share/hedgewars/Data/Scripts/Multiplayer/Capture_the_Flag.lua
changeset 4662 63aafc9c2a81
child 5277 09beef0752ab
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/share/hedgewars/Data/Scripts/Multiplayer/Capture_the_Flag.lua	Fri Dec 24 00:53:50 2010 -0500
@@ -0,0 +1,597 @@
+--------------------------------
+-- CAPTURE_THE_FLAG_CUSTOM 0.3
+-- by mikade
+--------------------------------
+
+-- Version History
+---------
+-- 0.1
+---------
+
+-- [conversion from map-dependant CTF_Blizzard to map independant Capture the Flag]
+-- added an intial starting stage where flagspawn is decided by the players (weapon set will require a jetpack unless I set)
+-- changed the flag from a crate to a visual gear, and all associated methods and checks relating to flags (five hours later, lol)
+-- changed starting/respawning positioning to accommodate different map sizes
+-- added another circle to mark flag spawn
+-- added gameFlag filter
+-- changed scoring feedback
+-- cleaned up some code
+
+-- removing own flag from spawning point no longer possible
+-- destroying flags no longer possible.
+-- added basic glowing circle effect to spawn area
+-- added expanding circle to fgear itself
+
+-- removed teleporters
+-- removed random crate drops (this should be decided by scheme)
+-- removed set map criteria like minesNum, turnTime, explosives etc. except for sudden death
+-- removed weapon defintions
+-- removed placement and respawning methods, hopefully divideTeams will have this covered
+
+---------
+-- 0.2
+---------
+
+-- [now with user friendliness]
+-- flag is now placed wherever you end up at the end of your first turn, this ensures that it is always placed by turn 3
+-- removed a bunch of backup code and no-longer needed variables / methods from CTF_Blizzard days
+-- removed an aura that was still mistakenly hanging about
+-- added an in-game note about placements
+-- added an in-game note about the rules of the game
+-- added translation support and loc()'ed everything
+-- changed things so the seed is no longer always the same...
+
+-- In this version:
+---------
+-- 0.3
+---------
+-- [fufufufu kamikaze fix]
+-- added nill checks to make sure the player doesn't generate errors by producing a nil value in hhs[] when he uses kamikaze
+-- added a check to make sure the player doesn't kamikaze straight down and make the flag's starting point underwater
+-- added a check to make sure the player drops the flag if he has it and he uses kamikaze
+
+-----------------
+--SCRIPT BEGINS
+-----------------
+
+-- enable awesome translaction support so we can use loc() wherever we want
+loadfile(GetDataPath() .. "Scripts/Locale.lua")()
+
+---------------------------------------------------------------
+----------lots of bad variables and things
+----------because someone is too lazy
+----------to read about tables properly
+------------------ "Oh well, they probably have the memory"
+
+local gameStarted = false
+local gameTurns = 0	
+
+--------------------------
+-- hog and team tracking variales
+--------------------------
+
+local numhhs = 0 -- store number of hedgehogs
+local hhs = {} -- store hedgehog gears
+
+local numTeams --  store the number of teams in the game
+local teamNameArr = {}	-- store the list of teams
+local teamSize = {}	-- store how many hogs per team
+local teamIndex = {} -- at what point in the hhs{} does each team begin
+
+-------------------
+-- flag variables
+-------------------
+
+local fPlaced = {} -- has the flag been placed TRUE/FALSE
+
+local fGear = {}	-- pointer to the visual gears that represent the flag
+local fGearX = {}
+local fGearY = {}
+
+local fThief = {}	-- pointer to the hogs who stole the flags
+local fIsMissing = {}	-- have the flags been destroyed or captured
+local fNeedsRespawn = {}	-- do the flags need to be respawned
+local fCaptures = {}	-- the team "scores" how many captures
+local fSpawnX = {}		-- spawn X for flags
+local fSpawnY = {}		-- spawn Y for flags
+
+local fThiefX = {}
+local fThiefY = {}
+local FTTC = 0 -- flag thief tracker counter
+
+local fSpawnC = {} -- spawn circle marker
+local fCirc = {} -- flag/carrier marker circles
+local fCol = {} -- colour of the clans
+
+local fGearRad = 0
+local fGearRadMin = 5
+local fGearRadMax = 33
+local fGearTimer = 0
+
+------------------------
+--flag methods
+------------------------
+
+function CheckScore(teamID)
+
+	if teamID == 0 then
+		alt = 1
+	elseif teamID == 1 then
+		alt = 0
+	end
+
+	if fCaptures[teamID] == 3 then
+		for i = 0, (numhhs-1) do
+			if hhs[i] ~= nil then			
+				if GetHogClan(hhs[i]) == alt then
+					SetEffect(hhs[i], heResurrectable, false)
+					SetHealth(hhs[i],0)
+				end
+			end
+		end
+		if CurrentHedgehog ~= nil then		
+			ShowMission(loc("GAME OVER!"), loc("Victory for the ") .. GetHogTeamName(CurrentHedgehog), loc("Hooray!"), 0, 0)
+		end
+	end
+
+end
+
+function DoFlagStuff(gear)
+
+	if (gear == fGear[0]) then
+		wtf = 0
+		bbq = 1
+	elseif (gear == fGear[1]) then
+		wtf = 1
+		bbq = 0
+	end
+	
+	-- player has successfully captured the enemy flag
+	if (GetHogClan(CurrentHedgehog) == wtf) and (CurrentHedgehog == fThief[bbq]) and (fIsMissing[wtf] == false) then
+		
+		DeleteVisualGear(fGear[wtf])
+		fGear[wtf] = nil -- the flag has now disappeared				
+				
+		fIsMissing[wtf] = false
+		fNeedsRespawn[wtf] = true
+		fIsMissing[bbq] = false
+		fNeedsRespawn[bbq] = true
+		fCaptures[wtf] = fCaptures[wtf] +1				
+		ShowMission(loc("You have SCORED!!"), GetHogTeamName(CurrentHedgehog) .. ": " .. fCaptures[wtf], loc("Opposing Team: ") .. fCaptures[bbq], 0, 0)
+		PlaySound(sndVictory)
+		fThief[bbq] = nil -- player no longer has the enemy flag
+		CheckScore(wtf)
+
+	--if the player is returning the flag
+	elseif (GetHogClan(CurrentHedgehog) == wtf) and (fIsMissing[wtf] == true) then
+			
+		DeleteVisualGear(fGear[wtf])
+		fGear[wtf] = nil -- the flag has now disappeared
+					
+		fNeedsRespawn[wtf] = true					
+		HandleRespawns() -- this will set fIsMissing[wtf] to false :)
+		AddCaption(loc("Flag returned!"))
+	
+	--if the player is taking the enemy flag
+	elseif GetHogClan(CurrentHedgehog) == bbq then
+				
+		DeleteVisualGear(fGear[wtf])
+		fGear[wtf] = nil -- the flag has now disappeared				
+				
+		fIsMissing[wtf] = true
+		for i = 0,numhhs-1 do
+			if CurrentHedgehog ~= nil then			
+				if CurrentHedgehog == hhs[i] then
+					fThief[wtf] = hhs[i]
+				end
+			end
+		end
+		AddCaption(loc("Flag captured!"))
+
+	--below line doesnt usually get called
+	--else 
+		-- now gets called if you go over your own flag, presumably		
+		--AddCaption("Hmm... that wasn't supposed to happen...")
+	end
+	
+end
+
+function CheckFlagProximity() 
+
+	for i = 0, 1 do
+		if fGear[i] ~= nil then
+			
+			g1X = fGearX[i]
+			g1Y = fGearY[i]			
+	
+			g2X, g2Y = GetGearPosition(CurrentHedgehog)
+
+			q = g1X - g2X
+			w = g1Y - g2Y
+			dist = (q*q) + (w*w)
+			
+			if dist < 500 then --1600
+				DoFlagStuff(fGear[i])
+			end
+		end
+	end
+
+end
+
+
+function HandleRespawns()
+
+	for i = 0, 1 do
+
+		if fNeedsRespawn[i] == true then
+			fGear[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
+			fGearX[i] = fSpawnX[i]
+			fGearY[i] = fSpawnY[i]			
+			--fGear[i] = SpawnAmmoCrate(fSpawnX[i],fSpawnY[i],amSkip)
+			fNeedsRespawn[i] = false
+			fIsMissing[i] = false -- new, this should solve problems of a respawned flag being "returned" when a player tries to score
+			AddCaption(loc("Flag respawned!"))
+		end
+
+	end
+
+end
+
+
+function FlagThiefDead(gear)
+
+	if (gear == fThief[0]) then
+		wtf = 0
+		bbq = 1
+	elseif (gear == fThief[1]) then
+		wtf = 1
+		bbq = 0
+	end
+
+	if fThief[wtf] ~= nil then
+		-- falls into water		
+		--ShowMission(LAND_HEIGHT,  fThiefY[wtf], (LAND_HEIGHT - fThiefY[wtf]), 0, 0)	
+		if (LAND_HEIGHT - fThiefY[wtf]) < 15 then
+			fIsMissing[wtf] = true
+			fNeedsRespawn[wtf] = true
+			HandleRespawns()
+			--AddCaption("hah??")
+		else	--normally	
+			fGearX[wtf]  =  fThiefX[wtf]
+			fGearY[wtf]  =  fThiefY[wtf]	
+			fGear[wtf] = AddVisualGear(fGearX[wtf],fGearY[wtf],vgtCircle,0,true)		
+			--fGear[wtf] = AddVisualGear(fThiefX[wtf],fThiefY[wtf],vgtCircle,0,true)
+		end
+
+		AddVisualGear(fThiefX[wtf], fThiefY[wtf], vgtBigExplosion, 0, false)
+		fThief[wtf] = nil
+	end
+
+end
+
+function HandleCircles()
+
+	fGearTimer = fGearTimer + 1
+	if fGearTimer == 50 then
+		fGearTimer = 0
+		fGearRad = fGearRad + 1
+		if fGearRad > fGearRadMax then
+			fGearRad = fGearRadMin	
+		end
+	end
+
+	for i = 0, 1 do
+		
+		--SetVisualGearValues(fSpawnC[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, 50, 3, fCol[i]) -- draw a circ for spawning area
+		
+		if fIsMissing[i] == false then -- draw a flag marker at the flag's spawning place
+			SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], 20, 20, 0, 10, 0, 33, 3, fCol[i])
+			if fGear[i] ~= nil then -- draw the flag gear itself
+				SetVisualGearValues(fGear[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, fGearRad, 2, fCol[i])
+			end
+		elseif (fIsMissing[i] == true) and (fNeedsRespawn[i] == false) then
+			if fThief[i] ~= nil then -- draw circle round flag carrier
+				SetVisualGearValues(fCirc[i], fThiefX[i], fThiefY[i], 20, 200, 0, 0, 100, 33, 3, fCol[i])
+				--AddCaption("circle marking carrier")
+			elseif fThief[i] == nil then -- draw cirle round dropped flag
+				--g1X,g1Y,g4,g5,g6,g7,g8,g9,g10,g11 =  GetVisualGearValues(fGear[i])				
+				--SetVisualGearValues(fCirc[i], g1X, g1Y, 20, 200, 0, 0, 100, 33, 2, fCol[i])
+				SetVisualGearValues(fCirc[i], fGearX[i], fGearY[i], 20, 200, 0, 0, 100, 33, 3, fCol[i])
+				--AddCaption('dropped circle marker')				
+				if fGear[i] ~= nil then -- flag gear itself
+					--SetVisualGearValues(fGear[i], g1X, g1Y, 20, 200, 0, 0, 100, 10, 4, fCol[i])					
+					SetVisualGearValues(fGear[i], fGearX[i], fGearY[i], 20, 200, 0, 0, 100, fGearRad, 2, fCol[i])
+					--AddCaption('dropped flag itself')
+				end
+			end
+		end
+
+		if fNeedsRespawn[i] == true then -- if the flag has been destroyed, no need for a circle
+			SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, 0, 0, fCol[i])
+			--AddCaption("needs respawn = true. flag 'destroyed'?")
+		end
+	end
+
+end
+
+------------------------
+-- general methods
+------------------------
+
+function CheckDistance(gear1, gear2)
+
+	g1X, g1Y = GetGearPosition(gear1)
+	g2X, g2Y = GetGearPosition(gear2)
+
+	g1X = g1X - g2X
+	g1Y = g1Y - g2Y
+	z = (g1X*g1X) + (g1Y*g1Y)
+
+	dist = z
+
+	return dist
+
+end
+
+function RebuildTeamInfo()
+
+
+	-- make a list of individual team names
+	for i = 0, 5 do
+		teamNameArr[i] = i
+		teamSize[i] = 0
+		teamIndex[i] = 0
+	end
+	numTeams = 0
+
+	for i = 0, (numhhs-1) do
+
+		z = 0
+		unfinished = true
+		while(unfinished == true) do
+
+			newTeam = true
+			tempHogTeamName = GetHogTeamName(hhs[i]) -- this is the new name
+
+			if tempHogTeamName == teamNameArr[z] then
+				newTeam = false
+				unfinished = false
+			end
+
+			z = z + 1
+
+			if z == TeamsCount then
+				unfinished = false
+				if newTeam == true then
+					teamNameArr[numTeams] = tempHogTeamName
+					numTeams = numTeams + 1
+				end
+			end
+
+		end
+
+	end
+
+	-- find out how many hogs per team, and the index of the first hog in hhs
+	for i = 0, numTeams-1 do
+
+		for z = 0, numhhs-1 do
+			if GetHogTeamName(hhs[z]) == teamNameArr[i] then
+				if teamSize[i] == 0 then
+					teamIndex[i] = z -- should give starting index
+				end
+				teamSize[i] = teamSize[i] + 1
+				--add a pointer so this hog appears at i in hhs
+			end
+		end
+
+	end
+
+end
+
+function StartTheGame()
+
+	gameStarted = true
+	AddCaption(loc("Game Started!"))
+
+	for i = 0, 1 do
+
+		-- if someone uses kamikaze downwards, this can happen as the hog won't respawn		
+		if (LAND_HEIGHT - fSpawnY[i]) < 0 then
+			tempG = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
+     			FindPlace(tempG, true, 0, LAND_WIDTH, true)			
+			fSpawnX[i], fSpawnY[i] = GetGearPosition(tempG)
+			DeleteGear(tempG)
+		end  		
+
+		fGear[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
+		fCirc[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
+		fSpawnC[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
+
+		fGearX[i] = fSpawnX[i]
+		fGearY[i] = fSpawnY[i]
+
+		fCol[i] = GetClanColor(i)
+		fIsMissing[i] = false
+		fNeedsRespawn[i] = false
+		fCaptures[i] = 0
+		
+		--SetVisualGearValues(zxc, 1000,1000, 20, 100, 0,    10,                     1,         100,        5,      GetClanColor(0))		
+		
+		SetVisualGearValues(fSpawnC[i], fSpawnX[i],fSpawnY[i], 20, 100, 0, 10, 0, 75, 5, fCol[i])
+		--SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], 20, 20, 0, 10, 0, 33, 3, fCol[i])
+
+				
+	end
+
+end
+
+------------------------
+-- game methods
+------------------------
+
+function onGameInit()
+
+	-- Things we don't modify here will use their default values.
+	
+	GameFlags = band(bor(GameFlags, gfDivideTeams), bnot(gfKing + gfForts))
+	SuddenDeathTurns = 99 -- suddendeath is off, effectively
+	--TurnTime = 30000 -- (was 30) The time the player has to move each round (in ms)
+	--Delay = 10 -- The delay between each round
+
+end
+
+
+function onGameStart()
+
+	--ShowMission(loc(caption), loc(subcaption), loc(goal), 0, 0)
+	ShowMission(loc("CAPTURE THE FLAG"), loc("by mikade"), loc("CUSTOM BUILD 0.2"), 0, 0)
+
+	RebuildTeamInfo()
+	
+	-- should gfDivideTeams do this automatically?	
+	--[[for i = 0, (TeamsCount-1) do
+		for g = teamIndex[i], (teamIndex[i]+teamSize[i]-1) do
+			if GetHogClan(hhs[g]) == 0 then
+				FindPlace(hhs[g], false, 0, LAND_WIDTH/2)
+			elseif GetHogClan(hhs[g]) == 1 then
+				FindPlace(hhs[g], false, LAND_WIDTH/2, LAND_WIDTH)
+			end
+		end
+	end]]
+
+	fPlaced[0] = false
+	fPlaced[1] = false
+
+	--zxc = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
+
+	
+	--SetVisualGearValues(zxc, 1000,1000, 20, 255, 1,    10,                     0,         200,        1,      GetClanColor(0))
+					--minO,max0 -glowyornot	--pulsate timer	 -- fuckall      -- radius -- width  -- colour
+end
+
+
+function onNewTurn()
+
+	gameTurns = gameTurns + 1
+	
+	if lastTeam ~= GetHogTeamName(CurrentHedgehog) then
+		lastTeam = GetHogTeamName(CurrentHedgehog)
+	end
+
+	--AddCaption("Handling respawns")
+	if gameStarted == true then
+		HandleRespawns()
+	--new method of placing starting flags	
+	elseif gameTurns == 1 then
+		ShowMission(loc("CAPTURE THE FLAG"), loc("Flags will be placed where each team ends their turn."), "", 0, 0)
+	elseif gameTurns == 2 then
+		fPlaced[0] = true
+		ShowMission(loc("CAPTURE THE FLAG"), loc("RULES OF THE GAME [Press ESC to view]"), loc(" - Return the enemy flag to your base to score | - First team to 3 captures wins | - You may only score when your flag is in your base | - Hogs will drop the flag if killed, or drowned | - Dropped flags may be returned or recaptured | - Hogs respawn when killed"), 0, 0)
+	elseif gameTurns == 3 then
+		fPlaced[1] = true	
+		StartTheGame()
+	end
+
+end
+
+function onGameTick()
+
+	-- onRessurect calls AFTER you have resurrected,
+	-- so keeping track of x,y a few milliseconds before
+	-- is useful
+	--FTTC = FTTC + 1
+	--if FTTC == 100 then
+	--	FTTC = 0
+		for i = 0,1 do
+			if fThief[i] ~= nil then
+				fThiefX[i] = GetX(fThief[i])
+				fThiefY[i] = GetY(fThief[i])
+			end
+		end
+	--end
+
+	-- things we wanna check often
+	if (CurrentHedgehog ~= nil) then
+		--AddCaption(LAND_HEIGHT - GetY(CurrentHedgehog))
+		--AddCaption(GetX(CurrentHedgehog) .. "; " .. GetY(CurrentHedgehog))
+		--CheckTeleporters()
+
+	end
+
+	if gameStarted == true then
+		HandleCircles()
+		if CurrentHedgehog ~= nil then
+			CheckFlagProximity()
+		end
+	elseif CurrentHedgehog ~= nil then -- if the game hasn't started yet, keep track of where we are gonna put the flags on turn end
+				
+		if GetHogClan(CurrentHedgehog) == 0 then
+			i = 0			
+		elseif GetHogClan(CurrentHedgehog) == 1 then
+			i = 1			
+		end			
+		
+		fSpawnX[i] = GetX(CurrentHedgehog)
+		fSpawnY[i] = GetY(CurrentHedgehog)
+			
+	end
+
+end
+
+function onGearResurrect(gear)
+
+	--AddCaption("A gear has been resurrected!")
+
+	-- mark the flag thief as dead if he needed a respawn
+	for i = 0,1 do
+		if gear == fThief[i] then
+			FlagThiefDead(gear)
+		end
+	end
+
+	-- should be covered by gfDivideTeams, actually
+	-- place hogs belonging to each clan either left or right side of map
+	--if GetHogClan(gear) == 0 then
+	--	FindPlace(gear, false, 0, LAND_WIDTH/2)
+	--elseif GetHogClan(gear) == 1 then
+	--	FindPlace(gear, false, LAND_WIDTH/2, LAND_WIDTH)
+	--end
+
+	AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
+
+end
+
+function onGearDamage(gear, damage)
+--
+end
+
+function onGearAdd(gear)
+
+	if GetGearType(gear) == gtHedgehog then
+		hhs[numhhs] = gear
+		numhhs = numhhs + 1
+		SetEffect(gear, heResurrectable, true)
+	end
+
+end
+
+function onGearDelete(gear)
+
+	if GetGearType(gear) == gtHedgehog then
+	--AddCaption("gear deleted!")
+		for i = 0, (numhhs-1) do
+			if gear == hhs[i] then
+				
+				for i = 0,1 do
+					if gear == fThief[i] then
+						FlagThiefDead(gear)
+					end
+				end				
+				hhs[i] = nil
+				--AddCaption("for real")	
+			end		
+		end
+	end
+
+end