--[=[
Target Practice Mission Framework for Hedgewars
This is a simple library intended to make setting up simple training missions a trivial
task requiring just. The library has been created to reduce redundancy in Lua scripts.
The training framework generates complete and fully usable training missions by just
one function call.
The missions generated by this script are all the same:
- The player will get a team with a single hedgehog.
- The team gets a single predefined weapon infinitely times.
- A fixed sequence of targets will spawn at predefined positions.
- When a target has been destroyed, the next target of the target sequence appears
- The mission ends successfully when all targets have been destroyed
- The mission ends unsuccessfully when the time runs out or the hedgehog dies
- When the mission ends, a score is awarded, based on the performance (hit targets,
accuracy and remaining time) of the hedgehog. When not all targets are hit, there
will be no accuracy and time bonuses.
To use this library, you first have to load it and to call TrainingMission once with
the appropriate parameters. Really, that’s all!
See the comment of TrainingMission for a specification of all parameters.
Below is a template for your convenience, you just have to fill in the fields and delete
optional arguments you don’t want.
----- snip -----
HedgewarsScriptLoad("/Scripts/Training.lua")
params = {
missionTitle = ,
map = ,
theme = ,
time = ,
ammoType = ,
gearType = ,
secondaryGearType = ,
targets = {
{ x = , y = },
{ x = , y = },
-- etc.
},
wind = ,
solidLand = ,
artillery = ,
clanColor = ,
goalText = ,
shootText =
}
TargetPracticeMission(params)
----- snip -----
]=]
HedgewarsScriptLoad("/Scripts/Utils.lua")
HedgewarsScriptLoad("/Scripts/Locale.lua")
local player = nil
local scored = 0
local shots = 0
local end_timer = 1000
local game_lost = false
local time_goal = 0
local total_targets
local targets
local target_radar = false
local next_target_circle = nil
local gearsInGameCount = 0
local gearsInGame = {}
--[[
TrainingMission(params)
This function sets up the *entire* training mission and needs one argument: params.
The argument “params” is a table containing fields which describe the training mission.
mandatory fields:
- missionTitle: the name of the mission
- map: the name map to be used
- theme: the name of the theme (does not need to be a standalone theme)
- time: the time limit in milliseconds
- ammoType: the ammo type of the weapon to be used
- gearType: the gear type of the gear which is fired (used to count shots and re-center camera)
- targets: The coordinates of where the targets will be spawned.
It is a table containing tables containing coordinates of format
{ x=value, y=value }. The targets will be spawned in the same
order as specified the coordinate tables appear. Example:
targets = {
{ x = 324, y = 43 },
{ x = 123, y = 56 },
{ x = 6, y = 0 },
}
There must be at least 1 target.
optional fields:
- wind: the initial wind (-100 to 100) (default: 0 (no wind))
- solidLand: weather the terrain is indestructible (default: false)
- artillery: if true, the hog can’t move (default: false)
- secGearType: cluster of projectile gear (if present) (used to re-center camera)
- clanColor: color of the (only) clan (default: -1, default first clan color)
- faceLeft: if true, hog starts facing left, otherwise right (default: false)
- goalText: A short string explaining the goal of the mission
(default: "Destroy all targets within the time!")
- shootText: A string which says how many times the player shot, “%d” is replaced
by the number of shots. (default: "You have shot %d times.")
- useRadar Whether to use target radar (small circles that mark the position
of the next target). (default: true). Note: Still needs to be unlocked.
- radarTint: RGBA color of the target radar (default: 0xFF3030FF). Use this field
if the target radar would be hard to see against the background.
]]
local getTargetsScore = function()
return scored * math.ceil(6000/#targets)
end
function TargetPracticeMission(params)
if params.goalText == nil then params.goalText = loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission.") end
if params.shootText == nil then params.shootText = loc("You have shot %d times.") end
if params.clanColor == nil then params.clanColor = -1 end
if params.faceLeft == nil then params.faceLeft = false end
if params.wind == nil then params.wind = 0 end
if params.radarTint == nil then params.radarTint = 0xFF3030FF end
if params.useRadar == nil then params.useRadar = true end
local solid, artillery
if params.solidLand == true then solid = gfSolidLand else solid = 0 end
if params.artillery == true then artillery = gfArtillery else artillery = 0 end
targets = params.targets
total_targets = #targets
_G.onAmmoStoreInit = function()
SetAmmo(params.ammoType, 9, 0, 0, 0)
end
_G.onGameInit = function()
Seed = 1
ClearGameFlags()
local attackMode
if (params.ammoType == amBee) then
attackMode = gfInfAttack
else
attackMode = gfMultiWeapon
end
EnableGameFlags(gfDisableWind, attackMode, gfOneClanMode, solid, artillery)
TurnTime = params.time
Map = params.map
Theme = params.theme
Goals = params.goalText
CaseFreq = 0
MinesNum = 0
Explosives = 0
-- Disable Sudden Death
WaterRise = 0
HealthDecrease = 0
SetWind(params.wind)
AddMissionTeam(params.clanColor)
player = AddMissionHog(1)
SetGearPosition(player, params.hog_x, params.hog_y)
HogTurnLeft(player, params.faceLeft)
local won = GetMissionVar("Won")
-- Unlock the target radar when the player has completed
-- the target practice before (any score).
-- Target radar might be disabled by config, however.
if won == "true" and params.useRadar == true then
target_radar = true
end
end
_G.onGameStart = function()
SendHealthStatsOff()
local recordInfo = getReadableChallengeRecord("Highscore")
ShowMission(params.missionTitle, loc("Aiming practice"), params.goalText .. "|" .. recordInfo, -params.ammoType, 5000)
SetTeamLabel(GetHogTeamName(player), "0")
spawnTarget()
end
_G.onNewTurn = function()
SetWeapon(params.ammoType)
end
_G.spawnTarget = function()
-- Spawn next target
local gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
local x = targets[scored+1].x
local y = targets[scored+1].y
SetGearPosition(gear, x, y)
-- Target radar: Highlight position of the upcoming target.
-- This must be unlocked by the player first.
if target_radar then
if (not next_target_circle) and targets[scored+2] then
next_target_circle = AddVisualGear(0,0,vgtCircle,90,true)
end
if targets[scored+2] then
SetVisualGearValues(next_target_circle, targets[scored+2].x, targets[scored+2].y, 205, 255, 1, 20, nil, nil, 3, params.radarTint)
elseif next_target_circle then
DeleteVisualGear(next_target_circle)
next_target_circle = nil
end
end
return gear
end
_G.onGameTick20 = function()
if TurnTimeLeft < 40 and TurnTimeLeft > 0 and scored < total_targets and game_lost == false then
game_lost = true
AddCaption(loc("Time’s up!"), capcolDefault, capgrpGameState)
SetHealth(player, 0)
time_goal = 1
end
if band(GetState(player), gstDrowning) == gstDrowning and game_lost == false and scored < total_targets then
game_lost = true
time_goal = 1
end
if scored == total_targets or game_lost then
if end_timer == 0 then
generateStats()
EndGame()
end
end_timer = end_timer - 20
end
for gear, _ in pairs(gearsInGame) do
if band(GetState(gear), gstDrowning) ~= 0 then
-- Re-center camera on hog if projectile gears drown
gearsInGame[gear] = nil
gearsInGameCount = gearsInGameCount - 1
if gearsInGameCount == 0 and GetHealth(CurrentHedgehog) then
FollowGear(CurrentHedgehog)
end
end
end
end
_G.onGearAdd = function(gear)
if GetGearType(gear) == params.gearType then
shots = shots + 1
end
if GetGearType(gear) == params.gearType or (params.secGearType and GetGearType(gear) == params.secGearType) then
gearsInGameCount = gearsInGameCount + 1
gearsInGame[gear] = true
end
end
_G.onGearDamage = function(gear, damage)
if GetGearType(gear) == gtTarget then
scored = scored + 1
SetTeamLabel(GetHogTeamName(player), tostring(getTargetsScore()))
if scored < total_targets then
AddCaption(string.format(loc("Targets left: %d"), (total_targets-scored)), capcolDefault, capgrpMessage)
spawnTarget()
else
if not game_lost then
SaveMissionVar("Won", "true")
AddCaption(loc("You have destroyed all targets!"), capcolDefault, capgrpGameState)
ShowMission(params.missionTitle, loc("Aiming practice"), loc("Congratulations! You have destroyed all targets within the time."), 0, 0)
if shots <= scored then
-- No misses!
PlaySound(sndFlawless, player)
else
PlaySound(sndVictory, player)
end
SetEffect(player, heInvulnerable, 1)
SetState(player, bor(GetState(player), gstWinner))
time_goal = TurnTimeLeft
-- Disable control
SetInputMask(0)
AddAmmo(player, params.ammoType, 0)
SetTurnTimePaused(true)
end
end
end
if GetGearType(gear) == gtHedgehog then
if not game_lost then
game_lost = true
SetHealth(player, 0)
time_goal = 1
end
end
end
_G.onGearDelete = function(gear)
if GetGearType(gear) == gtTarget and band(GetState(gear), gstDrowning) ~= 0 then
AddCaption(loc("You lost your target, try again!"), capcolDefault, capgrpGameState)
local newTarget = spawnTarget()
local x, y = GetGearPosition(newTarget)
local success = PlaceSprite(x, y + 24, sprAmGirder, 0, 0xFFFFFFFF, false, false, false)
if not success then
WriteLnToConsole("ERROR: Failed to spawn girder under respawned target!")
end
elseif gearsInGame[gear] then
gearsInGame[gear] = nil
gearsInGameCount = gearsInGameCount - 1
if gearsInGameCount == 0 and GetHealth(CurrentHedgehog) then
-- Re-center camera to hog after all projectile gears were destroyed
FollowGear(CurrentHedgehog)
end
end
end
_G.generateStats = function()
local accuracy, accuracy_int
if(shots > 0) then
accuracy = (scored/shots)*100
accuracy_int = div(scored*100, shots)
end
local end_score_targets = getTargetsScore()
local end_score_overall
if not game_lost then
local end_score_time = math.ceil(time_goal/(params.time/6000))
local end_score_accuracy = 0
if(shots > 0) then
end_score_accuracy = math.ceil(accuracy * 60)
end
end_score_overall = end_score_time + end_score_targets + end_score_accuracy
SetTeamLabel(GetHogTeamName(player), tostring(end_score_overall))
SendStat(siGameResult, loc("You have finished the target practice!"))
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), scored, total_targets, end_score_targets))
SendStat(siCustomAchievement, string.format(params.shootText, shots))
if(shots > 0) then
SendStat(siCustomAchievement, string.format(loc("Your accuracy was %.1f%% (+%d points)."), accuracy, end_score_accuracy))
end
SendStat(siCustomAchievement, string.format(loc("You had %.1fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time))
if (not target_radar) and (#targets > 1) and (params.useRadar == true) then
SendStat(siCustomAchievement, loc("You have unlocked the target radar!"))
end
if(shots > 0) then
updateChallengeRecord("AccuracyRecord", accuracy_int)
end
else
SendStat(siGameResult, loc("Challenge over!"))
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), scored, total_targets, end_score_targets))
SendStat(siCustomAchievement, string.format(params.shootText, shots))
if(shots > 0) then
SendStat(siCustomAchievement, string.format(loc("Your accuracy was %.1f%%."), accuracy))
end
end_score_overall = end_score_targets
end
SendStat(siPointType, "!POINTS")
SendStat(siPlayerKills, tostring(end_score_overall), GetHogTeamName(player))
-- Update highscore
updateChallengeRecord("Highscore", end_score_overall)
end
end