removed bouncy terrain, added visual mark on non-portal/indestructible areas, changed map so only way to win is by using the portal gun
------------------- ABOUT ----------------------
--
-- Hero has to get to the surface as soon as possible.
-- Tunnel is about to get flooded.
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local missionName = loc("Running for survival")
local startChallenge = false
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Getting ready"), loc("Use the rope to quickly get to the surface!"), 1, 4500},
}
-- health crates
healthX = 565
health1Y = 1400
health2Y = 850
-- hogs
local hero = {}
-- teams
local teamA = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1600
hero.y = 1950
hero.dead = false
teamA.name = loc("Hog Solo")
teamA.color = tonumber("38D61C",16) -- green
-- way points
local current waypoint = 1
local waypoints = {
[1] = {x=1450, y=140},
[2] = {x=990, y=580},
[3] = {x=1650, y=950},
[4] = {x=620, y=630},
[5] = {x=1470, y=540},
[6] = {x=1960, y=60},
[7] = {x=1600, y=400},
[8] = {x=240, y=940},
[9] = {x=200, y=530},
[10] = {x=1180, y=120},
[11] = {x=1950, y=660},
[12] = {x=1280, y=980},
[13] = {x=590, y=1100},
[14] = {x=20, y=620},
[15] = {x=hero.x, y=hero.y}
}
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
GameFlags = gfOneClanMode
Seed = 1
TurnTime = 8000
Delay = 2
CaseFreq = 0
HealthCaseAmount = 50
MinesNum = 500
MinesTime = 1000
MineDudPercent = 75
Explosives = 0
SuddenDeathTurns = 1
WaterRise = 150
HealthDecrease = 0
Map = "desert02_map"
Theme = "Desert"
-- Hog Solo
AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
HogTurnLeft(hero.gear, true)
initCheckpoint("desert02")
AnimInit()
AnimationSetup()
end
function onGameStart()
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onHeroSafe, {hero.gear}, heroSafe, {hero.gear}, 0)
SpawnHealthCrate(healthX, health1Y)
SpawnHealthCrate(healthX, health2Y)
AddAmmo(hero.gear, amRope, 99)
SendHealthStatsOff()
AddAnim(dialog01)
end
function onNewTurn()
ParseCommand("setweap " .. string.char(amRope))
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
if gear == hero.gear then
hero.dead = true
end
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
-------------- EVENTS ------------------
function onHeroDeath(gear)
if hero.dead then
return true
end
return false
end
function onHeroSafe(gear)
if not hero.dead and GetY(hero.gear) < 170 and StoppedGear(hero.gear) then
return true
end
return false
end
-------------- ACTIONS ------------------
function heroDeath(gear)
SendStat(siGameResult, loc("Hog Solo lost, try again!"))
SendStat(siCustomAchievement, loc("To win the game you have to go to the surface"))
SendStat(siCustomAchievement, loc("Most mines are not active"))
SendStat(siCustomAchievement, loc("From the second turn and beyond the water rises"))
SendStat(siPlayerKills,'0',teamA.name)
EndGame()
end
function heroSafe(gear)
SendStat(siGameResult, loc("Congratulations, you won!"))
SendStat(siCustomAchievement, loc("You have escaped successfully"))
SendStat(siCustomAchievement, loc("Your escape took you "..TotalRounds.." turns"))
SendStat(siPlayerKills,'1',teamA.name)
EndGame()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
challengeStart()
end
function AnimationSetup()
-- DIALOG 01 - Start
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Many meters below the surface..."), 5000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("The tunnel is about to get flooded..."), SAY_THINK, 4000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I have to reach the surface as quickly as I can..."), SAY_THINK, 4000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
table.insert(dialog01, {func = challengeStart, args = {hero.gear}})
end
------------------ Other Functions -------------------
function challengeStart()
startChallenge = true
TurnTimeLeft = 0
end