--[[
Basic Bazooka Training
This training missions teaches players how to use the bazooka.
Lesson plan:
- Selecting bazooka
- Aiming and shooting
- Wind
- Limited ammo
- “Bouncing bomb” / water skip
- Precise aiming
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Achievements.lua")
local hog -- Hog gear
local weaponSelected = false -- Player has selected the weapon
local gamePhase = 0 -- Used to track progress
local targetsLeft = 0 -- # of targets left in this round
local targetGears = {} -- list of target gears
local bazookasInGame = 0 -- # of bazookas currently flying
local bazookaGears = {} -- list of bazooka gears
local limitedAmmo = 10 -- amount of ammo for the limited ammo challenge
local limitedAmmoReset = -1 -- Timer for resetting ammo if player fails in
-- limited ammo challenge. -1 = no-op
local gameOver = false -- If true, game has ended
local shotsFired = 0 -- Total # of bazookas fired
local maxTargets = 0 -- Target counter, used together with flawless
local flawless = true -- track flawless victory (100% accuracy, no hurt, no death)
local missedTauntTimer = -1 -- Wait timer for playing sndMissed. -1 = no-op
function onGameInit()
ClearGameFlags()
EnableGameFlags(gfDisableWind, gfOneClanMode, gfInfAttack, gfSolidLand)
Map = ""
Seed = 0
Theme = "Nature"
MapGen = mgDrawn
TurnTime = 9999000
Explosives = 0
MinesNum = 0
CaseFreq = 0
WaterRise = 0
HealthDecrease = 0
------ TEAM LIST ------
AddTeam(loc("Bazooka Team"), 0xFF0204, "Flower", "Earth", "Default", "hedgewars")
hog = AddHog(loc("Greenhorn"), 0, 100, "NoHat")
SetGearPosition(hog, 1485, 2001)
SetEffect(hog, heResurrectable, 1)
SendHealthStatsOff()
end
function onGearResurrect(gear)
if gear == hog then
flawless = false
SetGearPosition(hog, 1485, 2001)
AddCaption(loc("Your hedgehog has been revived!"))
end
end
function placeGirders()
PlaceGirder(1520, 2018, 4)
PlaceGirder(1449, 1927, 6)
PlaceGirder(1341, 1989, 0)
PlaceGirder(1141, 1990, 0)
PlaceGirder(2031, 1907, 6)
PlaceGirder(2031, 1745, 6)
PlaceGirder(2398, 1985, 4)
PlaceGirder(2542, 1921, 7)
PlaceGirder(2617, 1954, 6)
PlaceGirder(2565, 2028, 0)
PlaceGirder(2082, 1979, 0)
PlaceGirder(2082, 1673, 0)
PlaceGirder(1980, 1836, 0)
PlaceGirder(1716, 1674, 0)
PlaceGirder(1812, 1832, 0)
PlaceGirder(1665, 1744, 6)
PlaceGirder(2326, 1895, 6)
PlaceGirder(2326, 1734, 6)
PlaceGirder(2326, 1572, 6)
PlaceGirder(2275, 1582, 0)
PlaceGirder(1738, 1714, 7)
PlaceGirder(1818, 1703, 0)
PlaceGirder(1939, 1703, 4)
PlaceGirder(2805, 1781, 3)
PlaceGirder(2905, 1621, 3)
PlaceGirder(3005, 1441, 3)
PlaceGirder(945, 1340, 5)
end
function spawnTargets(phase)
if not phase then
phase = gamePhase
end
if phase == 0 then
AddGear(1734, 1656, gtTarget, 0, 0, 0, 0)
AddGear(1812, 1814, gtTarget, 0, 0, 0, 0)
AddGear(1974, 1818, gtTarget, 0, 0, 0, 0)
elseif phase == 2 then
AddGear(2102, 1655, gtTarget, 0, 0, 0, 0)
AddGear(2278, 1564, gtTarget, 0, 0, 0, 0)
AddGear(2080, 1961, gtTarget, 0, 0, 0, 0)
elseif phase == 3 then
AddGear(1141, 1972, gtTarget, 0, 0, 0, 0)
AddGear(1345, 1971, gtTarget, 0, 0, 0, 0)
AddGear(1892, 1680, gtTarget, 0, 0, 0, 0)
elseif phase == 4 then
AddGear(2584, 2010, gtTarget, 0, 0, 0, 0)
elseif phase == 5 then
AddGear(955, 1320, gtTarget, 0, 0, 0, 0)
elseif phase == 6 then
AddGear(2794, 1759, gtTarget, 0, 0, 0, 0)
AddGear(2894, 1599, gtTarget, 0, 0, 0, 0)
AddGear(2994, 1419, gtTarget, 0, 0, 0, 0)
end
end
function onGameStart()
placeGirders()
spawnTargets()
ShowMission(loc("Basic Bazooka Training"), loc("Basic Training"), loc("Destroy all the targets!"), -amBazooka, 0)
end
function newGamePhase()
-- Spawn targets, update wind and ammo, show instructions
if gamePhase == 0 then
ShowMission(loc("Basic Bazooka Training"), loc("Select Weapon"), loc("To begin with the training, select the bazooka from the ammo menu!").."|"..
loc("Open ammo menu: [Right click]").."|"..
loc("Select weapon: [Left click]"), 2, 5000)
elseif gamePhase == 1 then
ShowMission(loc("Basic Bazooka Training"), loc("My First Bazooka"), loc("Let's get started!").."|"..
loc("Launch some bazookas to destroy the targets!").."|"..
loc("Hold the Attack key pressed for more power.").."|"..
loc("Don't hit yourself!").."|"..
loc("Attack: [Space]").."|"..
loc("Aim: [Up]/[Down]").."|"..
loc("Walk: [Left]/[Right]"), 2, 10000)
spawnTargets()
elseif gamePhase == 2 then
ShowMission(loc("Basic Bazooka Training"), loc("Wind"), loc("Bazookas are influenced by wind.").."|"..
loc("You see the wind strength at the bottom right corner.").."|"..
loc("Destroy the targets!"), 2, 5000)
SetWind(50)
spawnTargets()
elseif gamePhase == 3 then
-- Vaporize any bazookas still in the air
for gear, _ in pairs(bazookaGears) do
AddVisualGear(GetX(gear), GetY(gear), vgtSteam, 0, false)
DeleteGear(gear)
PlaySound(sndVaporize)
end
ShowMission(loc("Basic Bazooka Training"), loc("Limited Ammo"), loc("Your ammo is limited this time.").."|"..
loc("Destroy all targets with no more than 10 bazookas."),
2, 8000)
SetWind(-20)
AddAmmo(hog, amBazooka, limitedAmmo)
spawnTargets()
elseif gamePhase == 4 then
ShowMission(loc("Basic Bazooka Training"), loc("Bouncing Bomb"), loc("The next target can only be reached by something called “bouncing bomb”.").."|"..
loc("Hint: Launch the bazooka horizontally at full power."),
2, 8000)
SetWind(90)
spawnTargets()
AddAmmo(hog, amBazooka, 100)
if GetCurAmmoType() ~= amBazooka then
SetWeapon(amBazooka)
end
elseif gamePhase == 5 then
ShowMission(loc("Basic Bazooka Training"), loc("High Target"),
loc("By the way, not only bazookas will bounce on water, but also grenades and many other things.").."|"..
loc("The next target is high in the sky."),
2, 8000)
SetWind(-33)
spawnTargets()
elseif gamePhase == 6 then
ShowMission(loc("Basic Bazooka Training"), loc("Final Targets"),
loc("The final targets are quite tricky. You need to aim well.").."|"..
loc("Precise Aim: [Left Shift] + [Up]/[Down]").."|"..
loc("Hint: It might be easier if you vary the angle only slightly."),
2, 12000)
SetWind(75)
spawnTargets()
elseif gamePhase == 7 then
ShowMission(loc("Basic Bazooka Training"), loc("Training complete!"), loc("Congratulations!"), 0, 0)
SetInputMask(0)
AddAmmo(CurrentHedgehog, amBazooka, 0)
if shotsFired > maxTargets then
flawless = false
else
-- For 100% accuracy
awardAchievement(loc("Bazooka Master"))
end
if flawless then
PlaySound(sndFlawless, hog)
else
PlaySound(sndVictory, hog)
end
SendStat(siCustomAchievement, loc("Good job!"))
SendStat(siGameResult, loc("You have completed the Basic Bazooka Training!"))
SendStat(siPlayerKills, "0", loc("Bazooka Team"))
EndGame()
gameOver = true
end
gamePhase = gamePhase + 1
end
function onNewTurn()
if gamePhase == 0 then
newGamePhase()
end
end
function onHogAttack(ammoType)
if ammoType == amBazooka then
HideMission()
end
end
function onAttack()
if GetCurAmmoType() == amBazooka then
HideMission()
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtTarget then
targetsLeft = targetsLeft + 1
maxTargets = maxTargets + 1
targetGears[gear] = true
elseif GetGearType(gear) == gtShell then
bazookasInGame = bazookasInGame + 1
bazookaGears[gear] = true
shotsFired = shotsFired + 1
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtTarget then
targetsLeft = targetsLeft - 1
targetGears[gear] = nil
if targetsLeft <= 0 then
newGamePhase()
end
elseif GetGearType(gear) == gtShell then
bazookasInGame = bazookasInGame - 1
bazookaGears[gear] = nil
if bazookasInGame == 0 and GetAmmoCount(hog, amBazooka) == 0 then
limitedAmmoReset = 20
flawless = false
end
end
end
function onGearDamage(gear)
if gear == hog then
flawless = false
end
end
function onGameTick20()
-- Reset targets and ammo if ammo depleted
if limitedAmmoReset > 0 then
limitedAmmoReset = limitedAmmoReset - 20
end
if limitedAmmoReset == 0 then
if not gameOver and bazookasInGame == 0 and GetAmmoCount(hog, amBazooka) == 0 then
for gear, _ in pairs(targetGears) do
DeleteGear(gear)
end
spawnTargets(3)
AddCaption(loc("Out of ammo! Try again!"))
AddAmmo(hog, amBazooka, limitedAmmo)
SetWeapon(amBazooka)
missedTauntTimer = 1000
end
limitedAmmoReset = -1
end
if missedTauntTimer > 0 then
missedTauntTimer = missedTauntTimer - 20
end
if missedTauntTimer == 0 then
PlaySound(sndMissed, hog)
missedTauntTimer = -1
end
if not weaponSelected and gamePhase == 1 and GetCurAmmoType() == amBazooka then
newGamePhase()
weaponSelected = true
end
end
function onAmmoStoreInit()
SetAmmo(amBazooka, 9, 0, 0, 0)
end