Change graves of teams in missions for greater variety
In A Space Adventure, only one grave was used for all teams, which was clearly bad.
------------------- ABOUT ----------------------
--
-- Hero has get into an Red Strawberries ambush
-- He has to eliminate the enemies by using limited
-- ammo of sniper rifle and watermelon
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local missionName = loc("Precise shooting")
local timeLeft = 0
local lastWeaponUsed = amNothing
local firstTurn = true
local battleStarted = false
local challengeObjectives = loc("Use your available weapons in order to eliminate the enemies.").."|"..
loc("You can only use the sniper rifle or the watermelon bomb.").."|"..
loc("You'll have only 2 watermelon bombs during the game.").."|"..
loc("You'll get an extra sniper rifle every time you kill an enemy hog with a limit of max 4 rifles.").."|"..
loc("You'll get an extra teleport every time you kill an enemy hog with a limit of max 2 teleports.").."|"..
loc("The first turn will last 25 sec and every other turn 15 sec.").."|"..
loc("If you skip a turn then the turn time left will be added to your next turn.").."|"..
loc("Some parts of the land are indestructible.")
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
["init"] = {missionName, loc("Challenge objectives"), challengeObjectives, 1, 35000},
}
-- hogs
local hero = {
name = loc("Hog Solo"),
x = 1100,
y = 560
}
local enemiesOdd = {
{name = loc("Hog 1"), x = 2000 , y = 175},
{name = loc("Hog III"), x = 1950 , y = 1110},
{name = loc("Hog 100"), x = 1270 , y = 1480},
{name = loc("Hog Saturn"), x = 240 , y = 790},
{name = loc("Hog nueve"), x = 620 , y = 1950},
{name = loc("Hog onze"), x = 720 , y = 1950},
{name = loc("Hog dertien"), x = 1620 , y = 1950},
{name = loc("Hog 3x5"), x = 1720 , y = 1950},
}
local enemiesEven = {
{name = loc("Hog two"), x = 660, y = 140},
{name = loc("Hog D"), x = 1120, y = 1250},
{name = loc("Hog exi"), x = 1290, y = 1250},
{name = loc("Hog octo"), x = 820, y = 1950},
{name = loc("Hog decar"), x = 920, y = 1950},
{name = loc("Hog Hephaestus"), x = 1820, y = 1950},
{name = loc("Hog 7+7"), x = 1920, y = 1950},
{name = loc("Hog EOF"), x = 1200, y = 560},
}
-- teams
local teamA = {
name = loc("Hog Solo"),
color = tonumber("38D61C",16) -- green
}
local teamB = {
-- Red Strawberries 1
name = loc("RS1"),
color = tonumber("FF0000",16) -- red
}
local teamC = {
-- Red Strawberries 2
name = loc("RS2"),
color = tonumber("FF0000",16) -- red
}
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
GameFlags = gfDisableWind + gfInfAttack
Seed = 1
TurnTime = 15000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Map = "fruit03_map"
Theme = "Fruit"
-- Disable Sudden Death
WaterRise = 0
HealthDecrease = 0
-- Hog Solo
AddTeam(teamA.name, teamA.color, "Simple", "Island", "HillBilly", "hedgewars")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
-- enemies
local hats = { "Bandit", "fr_apple", "fr_banana", "fr_lemon", "fr_orange",
"fr_pumpkin", "Gasmask", "NinjaFull", "NinjaStraight", "NinjaTriangle" }
AddTeam(teamC.name, teamC.color, "bp2", "Island", "HillBilly", "cm_bars")
for i=1,table.getn(enemiesEven) do
enemiesEven[i].gear = AddHog(enemiesEven[i].name, 1, 100, hats[GetRandom(table.getn(hats))+1])
AnimSetGearPosition(enemiesEven[i].gear, enemiesEven[i].x, enemiesEven[i].y)
end
AddTeam(teamB.name, teamB.color, "bp2", "Island", "HillBilly", "cm_bars")
for i=1,table.getn(enemiesOdd) do
enemiesOdd[i].gear = AddHog(enemiesOdd[i].name, 1, 100, hats[GetRandom(table.getn(hats))+1])
AnimSetGearPosition(enemiesOdd[i].gear, enemiesOdd[i].x, enemiesOdd[i].y)
end
initCheckpoint("fruit03")
AnimInit()
end
function onGameStart()
FollowGear(hero.gear)
ShowMission(unpack(goals["init"]))
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0)
--hero ammo
AddAmmo(hero.gear, amTeleport, 2)
AddAmmo(hero.gear, amSniperRifle, 2)
AddAmmo(hero.gear, amWatermelon, 2)
AddAmmo(hero.gear, amSkip, 100)
timeLeft = 0
--enemies ammo
AddAmmo(enemiesOdd[1].gear, amDEagle, 100)
AddAmmo(enemiesOdd[1].gear, amSniperRifle, 100)
AddAmmo(enemiesOdd[1].gear, amWatermelon, 1)
AddAmmo(enemiesOdd[1].gear, amGrenade, 5)
AddAmmo(enemiesEven[1].gear, amDEagle, 100)
AddAmmo(enemiesEven[1].gear, amSniperRifle, 100)
AddAmmo(enemiesEven[1].gear, amWatermelon, 1)
AddAmmo(enemiesEven[1].gear, amGrenade, 5)
SendHealthStatsOff()
end
function onNewTurn()
if CurrentHedgehog == hero.gear then
if firstTurn then
-- Unique game rule in this mission: First turn has more time
TurnTimeLeft = 25000
-- Generous ready time on first turn to give more time to read
ReadyTimeLeft = 35000
battleStarted = true
firstTurn = false
end
if lastWeaponUsed == amSkip then
TurnTimeLeft = TurnTime + timeLeft
end
timeLeft = 0
end
turnHogs()
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGameTick20()
if CurrentHedgehog == hero.gear and TurnTimeLeft ~= 0 then
timeLeft = TurnTimeLeft
end
end
function onGearDelete(gear)
if (isHog(gear)) then
local availableTeleports = GetAmmoCount(hero.gear,amTeleport)
local availableSniper = GetAmmoCount(hero.gear,amSniperRifle)
if availableTeleports < 2 then
AddAmmo(hero.gear, amTeleport, availableTeleports + 1 )
end
if availableSniper < 4 then
AddAmmo(hero.gear, amSniperRifle, availableSniper + 1 )
end
end
end
-- Hide mission panel when player does anything
function hideMissionOnAction()
if battleStarted then
HideMission()
end
end
onSlot = hideMissionOnAction
onSetWeapon = hideMissionOnAction
onAttack = hideMissionOnAction
function onHogAttack(ammoType)
hideMissionOnAction()
if CurrentHedgehog == hero.gear then
lastWeaponUsed = ammoType
end
end
-------------- EVENTS ------------------
function onHeroDeath(gear)
if not GetHealth(hero.gear) then
return true
end
return false
end
function onHeroWin(gear)
local enemies = enemiesOdd
for i=1,table.getn(enemiesEven) do
table.insert(enemies, enemiesEven[i])
end
local allDead = true
for i=1,table.getn(enemies) do
if GetHealth(enemies[i].gear) then
allDead = false
break
end
end
return allDead
end
-------------- ACTIONS ------------------
function heroDeath(gear)
SendStat(siGameResult, loc("Hog Solo lost, try again!"))
SendStat(siCustomAchievement, loc("You have to eliminate all the enemies."))
SendStat(siCustomAchievement, loc("Read the challenge objectives from within the mission for more details."))
sendSimpleTeamRankings({teamB.name, teamC.name, teamA.name})
EndGame()
end
function heroWin(gear)
saveBonus(2, 1)
SendStat(siGameResult, loc("Congratulations, you won!"))
SendStat(siCustomAchievement, string.format(loc("You completed the mission in %d rounds."), TotalRounds))
local record = tonumber(GetCampaignVar("FastestPreciseShooting"))
if record ~= nil and TotalRounds >= record then
SendStat(siCustomAchievement, string.format(loc("Your fastest victory so far: %d rounds"), record))
end
if record == nil or TotalRounds < record then
SaveCampaignVar("FastestPreciseShooting", tostring(TotalRounds))
if record ~= nil then
SendStat(siCustomAchievement, loc("This is a new personal best, congratulations!"))
end
end
SendStat(siCustomAchievement, loc("You will gain some extra ammo from the crates the next time you play the \"Getting to the device\" mission."))
sendSimpleTeamRankings({teamA.name, teamB.name, teamC.name})
SaveCampaignVar("Mission10Won", "true")
checkAllMissionsCompleted()
EndGame()
end
------------------ Other Functions -------------------
function turnHogs()
if GetHealth(hero.gear) then
for i=1,table.getn(enemiesEven) do
if GetHealth(enemiesEven[i].gear) then
if GetX(enemiesEven[i].gear) < GetX(hero.gear) then
HogTurnLeft(enemiesEven[i].gear, false)
elseif GetX(enemiesEven[i].gear) > GetX(hero.gear) then
HogTurnLeft(enemiesEven[i].gear, true)
end
end
end
for i=1,table.getn(enemiesOdd) do
if GetHealth(enemiesOdd[i].gear) then
if GetX(enemiesOdd[i].gear) < GetX(hero.gear) then
HogTurnLeft(enemiesOdd[i].gear, false)
elseif GetX(enemiesOdd[i].gear) > GetX(hero.gear) then
HogTurnLeft(enemiesOdd[i].gear, true)
end
end
end
end
end
function isHog(gear)
local hog = false
for i=1,table.getn(enemiesOdd) do
if gear == enemiesOdd[i].gear then
hog = true
break
end
end
if not hog then
for i=1,table.getn(enemiesEven) do
if gear == enemiesEven then
hog = true
break
end
end
end
return hog
end