---------------------------------------
-- CAPTURE_THE_FLAG GAMEPLAY MODE 0.5
-- 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
--------
-- 0.4
--------
-- remove user-branding and version numbers
-- removed some stuff that wasn't needed
-- fix piano strike exploit
-- changed delay to allow for better portals
-- changed starting feedback a little
-- increased the radius around the circle indicating the flag thief so that it doesn't obscure his health
--------
-- 0.5
--------
-- add support for more players
-- allow limited sudden death
-- stop TimeBox ruining my life
-- profit???
-----------------
--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, 0)
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!"))
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]
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()
else --normally
fGearX[wtf] = fThiefX[wtf]
fGearY[wtf] = fThiefY[wtf]
fGear[wtf] = AddVisualGear(fGearX[wtf],fGearY[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 -- 33
SetVisualGearValues(fCirc[i], fThiefX[i], fThiefY[i], 20, 200, 0, 0, 100, 50, 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, (TeamsCount-1) 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])
end
end
------------------------
-- game methods
------------------------
function onGameInit()
GameFlags = band(bor(GameFlags, gfDivideTeams), bnot(gfKing + gfForts))
--SuddenDeathTurns = 999 -- suddendeath is off, effectively
WaterRise = 0
Delay = 10
end
function onGameStart()
--ShowMission(loc(caption), loc(subcaption), loc(goal), 0, 0)
ShowMission(loc("CAPTURE THE FLAG"), loc("Flags, and their home base will be placed where each team ends their first turn."), "", 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, and their home base will be placed where each team ends their first 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 InABetterPlaceNow(gear)
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
end
end
end
function onHogHide(gear)
InABetterPlaceNow(gear)
end
function onHogRestore(gear)
match = false
for i = 0, (numhhs-1) do
if (hhs[i] == nil) and (match == false) then
hhs[i] = gear
--AddCaption(GetHogName(gear) .. " has reappeared it seems!")
match = true
end
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
hhs[numhhs] = gear
numhhs = numhhs + 1
SetEffect(gear, heResurrectable, 1)
elseif GetGearType(gear) == gtPiano then
for i = 0, 1 do
if CurrentHedgehog == fThief[i] then
FlagThiefDead(gear)
end
end
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtHedgehog then
InABetterPlaceNow(gear)
end
end