loadfile(GetDataPath() .. "Scripts/Locale.lua")()
loadfile(GetDataPath() .. "Scripts/Animate.lua")()
--------------------------------------------Constants------------------------------------
choiceAccepted = 1
choiceRefused = 2
choiceAttacked = 3
choiceEliminate = 1
choiceSpare = 2
leaksNum = 1
denseNum = 2
waterNum = 3
buffaloNum = 4
chiefNum = 5
girlNum = 6
wiseNum = 7
ramonNum = 8
spikyNum = 9
denseScene = 1
princessScene = 2
waterScene = 3
cyborgScene = 4
nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"),
loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
loc("Wise Oak"), loc("Ramon"), loc("Spiky Cheese")
}
nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
"tiara", "AkuAku", "rasta", "hair_yellow"}
nativePos = {{1259, 120}, {2378, 796}, {424, 1299}, {3322, 260}, {1022, 1550}}
nativeDir = {"Right", "Left", "Right", "Left", "Right"}
cannibalNames = {loc("Honest Lee"), loc("Vegan Jack"), loc("Sirius Lee"),
loc("Brutal Lily")}
cannibalPos = {{162, 266}, {2159, 1517}, {3311, 1621}, {1180, 1560}}
cannibalDir = {"Right", "Left", "Left", "Right"}
cannibalsNum = 4
playersDir = {"Right", "Left", "Right", "Left", "Right", "Right", "Left", "Left", "Right"}
playersAntiDir = {"Left", "Right", "Left", "Right", "Left", "Left", "Right", "Right", "Left"}
cyborgNames = {loc("Smith 0.97"), loc("Smith 0.98"), loc("Smith 0.99a"),
loc("Smith 0.99b"), loc("Smith 0.99f"), loc("Smith 1.0")}
cyborgPos = {{2162, 20}, {2458, 564}, {542, 1133}, {3334, 1427}}
cyborgDir = "Right"
cyborgsNum = 6
cyborgsPos = {{1490, 330}, {1737, 1005}, {2972, 922}, {1341, 1571},
{751, 543}, {3889, 907}}
cyborgsDir = {"Right", "Right", "Left", "Right", "Right", "Left"}
leaderPos = {3474, 151}
leaderDir = "Left"
-----------------------------Variables---------------------------------
natives = {}
origNatives = {}
cyborgs = {}
cyborg = nil
cannibals = {}
players = {}
leader = nil
gearDead = {}
hedgeHidden = {}
startAnim = {}
finalAnim = {}
-----------------------------Animations--------------------------------
function CondNeedToTurn(hog1, hog2)
xl, xd = GetX(hog1), GetX(hog2)
if xl > xd then
AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
elseif xl < xd then
AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
end
end
function CondNeedToTurn2(hog1, hog2)
xl, xd = GetX(hog1), GetX(hog2)
if xl > xd then
AnimTurn(hog1, "Left")
AnimTurn(hog2, "Right")
elseif xl < xd then
AnimTurn(hog2, "Left")
AnimTurn(hog1, "Right")
end
end
function EmitDenseClouds(dir)
local dif
if dir == "Left" then
dif = 10
else
dif = -10
end
if dir == nil then
dx, dy = GetGearVelocity(dense)
if dx < 0 then
dif = 10
else
dif = -10
end
end
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
end
function RestoreNatives(cgi)
for i = 1, playersNum do
RestoreHedge(players[i])
AnimOutOfNowhere(players[i], GetGearPosition(players[i]))
end
end
function AnimationSetup()
SetupCyborgStartAnim()
SetupPeopleStartAnim()
SetupEnemyStartAnim()
AddSkipFunction(startAnim, SkipStartAnim, {})
end
function SetupCyborgStartAnim()
table.insert(startAnim, {func = AnimWait, args = {cyborg, 3000}})
table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Left"}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 800}})
table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 800}})
table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Left"}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 800}})
table.insert(startAnim, {func = AnimTeleportGear, args = {cyborg, unpack(cyborgPos[2])}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 800}})
table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 800}})
table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Left"}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 800}})
table.insert(startAnim, {func = AnimTeleportGear, args = {cyborg, unpack(cyborgPos[3])}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 1800}})
table.insert(startAnim, {func = AnimTeleportGear, args = {cyborg, unpack(cyborgPos[4])}})
table.insert(startAnim, {func = AnimWait, args = {cyborg, 800}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("Everything looks OK..."), SAY_THINK, 2500}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("This will be fun!"), SAY_THINK, 2500}})
table.insert(startAnim, {func = AnimJump, args = {cyborg, "high"}})
table.insert(startAnim, {func = AnimCustomFunction, args = {cyborg, RestoreNatives, {true}}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("HAHA!"), SAY_SHOUT, 2000}})
table.insert(startAnim, {func = AnimSwitchHog, args = {players[1]}})
table.insert(startAnim, {func = AnimDisappear, swh = false, args = {cyborg, unpack(cyborgPos[4])}})
table.insert(startAnim, {func = HideHedge, swh = false, args = {cyborg}})
end
function SetupPeopleStartAnim()
for i = 1, playersNum do
table.insert(startAnim, {func = AnimTurn, swh = false, args = {players[i], playersAntiDir[i]}})
end
table.insert(startAnim, {func = AnimWait, args = {players[1], 800}})
for i = 1, playersNum do
table.insert(startAnim, {func = AnimTurn, swh = false, args = {players[i], playersDir[i]}})
end
table.insert(startAnim, {func = AnimWait, args = {players[1], 800}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("What is this place?"), SAY_SHOUT, 2500}})
if m5LeaksDead == 1 then
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("And how am I alive?!"), SAY_SAY, 3000}})
end
table.insert(startAnim, {func = AnimCustomFunction, args = {players[1], CondNeedToTurn, {players[1], players[2]}}})
table.insert(startAnim, {func = AnimSay, args = {players[2], loc("It must be the cyborgs again!"), SAY_SAY, 4000}})
table.insert(startAnim, {func = AnimSay, args = {players[3], loc("Looks like the whole world is falling apart!"), SAY_SAY, 6000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("Look out! We're surrounded by cannibals!"), SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimCustomFunction, args = {players[4], CondNeedToTurn, {players[4], cannibals[1]}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {players[4], CondNeedToTurn, {players[1], cannibals[1]}}})
table.insert(startAnim, {func = AnimSay, args = {players[4], loc("Cannibals?! You're the cannibals!"), SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("WHAT?! You're the ones attacking us!"), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {players[4], loc("You have kidnapped our whole tribe!"), SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("You've been assaulting us, we have been just defending ourselves!"), SAY_SHOUT, 8000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("I can't believe this!"), SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("Have we ever attacked you first?"), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {players[4], loc("Yes!"), SAY_SHOUT, 2000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("When?"), SAY_SHOUT, 2000}})
table.insert(startAnim, {func = AnimSay, args = {players[4], loc("Uhmm...ok no."), SAY_SHOUT, 2000}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("But you're cannibals. It's what you do."), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("Again with the 'cannibals' thing!"), SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("Where do you get that?!"), SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {players[4], loc("Everyone knows this."), SAY_SHOUT, 2500}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("I didn't until about a month ago."), SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {players[4], loc("Hmmm...actually...I didn't either."), SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("About a month ago, a cyborg came and told us that you're the cannibals!"), SAY_SHOUT, 8000}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("A cy-what?"), SAY_SHOUT, 2000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("Cyborg. It's what the aliens call themselves."), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("They told us to wear these clothes. They said that this is the newest trend."), SAY_SHOUT, 8000}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("They've been manipulating us all this time!"), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("They must be trying to weaken us!"), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("We have to unite and defeat those cylergs!"), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {cannibals[1], loc("We can't let them take over our little island!"), SAY_SHOUT, 5000}})
end
function RestoreCyborgs(cgi)
if cyborgsRestored == true then
return
end
for i = 1, cyborgsNum do
RestoreHedge(cyborgs[i])
if cgi == true then
AnimOutOfNowhere(cyborgs[i], unpack(cyborgsPos[i]))
end
end
RestoreHedge(leader)
AnimOutOfNowhere(leader, unpack(leaderPos))
cyborgsRestored = true
end
function SetupEnemyStartAnim()
local gear
table.insert(startAnim, {func = AnimCustomFunction, args = {cannibals[1], RestoreCyborgs, {true}}})
if m8EnemyFled == 1 then
gear = leader
else
gear = cyborgs[2]
end
table.insert(startAnim, {func = AnimCustomFunction, args = {players[1], CondNeedToTurn, {players[4], gear}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {players[1], CondNeedToTurn, {players[1], gear}}})
table.insert(startAnim, {func = AnimSay, args = {gear, loc("You have finally figured it out!"), SAY_SHOUT, 4500}})
table.insert(startAnim, {func = AnimSay, args = {gear, loc("You blood needers are pretty slow, you know!"), SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("Why do you want to take over our island?"), SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {gear, loc("Do you have any idea how valuable grass is?"), SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {gear, loc("This island is the only place left on Earth with grass on it!"), SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {gear, loc("It's worth more than wood!"), SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {gear, loc("That makes it almost invaluable!"), SAY_SHOUT, 4500}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("We have nowhere else to live!"), SAY_SHOUT, 4500}})
table.insert(startAnim, {func = AnimSay, args = {gear, loc("That's not our problem!"), SAY_SHOUT, 4500}})
table.insert(startAnim, {func = AnimSay, args = {players[1], loc("We'll give you a problem then!"), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSwitchHog, args = {gear}})
end
function SetupFinalAnim()
finalAnim = {
{func = AnimGearWait, args = {cyborg, 1000}},
{func = AnimSay, args = {cyborg, loc("Nicely done, blood needer!"), SAY_SAY, 3000}},
{func = AnimSay, args = {cyborg, loc("You have won the game by proving true cooperative skills!"), SAY_SAY, 7000}},
{func = AnimSay, args = {cyborg, loc("You have proven yourselves worthy!"), SAY_SAY, 4000}},
{func = AnimSay, args = {players[1], loc("Game? Was this a game to you?!"), SAY_SAY, 4000}},
{func = AnimSay, args = {cyborg, loc("Well, yes. This was a cyborg television show."), SAY_SAY, 5500}},
{func = AnimSay, args = {cyborg, loc("It is called 'Hogs of Steel'."), SAY_SAY, 4000}},
{func = AnimSay, args = {players[1], loc("Are you saying that many of us have died for your entertainment?"), SAY_SAY, 8000}},
{func = AnimSay, args = {players[1], loc("Our tribe, our beautiful island!"), SAY_SAY, 4000}},
{func = AnimSay, args = {players[1], loc("All gone...everything!"), SAY_SAY, 3000}},
{func = AnimSay, args = {cyborg, loc("But the ones alive are stronger in their heart!"), SAY_SAY, 6000}},
{func = AnimSay, args = {cyborg, loc("Just kidding, none of you have died!"), SAY_SAY, 5000}},
{func = AnimSay, args = {cyborg, loc("I mean, none of you ceased to live."), SAY_SAY, 5000}},
{func = AnimSay, args = {cyborg, loc("You'll see what I mean!"), SAY_SAY, 4000}},
{func = AnimSay, args = {cyborg, loc("They are all waiting back in the village, haha."), SAY_SAY, 7000}},
{func = AnimSay, args = {players[1], loc("You are playing with our lives here!"), SAY_SAY, 6000}},
{func = AnimSay, args = {players[1], loc("Do you think you're some kind of god?"), SAY_SAY, 6000}},
{func = AnimSay, args = {cyborg, loc("Interesting idea, haha!"), SAY_SAY, 2000}},
{func = AnimSwitchHog, args = {players[1]}},
{func = AnimWait, args = {players[1], 1}},
{func = AnimDisappear, swh = false, args = {cyborg, unpack(cyborgPos[4])}},
{func = HideHedge, swh = false, args = {cyborg}},
{func = AnimSay, args = {players[1], loc("What a douche!"), SAY_SAY, 2000}},
}
end
--------------------------Anim skip functions--------------------------
function SkipStartAnim()
RestoreNatives()
RestoreCyborgs()
SetGearMessage(CurrentHedgehog, 0)
AnimSwitchHog(cyborgs[1])
AnimWait(cyborg, 1)
AddFunction({func = HideHedge, args = {cyborg}})
end
function AfterStartAnim()
ShowMission(loc("The Enemy Of My Enemy"), loc("The Union"), loc("Defeat the cyborgs!"), 1, 0)
PutWeaponCrates()
PutHealthCrates()
TurnTimeLeft = 0
end
function PutHealthCrates()
for i = 1, 10 do
SpawnHealthCrate(0, 0)
end
end
function PutWeaponCrates()
SpawnAmmoCrate(2399, 622, amNapalm, 2)
SpawnAmmoCrate(2199, -18, amBee, 2)
SpawnAmmoCrate(2088, 430, amBee, 2)
SpawnAmmoCrate(237, 20, amMortar, 4)
SpawnAmmoCrate(312, 1107, amMolotov, 3)
SpawnAmmoCrate(531, 1123, amWatermelon, 2)
SpawnAmmoCrate(1253, 1444, amFlamethrower, 5)
SpawnAmmoCrate(994, 1364, amBaseballBat, 3)
SpawnAmmoCrate(1104, 1553, amMine, 6)
SpawnAmmoCrate(2277, 803, amDynamite, 2)
SpawnAmmoCrate(1106, 184, amRCPlane, 3)
SpawnAmmoCrate(1333, 28, amSMine, 4)
SpawnAmmoCrate(90, 279, amAirAttack, 2)
SpawnAmmoCrate(288, 269, amBee, 2)
SpawnAmmoCrate(818, 1633, amBaseballBat, 2)
end
-----------------------------Events------------------------------------
function CheckNativesDead()
return nativesLeft == 0
end
function CheckCannibalsDead()
return cannibalsLeft == 0
end
function CheckPlayersDead()
return playersLeft == 0
end
function CheckCyborgsDead()
return (cyborgsLeft == 0 and (leader == nil or gearDead[leader] == true))
end
function DoNativesDead()
nativesDeadFresh = true
TurnTimeLeft = 0
end
function DoCannibalsDead()
cannibalsDeadFresh = true
TurnTimeLeft = 0
end
function DoPlayersDead()
RemoveEventFunc(CheckNativesDead)
RemoveEventFunc(CheckCannibalsDead)
RemoveEventFunc(CheckCyborgsDead)
playersDeadFresh = true
TurnTimeLeft = 0
end
function DoCyborgsDead()
-- RemoveEventFunc(CheckNativesDead)
-- RemoveEventFunc(CheckCannibalsDead)
cyborgsDeadFresh= true
TurnTimeLeft = 0
end
function CheckGearsDead(gearList)
for i = 1, # gearList do
if gearDead[gearList[i]] ~= true then
return false
end
end
return true
end
function CheckGearDead(gear)
return gearDead[gear]
end
function FailedMission()
RestoreHedge(cyborg)
AnimOutOfNowhere(cyborg, unpack(cyborgPos[1]))
if CheckCyborgsDead() then
AnimSay(cyborg, loc("Hmmm...it's a draw. How unfortunate!"), SAY_THINK, 6000)
elseif leader ~= nil then
CondNeedToTurn2(cyborg, leader)
AddAnim({{func = AnimSay, args = {leader, loc("Yay, we won!"), SAY_SAY, 2000}},
{func = AnimSay, args = {cyborg, loc("Nice work!"), SAY_SAY, 2000}}})
else
CondNeedToTurn2(cyborg, cyborgs[1])
AddAnim({{func = AnimSay, args = {cyborgs[1], loc("Yay, we won!"), SAY_SAY, 2000}},
{func = AnimSay, args = {cyborg, loc("Nice work!"), SAY_SAY, 2000}}})
end
AddFunction({func = LoseMission, args = {}})
end
function LoseMission()
ParseCommand("teamgone " .. loc("Natives"))
ParseCommand("teamgone " .. loc("Cannibals"))
ParseCommand("teamgone " .. loc("011101001"))
TurnTimeLeft = 0
end
function WonMission()
RestoreHedge(cyborg)
CondNeedToTurn2(cyborg, players[1])
SetupFinalAnim()
AddAnim(finalAnim)
AddFunction({func = WinMission, args = {}})
end
function WinMission()
SaveCampaignVar("Progress", "9")
ParseCommand("teamgone " .. loc("011101001"))
TurnTimeLeft = 0
end
-----------------------------Misc--------------------------------------
function HideHedge(hedge)
if hedgeHidden[hedge] ~= true then
HideHog(hedge)
hedgeHidden[hedge] = true
end
end
function RestoreHedge(hedge)
if hedgeHidden[hedge] == true then
RestoreHog(hedge)
hedgeHidden[hedge] = false
end
end
function GetVariables()
m5DeployedNum = tonumber(GetCampaignVar("M5DeployedNum"))
m2Choice = tonumber(GetCampaignVar("M2Choice"))
m5Choice = tonumber(GetCampaignVar("M5Choice"))
m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
m4DenseDead = tonumber(GetCampaignVar("M4DenseDead"))
m5DenseDead = tonumber(GetCampaignVar("M5DenseDead"))
m4LeaksDead = tonumber(GetCampaignVar("M4LeaksDead"))
m5LeaksDead = tonumber(GetCampaignVar("M5LeaksDead"))
m4ChiefDead = tonumber(GetCampaignVar("M4ChiefDead"))
m5ChiefDead = tonumber(GetCampaignVar("M5ChiefDead"))
m4WaterDead = tonumber(GetCampaignVar("M4WaterDead"))
m5WaterDead = tonumber(GetCampaignVar("M5WaterDead"))
m4BuffaloDead = tonumber(GetCampaignVar("M4BuffaloDead"))
m5BuffaloDead = tonumber(GetCampaignVar("M5BuffaloDead"))
m5WiseDead = tonumber(GetCampaignVar("M5WiseDead"))
m5GirlDead = tonumber(GetCampaignVar("M5GirlDead"))
m8DeployedDead = tonumber(GetCampaignVar("M8DeployedDead"))
m8PrincessDead = tonumber(GetCampaignVar("M8PrincessDead"))
m8RamonDead = tonumber(GetCampaignVar("M8RamonDead"))
m8SpikyDead = tonumber(GetCampaignVar("M8SpikyDead"))
m8DeployedLeader = tonumber(GetCampaignVar("M8DeployedLeader"))
m8PrincessLeader = tonumber(GetCampaignVar("M8PrincessLeader"))
m8EnemyFled = tonumber(GetCampaignVar("M8EnemyFled"))
m8Scene = tonumber(GetCampaignVar("M8Scene"))
end
function SetupPlace()
for i = 1, playersNum do
HideHedge(players[i])
end
for i = 1, cyborgsNum do
HideHedge(cyborgs[i])
end
if leader ~= nil then
HideHedge(leader)
end
end
function SetupEvents()
AddNewEvent(CheckPlayersDead, {}, DoPlayersDead, {}, 0)
AddNewEvent(CheckNativesDead, {}, DoNativesDead, {}, 0)
AddNewEvent(CheckCannibalsDead, {}, DoCannibalsDead, {}, 0)
AddNewEvent(CheckCyborgsDead, {}, DoCyborgsDead, {}, 0)
end
function SetupAmmo()
AddAmmo(cyborgs[1], amClusterBomb, 100)
AddAmmo(cyborgs[1], amMortar, 100)
AddAmmo(cyborgs[1], amDynamite, 2)
AddAmmo(cyborgs[1], amAirAttack, 2)
AddAmmo(cyborgs[1], amTeleport, 100)
if leader ~= nil then
AddAmmo(leader, amClusterBomb, 100)
AddAmmo(leader, amMortar, 100)
AddAmmo(leader, amDynamite, 100)
AddAmmo(leader, amAirAttack, 3)
AddAmmo(leader, amTeleport, 100)
end
end
function AddHogs()
AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
natives[1] = AddHog(nativeNames[leaksNum], 0, 100, nativeHats[leaksNum])
if m5DeployedNum ~= leaksNum and m8DeployedLeader == 0 then
natives[2] = AddHog(nativeNames[m5DeployedNum], 0, 100, nativeHats[m5DeployedNum])
end
table.insert(natives, AddHog(nativeNames[ramonNum], 0, 100, nativeHats[ramonNum]))
table.insert(natives, AddHog(nativeNames[spikyNum], 0, 100, nativeHats[spikyNum]))
if m8PrincessLeader == 0 then
table.insert(natives, AddHog(loc("Fell From Heaven"), 0, 100, "tiara"))
end
nativesNum = #natives
nativesLeft = nativesNum
cannibalsLeft = cannibalsNum
for i = 1, nativesNum do
table.insert(players, natives[i])
end
AddTeam(loc("Cannibals"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
for i = 1, cannibalsNum do
cannibals[i] = AddHog(cannibalNames[i], 0, 100, "Zombi")
table.insert(players, cannibals[i])
end
playersNum = #players
playersLeft = playersNum
AddTeam(loc("Hedge-cogs"), 14483455, "ring", "UFO", "Robot", "cm_star")
for i = 1, cyborgsNum do
cyborgs[i] = AddHog(cyborgNames[i], 2, 80, "cyborg2")
end
if m8EnemyFled == 1 then
AddTeam(loc("Leader"), 14483455, "ring", "UFO", "Robot", "cm_star")
if m8Scene == denseScene then
leader = AddHog(loc("Dense Cloud"), 2, 200, nativeHats[denseNum])
elseif m8Scene == waterScene then
leader = AddHog(loc("Fiery Water"), 2, 200, nativeHats[waterNum])
elseif m8Scene == princessScene then
leader = AddHog(loc("Fell From Heaven"), 2, 200, "tiara")
else
leader = AddHog(loc("Nancy Screw"), 2, 200, "cyborg2")
end
end
cyborgsLeft = cyborgsNum
for i = 1, nativesNum do
AnimSetGearPosition(natives[i], unpack(nativePos[i]))
AnimTurn(natives[i], nativeDir[i])
end
for i = 1, cannibalsNum do
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
AnimTurn(cannibals[i], cannibalDir[i])
end
for i = 1, cyborgsNum do
AnimSetGearPosition(cyborgs[i], unpack(cyborgsPos[i]))
AnimTurn(cyborgs[i], cyborgsDir[i])
end
AnimSetGearPosition(cyborg, unpack(cyborgPos[1]))
AnimTurn(cyborg, cyborgDir)
if leader ~= nil then
AnimSetGearPosition(leader, unpack(leaderPos))
AnimTurn(leader, leaderDir[i])
end
end
-----------------------------Main Functions----------------------------
function onGameInit()
Seed = 0
GameFlags = gfSolidLand
TurnTime = 60000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Delay = 10
Map = "Islands"
Theme = "EarthRise"
SuddenDeathTurns = 20
GetVariables()
AnimInit()
AddHogs()
end
function onGameStart()
SetupAmmo()
SetupPlace()
AnimationSetup()
SetupEvents()
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
gearDead[gear] = true
if GetGearType(gear) == gtHedgehog then
if GetHogTeamName(gear) == loc("Natives") then
for i = 1, nativesLeft do
if natives[i] == gear then
table.remove(natives, i)
table.remove(players, i)
nativesLeft = nativesLeft - 1
playersLeft = playersLeft - 1
end
end
elseif GetHogTeamName(gear) == loc("Cannibals") then
for i = 1, cannibalsLeft do
if cannibals[i] == gear then
table.remove(cannibals, i)
table.remove(players, nativesLeft + i)
cannibalsLeft = cannibalsLeft - 1
playersLeft = playersLeft - 1
end
end
elseif GetHogTeamName(gear) == loc("Hedge-cogs") then
for i = 1, cyborgsLeft do
if cyborgs[i] == gear then
table.remove(cyborgs, i)
end
end
cyborgsLeft = cyborgsLeft - 1
end
end
end
function onGearAdd(gear)
end
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amSniperRifle, 9, 0, 0, 0)
SetAmmo(amBazooka, 8, 0, 0, 0)
SetAmmo(amGrenade, 7, 0, 0, 0)
SetAmmo(amFirePunch, 9, 0, 0, 0)
SetAmmo(amShotgun, 9, 0, 0, 0)
SetAmmo(amParachute, 9, 0, 0, 0)
SetAmmo(amRope, 9, 0, 0, 0)
SetAmmo(amPickHammer, 9, 0, 0, 0)
SetAmmo(amBlowTorch, 9, 0, 0, 0)
end
function onNewTurn()
if AnimInProgress() then
TurnTimeLeft = -1
return
end
if playersDeadFresh then
playersDeadFresh = false
FailedMission()
elseif cyborgsDeadFresh then
cyborgsDeadFresh = false
WonMission()
elseif nativesDeadFresh and GetHogTeamName(CurrentHedgehog) == loc("Cannibals") then
AnimSay(CurrentHedgehog, loc("Your deaths will be avenged, cannibals!"), SAY_SHOUT, 0)
nativesDeadFresh = false
elseif cannibalsDeadFresh and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
AnimSay(CurrentHedgehog, loc("Your deaths will be avenged, cannibals!"), SAY_SHOUT, 0)
cannibalsDeadFresh = false
end
end
function onGearDamage(gear, damage)
end
function onPrecise()
if GameTime > 3000 and AnimInProgress() then
SetAnimSkip(true)
end
end