminate enemy hogs and take their weapons.") .."|" ..
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	loc("Weapons are reset on end of turn.")
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end
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function onGameStart()
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    utilChoices[amSkip] = 0
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    local c = 0
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    for i = 1,maxWep do
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        atkChoices[i] = 0
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        utilChoices[i] = 0
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        if i ~= 7 then
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            wepArray[i] = 0
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            c = GetAmmoCount(someHog, i)
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            if c > 8 then c = 9 end
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            wepArray[i] = c
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            if c < 9 and c > 0 then
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                if atkWeps[i] then
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                    --WriteLnToConsole('a    c: '..c..' w:'..i)
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                    atktot = atktot + probability[c]
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                    atkChoices[i] = atktot
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                elseif utilWeps[i] then
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                    --WriteLnToConsole('u    c: '..c..' w:'..i)
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                    utiltot = utiltot + probability[c]
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                    utilChoices[i] = utiltot
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                end
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            end
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        end
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    end
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    --WriteLnToConsole('utiltot:'..utiltot..' atktot:'..atktot)
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	runOnGears(StartingSetUp)
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	runOnGears(ConvertValues)
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end
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function CheckForHogSwitch()
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	if (CurrentHedgehog ~= nil) then
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		currHog = CurrentHedgehog
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		if currHog ~= lastHog then
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			-- re-assign ammo to this guy, so that his entire ammo set will
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			-- be visible during another player's turn
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			if lastHog ~= nil then
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				ConvertValues(lastHog)
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			end
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			-- give the new hog what he is supposed to have, too
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			ConvertValues(CurrentHedgehog)
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		end
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		lastHog = currHog
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	end
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end
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function onNewTurn()
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	CheckForHogSwitch()
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end
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--function onGameTick20()
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--CheckForHogSwitch()
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-- if we use gfPerHogAmmo is this even needed? Err, well, weapons reset, so... yes?
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-- orrrr, should we rather call the re-assignment of weapons onNewTurn()? probably not because
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-- then you cant switch hogs... unless we add a thing in onSwitch or whatever
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-- ye, that is probably better actually, but I'll add that when/if I add switch
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--end
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--[[function onHogHide(gear)
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	-- waiting for Henek
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end
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function onHogRestore(gear)
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	-- waiting for Henek
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end]]
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function onGearAdd(gear)
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	--if GetGearType(gear) == gtSwitcher then
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	--	SaveWeapons(CurrentHedgehog)
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	--end
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	if (GetGearType(gear) == gtHedgehog) then
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		trackGear(gear)
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        if someHog == nil then someHog = gear end
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	end
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end
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function onGearDelete(gear)
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	if (GetGearType(gear) == gtHedgehog) then --or (GetGearType(gear) == gtResurrector) then
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		TransferWeps(gear)
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		trackDeletion(gear)
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	end
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end