------------------- ABOUT ----------------------
--
-- Hog Solo has to catch the other hog in order
-- to get infoormations about the origin of Pr. Hogevil
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local missionName = loc("Chasing ghosts in moon")
local challengeObjectives = loc("Use your available weapons in order to catch the other hog").."|"..
loc("You have to stand very close to him")
local currentPosition = 1
local previousTimeLeft = 0
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Challenge Objectives"), challengeObjectives, 1, 4500},
}
-- hogs
local hero = {
name = loc("Hog Solo"),
x = 1300,
y = 850
}
local runner = {
name = loc("Crazy Runner"),
places = {
{x = 1400,y = 850, turnTime = 0},
{x = 3880,y = 33, turnTime = 30000},
{x = 250,y = 1780, turnTime = 25000},
{x = 3850,y = 1940, turnTime = 20000},
}
}
-- teams
local teamA = {
name = loc("Hog Solo"),
color = tonumber("38D61C",16) -- green
}
local teamB = {
name = loc("Crazy Runner"),
color = tonumber("FF0000",16) -- red
}
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
GameFlags = gfDisableWind
Seed = 1
TurnTime = 25000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Map = "moon02_map"
Theme = "Cheese"
-- 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)
-- Crazy Runner
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
runner.gear = AddHog(runner.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(runner.gear, runner.places[1].x, runner.places[1].y)
HogTurnLeft(runner.gear, true)
initCheckpoint("moon02")
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(onLose, {hero.gear}, lose, {hero.gear}, 0)
AddAmmo(hero.gear, amRope, 1)
AddAmmo(hero.gear, amTeleport, 100)
SendHealthStatsOff()
hogTurn = runner.gear
AddAnim(dialog01)
end
function onNewTurn()
WriteLnToConsole("NEW TURN "..CurrentHedgehog)
if CurrentHedgehog == hero.gear then
TurnTimeLeft = runner.places[currentPosition].turnTime + previousTimeLeft
WriteLnToConsole("Turn Time is "..TurnTimeLeft)
previousTimeLeft = 0
WriteLnToConsole("STILL HERE AND "..TurnTimeLeft.." prev hog = "..hogTurn)
else
TurnTimeLeft = 0
end
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGameTick20()
if isHeroNextToRunner() then
moveRunner()
end
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 onLose(gear)
if (GetAmmoCount(hero.gear, amRope) == 0 and previousTimeLeft == 0) or (CurrentHedgehog == hero.gear and TurnTimeLeft == 0)then
return true
end
return false
end
-------------- ACTIONS ------------------
function heroDeath(gear)
-- game over
WriteLnToConsole("END GAME 1")
EndGame()
end
function lose(gear)
-- game over
WriteLnToConsole("END GAME 2")
EndGame()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
if anim == dialog01 then
moveRunner()
end
end
function AnimationSetup()
-- DIALOG 01 - Start, game instructions
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3200}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("In the other side of the moon..."), 5000}})
table.insert(dialog01, {func = AnimSay, args = {runner.gear, loc("So you are interested in Pr. Hogevil"), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimSay, args = {runner.gear, loc("We'll play a game first"), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimSay, args = {runner.gear, loc("I'll let you know whatever I know about him if you manage to catch me 3 times"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {runner.gear, loc("Let's go!"), SAY_SAY, 2000}})
table.insert(dialog01, {func = moveRunner, args = {}})
end
------------- other functions ---------------
function isHeroNextToRunner()
if GetHealth(hero.gear) and math.abs(GetX(hero.gear) - GetX(runner.gear)) < 75 and
math.abs(GetY(hero.gear) - GetY(runner.gear)) < 75 and StoppedGear(hero.gear) then
return true
end
return false
end
function moveRunner()
AddAmmo(hero.gear, amRope, 1)
-- add anim dialogs here
if currentPosition ~= 1 then
PlaySound(sndVictory)
AnimSay(runner.gear, loc("You got me"), SAY_SAY, 3000)
previousTimeLeft = TurnTimeLeft
end
currentPosition = currentPosition + 1
SetGearPosition(runner.gear, runner.places[currentPosition].x, runner.places[currentPosition].y)
WriteLnToConsole("HERE 1")
AnimSwitchHog(runner.gear)
TurnTimeLeft = 0
WriteLnToConsole("HERE 2")
end