------------------- 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("The enemy hogs play in a random order.").."|"..
loc("At the start of the game each enemy hog has only the weapon that he is named after.").."|"..
loc("A random hedgehog will inherit the weapons of his deceased team-mates.").."|"..
loc("After you killed an enemy, you'll lose the weapon that he is named after.").."|"..
loc("If only one enemy is left, you'll get bonus ammo.").."|"..
loc("If you hurt an enemy, you'll get one third of the damage dealt.").."|"..
loc("If you kill an enemy, your health will be set to 100.")
-- mission objectives
local goals = {
["init"] = {missionName, loc("Challenge objectives"), challengeObjectives, 1, 35000},
}
-- hogs
local hero = {
name = loc("Hog Solo"),
x = 850,
y = 460,
mortarAmmo = 2,
firepunchAmmo = 1,
deagleAmmo = 4,
bazookaAmmo = 2,
grenadeAmmo = 4,
}
local enemies = {
{ name = GetAmmoName(amMortar), x = 1890, y = 520, weapon = amMortar, additionalWeapons = {}},
{ name = GetAmmoName(amDEagle), x = 1390, y = 790, weapon = amDEagle, additionalWeapons = {}},
{ name = GetAmmoName(amGrenade), x = 186, y = 48, weapon = amGrenade, additionalWeapons = {}},
{ name = GetAmmoName(amFirePunch), x = 330, y = 270, weapon = amFirePunch, additionalWeapons = {}},
{ name = GetAmmoName(amBazooka), 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
}
-- After hero killed an enemy, his weapons will be reset in the next round
local heroWeaponResetPending = false
local battleStarted = false
local firstTurn = true
-- Spawn health particles and print health message
local function healthBoostAnim(gear, health, tint)
if health < 1 then
return
end
local h = 0
while (h < health and h < 1000) do
local vg = AddVisualGear(GetX(gear), GetY(gear), vgtStraightShot, sprHealth, false)
if vg ~= nil then
SetVisualGearValues(vg, nil, nil, nil, nil, nil, nil, nil, nil, nil, tint)
SetState(vg, sprHealth)
end
h = h + 5
end
if math.floor(health) >= 1 then
AddCaption(string.format(loc("+%d"), math.floor(health)), GetClanColor(GetHogClan(gear)), capgrpMessage2)
end
end
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 1
TurnTime = 25000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Map = "death02_map"
Theme = "Hell"
-- Disable Sudden Death
WaterRise = 0
HealthDecrease = 0
-- Hog Solo
AddTeam(teamA.name, teamA.color, "Simple", "Island", "Default", "hedgewars")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
-- enemies
shuffleHogs(enemies)
AddTeam(teamB.name, teamB.color, "skull", "Island", "Default", "cm_skull")
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()
end
function onGameStart()
AnimWait(hero.gear, 3000)
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, amSkip, 100)
AddAmmo(hero.gear, amRope, 2)
refreshHeroAmmo()
SendHealthStatsOff()
end
function onNewTurn()
battleStarted = true
if firstTurn then
-- Generous ready time in first turn to more time to read the mission panel
ReadyTimeLeft = 35000
firstTurn = false
end
if CurrentHedgehog ~= hero.gear then
enemyWeapons()
end
end
function onGearDelete(gear)
if isHog(gear) then
local healthDiff = 100 - GetHealth(hero.gear)
SetHealth(hero.gear, 100)
healthBoostAnim(hero.gear, healthDiff, 0x00FF00FF)
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 = GetRandom(table.getn(enemies))+1
while not GetHealth(enemies[randomHog].gear) do
randomHog = GetRandom(table.getn(enemies))+1
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
heroWeaponResetPending = true
end
end
function onGearDamage(gear, damage)
if isHog(gear) and GetHealth(hero.gear) then
local bonusHealth = div(damage, 3)
SetHealth(hero.gear, GetHealth(hero.gear) + bonusHealth)
healthBoostAnim(hero.gear, bonusHealth, 0xFF0000FF)
end
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGameTick20()
-- Refresh hero ammo immediately after its not his turn anymore
if CurrentHedgehog ~= hero.gear and heroWeaponResetPending then
refreshHeroAmmo()
end
end
-- Hide mission panel when player does anything
function hideMissionOnAction()
if battleStarted then
HideMission()
end
end
onHogAttack = hideMissionOnAction
onAttack = hideMissionOnAction
onSlot = hideMissionOnAction
onSetWeapon = hideMissionOnAction
-------------- 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!"))
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, teamA.name})
EndGame()
end
function heroWin(gear)
saveBonus(3, 4)
SendStat(siGameResult, loc("Congratulations, you won!"))
SendStat(siCustomAchievement, string.format(loc("You completed the mission in %d rounds."), TotalRounds))
local record = tonumber(GetCampaignVar("FastestSpecialistsKill"))
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("FastestSpecialistsKill", tostring(TotalRounds))
if record ~= nil then
SendStat(siCustomAchievement, loc("This is a new personal best, congratulations!"))
end
end
SendStat(siCustomAchievement, loc("The next 4 times you play the \"The last encounter\" mission you'll get 20 more hit points and a laser sight."))
sendSimpleTeamRankings({teamA.name, teamB.name})
SaveCampaignVar("Mission11Won", "true")
checkAllMissionsCompleted()
EndGame()
end
------------ Other Functions -------------------
function shuffleHogs(hogs)
local hogsNumber = table.getn(hogs)
for i=1,hogsNumber do
local randomHog = GetRandom(hogsNumber) + 1
hogs[i], hogs[randomHog] = hogs[randomHog], hogs[i]
end
end
function refreshHeroAmmo()
local extraAmmo = 0
if getAliveEnemiesCount() == 1 then
extraAmmo = 2
PlaySound(sndShotgunReload)
AddCaption(loc("Reinforcements! +2 of each weapon!"), GetClanColor(GetHogClan(hero.gear)), capgrpAmmoinfo)
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)
heroWeaponResetPending = false
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