-- Hedgewars Shotgun Training
-- Scripting Example
-- Lines such as this one are comments - they are ignored
-- by the game, no matter what kind of text is in there.
-- It's also possible to place a comment after some real
-- instruction as you see below. In short, everything
-- following "--" is ignored.
---------------------------------------------------------------
-- At first we implement the localization library using loadfile.
-- This allows us to localize strings without needing to think
-- about translations.
-- We can use the function loc(text) to localize a string.
HedgewarsScriptLoad("/Scripts/Locale.lua")
-- This variable will hold the number of destroyed targets.
local score = 0
-- This variable represents the number of targets to destroy.
local score_goal = 5
-- This variable controls how many milliseconds/ticks we'd
-- like to wait before we end the round once all targets
-- have been destroyed.
local end_timer = 1000 -- 1000 ms = 1 s
-- This variable is set to true if the game is lost (i.e.
-- time runs out).
local game_lost = false
-- This variable will point to the hog's gear
local player = nil
-- This variable will grab the time left at the end of the round
local time_goal = 0
-- This is a custom function to make it easier to
-- spawn more targets with just one line of code
-- You may define as many custom functions as you
-- like.
function spawnTarget()
-- add a new target gear
gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
-- move it to a random position within 0 and
-- LAND_WIDTH - the width of the map
FindPlace(gear, true, 0, LAND_WIDTH)
-- move the target to a higher vertical position
-- to ensure it's not somewhere down below
x, y = GetGearPosition(gear)
SetGearPosition(gear, x, 0)
end
function onNewTurn()
ParseCommand("setweap " .. string.char(amShotgun))
end
-- This function is called before the game loads its
-- resources.
-- It's one of the predefined function names that will
-- be called by the game. They give you entry points
-- where you're able to call your own code using either
-- provided instructions or custom functions.
function onGameInit()
-- At first we have to overwrite/set some global variables
-- that define the map, the game has to load, as well as
-- other things such as the game rules to use, etc.
-- Things we don't modify here will use their default values.
-- The base number for the random number generator
Seed = 1
-- Game settings and rules
GameFlags = gfMultiWeapon + gfOneClanMode
-- The time the player has to move each round (in ms)
TurnTime = 30000
-- The frequency of crate drops
CaseFreq = 0
-- The number of mines being placed
MinesNum = 0
-- The number of explosives being placed
Explosives = 0
-- The delay between each round
Delay = 0
-- The map to be played
Map = "Mushrooms"
-- The theme to be used
Theme = "Nature"
-- Create the player team
AddTeam(loc("Shotgun Team"), 14483456, "Simple", "Island", "Default")
-- And add a hog to it
player = AddHog(loc("Hunter"), 0, 1, "NoHat")
SetGearPosition(player, 1210, 230)
end
-- This function is called when the round starts
-- it spawns the first target that has to be destroyed.
-- In addition it shows the scenario goal(s).
function onGameStart()
-- Spawn the first target.
spawnTarget()
-- Show some nice mission goals.
-- Parameters are: caption, sub caption, description,
-- extra text, icon and time to show.
-- A negative icon parameter (-n) represents the n-th weapon icon
-- A positive icon paramter (n) represents the (n+1)-th mission icon
-- A timeframe of 0 is replaced with the default time to show.
ShowMission(loc("Shotgun Training"), loc("Aiming Practice"), loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission."), -amShotgun, 0)
end
-- This function is called every game tick.
-- Note that there are 1000 ticks within one second.
-- You shouldn't try to calculate too complicated
-- code here as this might slow down your game.
function onGameTick20()
-- If time's up, set the game to be lost.
-- We actually check the time to be "1 ms" as it
-- will be at "0 ms" right at the start of the game.
if TurnTimeLeft < 40 and TurnTimeLeft > 20 and score < score_goal then
game_lost = true
-- ... and show a short message.
ShowMission(loc("Shotgun Training"), loc("Aiming Practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0)
-- How about killing our poor hog due to his poor performance?
SetHealth(player, 0)
-- Just to be sure set the goal time to 1 ms
time_goal = 1
end
-- If the goal is reached or we've lost ...
if score == score_goal or game_lost then
-- ... check to see if the time we'd like to
-- wait has passed and then ...
if end_timer == 0 then
-- ... end the game ...
EndGame()
else
-- ... or just lower the timer by 1.
-- Reset the time left to stop the timer
TurnTimeLeft = time_goal
end
end_timer = end_timer - 20
end
end
-- This function is called when the game is initialized
-- to request the available ammo and probabilities
function onAmmoStoreInit()
-- add an unlimited supply of shotgun ammo
SetAmmo(amShotgun, 9, 0, 0, 0)
end
-- This function is called when a new gear is added.
-- We don't need it for this training, so we can
-- keep it empty.
-- function onGearAdd(gear)
-- end
-- This function is called before a gear is destroyed.
-- We use it to count the number of targets destroyed.
function onGearDelete(gear)
-- We're only interested in target gears.
if GetGearType(gear) == gtTarget then
-- Add one point to our score/counter
score = score + 1
-- If we haven't reached the goal ...
if score < score_goal then
-- ... spawn another target.
spawnTarget()
else
if not game_lost then
-- Otherwise show that the goal was accomplished
ShowMission(loc("Shotgun Training"), loc("Aiming Practice"), loc("Congratulations! You've eliminated all targets|within the allowed time frame."), 0, 0)
-- Also let the hogs shout "victory!"
PlaySound(sndVictory)
-- Save the time left so we may keep it.
time_goal = TurnTimeLeft
end
end
end
end