share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/death02.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Tue, 17 Sep 2013 02:04:41 +0300
branchspacecampaign
changeset 9632 9dd1c36d8b54
parent 9631 a9b7bfac05ee
child 9642 8a691e0f117a
permissions -rw-r--r--
final mission map and most logic

------------------- ABOUT ----------------------
--
-- Hero has been surrounded my some space villains
-- He has to defeat them in order to escape

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")

----------------- VARIABLES --------------------
-- globals
local missionName = loc("Killing the specialists")
local challengeObjectives = loc("Use your available weapons in order to eliminate the enemies").."|"..
	loc("Each time you play this missions enemy hogs will play in a random order").."|"..
	loc("At the start of the game each enemy hog has only the weapon that he is named of").."|"..
	loc("A random hog will inherit the weapons of the deceased hogs").."|"..
	loc("If you kill a hog with the weapon your hp will be 100").."|"..
	loc("If you injure a hog you'll get 35% of the damage dealt").."|"..
	loc("Every time you kill an enemy hog your ammo will get reseted").."|"..
	loc("Rope won't get reseted")
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
	[dialog01] = {missionName, loc("Challenge Objectives"), challengeObjectives, 1, 4500},
}
-- hogs
local hero = {
	name = loc("Hog Solo"),
	x = 850,
	y = 460,
	mortarAmmo = 2,
	firepunchAmmo = 1,
	deagleAmmo = 4,
	bazookaAmmo = 2,
	grenadeAmmo = 4,
}
local enemies = {
	{ name = loc("Mortar"), x = 1890, y = 520, weapon = amMortar, additionalWeapons = {}},
	{ name = loc("Desert Eagle"), x = 1390, y = 790, weapon = amDEagle, additionalWeapons = {}},
	{ name = loc("Grenade"), x = 186, y = 48, weapon = amGrenade, additionalWeapons = {}},
	{ name = loc("Shyryuken"), x = 330, y = 270, weapon = amFirePunch, additionalWeapons = {}},
	{ name = loc("Bazooka"), x = 1950, y = 150, weapon = amBazooka, additionalWeapons = {}},
}
-- teams
local teamA = {
	name = loc("Hog Solo"),
	color = tonumber("38D61C",16) -- green
}
local teamB = {
	name = loc("5 deadly hogs"),
	color = tonumber("FF0000",16) -- red
}

-------------- LuaAPI EVENT HANDLERS ------------------

function onGameInit()
	Seed = 1
	TurnTime = 25000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	Map = "death02_map"
	Theme = "Hell"
	
	-- 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)
	-- enemies
	shuffleHogs(enemies)
	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
	for i=1,table.getn(enemies) do
		enemies[i].gear = AddHog(enemies[i].name, 1, 100, "war_desertgrenadier1")
		AnimSetGearPosition(enemies[i].gear, enemies[i].x, enemies[i].y)
	end
	
	initCheckpoint("death02")
	
	AnimInit()
	AnimationSetup()
end

function onGameStart()
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)
	ShowMission(missionName, loc("Challenge Objectives"), challengeObjectives, -amSkip, 0)
	
	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
	AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0)

	--hero ammo
	AddAmmo(hero.gear, amSkip, 100)
	AddAmmo(hero.gear, amRope, 2)
	refreshHeroAmmo()

	SendHealthStatsOff()
	AddAnim(dialog01)
end

function onNewTurn()
	if CurrentHedgehog ~= hero.gear then
		enemyWeapons()
	end
end

function onGearDelete(gear)
	if isHog(gear) then
		SetHealth(hero.gear, 100)
		local deadHog = getHog(gear)
		if deadHog.weapon == amMortar then
			hero.mortarAmmo = 0
		elseif deadHog.weapon == amFirePunch then
			hero.firepunchAmmo = 0
		elseif deadHog.weapon == amDEagle then
			hero.deagleAmmo = 0
		elseif deadHog.weapon == amBazooka then
			hero.bazookaAmmo = 0
		elseif deadHog.weapon == amGrenade then
			hero.grenadeAmmo = 0
		end		
		local randomHog = math.random(1,table.getn(enemies))
		while not GetHealth(enemies[randomHog].gear) do
			randomHog = math.random(1,table.getn(enemies))
		end
		table.insert(enemies[randomHog].additionalWeapons, deadHog.weapon)
		for i=1,table.getn(deadHog.additionalWeapons) do
			table.insert(enemies[randomHog].additionalWeapons, deadHog.additionalWeapons[i])
		end
		refreshHeroAmmo()
	end
end

function onGearDamage(gear, damage)
	if isHog(gear) and GetHealth(hero.gear) then
		SetHealth(hero.gear, GetHealth(hero.gear) + damage/3)
	end
end

function onGameTick()
	AnimUnWait()
	if ShowAnimation() == false then
		return
	end
	ExecuteAfterAnimations()
	CheckEvents()
end

function onPrecise()
	if GameTime > 3000 then
		SetAnimSkip(true)   
	end
end

-------------- EVENTS ------------------

function onHeroDeath(gear)
	if not GetHealth(hero.gear) then
		return true
	end
	return false
end

function onHeroWin(gear)
	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!")) --1
	SendStat('siCustomAchievement', loc("You have to eliminate all the enemies")) --11			
	SendStat('siCustomAchievement', loc("Read the Challenge Objectives from within the mission for more details")) --11		
	SendStat('siPlayerKills','1',teamB.name)
	SendStat('siPlayerKills','0',teamA.name)
	EndGame()
end

function heroWin(gear)
	saveBonus(3, 4)
	SendStat('siGameResult', loc("Congratulations, you won!")) --1
	SendStat('siCustomAchievement', loc("You complete the mission in "..TotalRounds.." rounds")) --11			
	SendStat('siCustomAchievement', loc("The next 4 times you'll play the \"The last encounter\" mission you'll get 20 more hit points and a Laser Sight")) --11		
	SendStat('siPlayerKills','1',teamA.name)
	EndGame()
end

-------------- ANIMATIONS ------------------

function Skipanim(anim)
	if goals[anim] ~= nil then
		ShowMission(unpack(goals[anim]))
    end
    startBattle()
end

function AnimationSetup()
	-- DIALOG 01 - Start, game instructions
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere in the Planet of Death..."), 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("...Hog Solo fights for his life"), 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Each time you play this missions enemy hogs will play in a random order"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("At the start of the game each enemy hog has only the weapon that he is named of"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("A random hog will inherit the weapons of the deceased hogs"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you kill a hog with the weapon your hp will be 100"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you injure a hog you'll get 35% of the damage dealt"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Every time you kill an enemy hog your ammo will get reseted"), 5000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Rope won't get reseted"), 2000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = startBattle, args = {hero.gear}})	
end

------------ Other Functions -------------------

function startBattle()
	AnimSwitchHog(hero.gear)
	TurnTimeLeft = TurnTime
end

function shuffleHogs(hogs)
    local hogsNumber = table.getn(hogs)
    for i=1,hogsNumber do
		local randomHog = math.random(hogsNumber)
		hogs[i], hogs[randomHog] = hogs[randomHog], hogs[i]
    end
end

function refreshHeroAmmo()
	local extraAmmo = 0
	if getAliveEnemiesCount() == 1 then
		extraAmmo = 2
	end
	AddAmmo(hero.gear, amMortar, hero.mortarAmmo + extraAmmo)
	AddAmmo(hero.gear, amFirePunch, hero.firepunchAmmo + extraAmmo)
	AddAmmo(hero.gear, amDEagle, hero.deagleAmmo + extraAmmo)
	AddAmmo(hero.gear, amBazooka, hero.bazookaAmmo + extraAmmo)
	AddAmmo(hero.gear, amGrenade, hero.grenadeAmmo + extraAmmo)
end

function enemyWeapons()
	for i=1,table.getn(enemies) do
		if GetHealth(enemies[i].gear) and enemies[i].gear == CurrentHedgehog then
			AddAmmo(enemies[i].gear, amMortar, 0)
			AddAmmo(enemies[i].gear, amFirePunch, 0)
			AddAmmo(enemies[i].gear, amDEagle, 0)
			AddAmmo(enemies[i].gear, amBazooka, 0)
			AddAmmo(enemies[i].gear, amGrenade, 0)
			AddAmmo(enemies[i].gear, enemies[i].weapon, 1)
			for w=1,table.getn(enemies[i].additionalWeapons) do
				AddAmmo(enemies[i].gear, enemies[i].additionalWeapons[w], 1)
			end
		end
	end
end

function isHog(gear)
	local hog = false
	for i=1,table.getn(enemies) do
		if gear == enemies[i].gear then
			hog = true
			break
		end
	end
	return hog
end

function getHog(gear)
	for i=1,table.getn(enemies) do
		if gear == enemies[i].gear then
			return enemies[i]
		end
	end
end

function getAliveEnemiesCount()
	local count = 0
	for i=1,table.getn(enemies) do
		if GetHealth(enemies[i].gear) then
			count = count + 1
		end
	end
	return count
end