share/hedgewars/Data/Missions/Training/Basic_Training_-_Rope.lua
author inu
Fri, 10 Feb 2012 12:21:54 +0100
changeset 6662 f86a3ccd19c0
parent 6501 4a6666deb85b
child 7165 aad1aea05f1e
permissions -rw-r--r--
updated pt_pt locale

--Created by Patrick Nielsen
--It's been so fun to create this, your welcome to contact me at Trivkz@gmail.com
--
--I've tried to keep the code as clear as possible and with comments.
--But as English is not my first language there may be spelling / grammar mistakes.
--
--I know there need to be more "tutorial" specefic messages, but I had a hard timer figuring out what to type / what would be the best technical description.


loadfile( GetDataPath() .. "Scripts/Locale.lua" )()
loadfile( GetDataPath() .. "Scripts/Utils.lua" )() -- For the gearIsInBox function, wrote my own, but decided it was a waste to include it

local Player = nil -- Pointer to hog created in: onGameInit
local Target = nil -- Pointer to target hog
local GameLost = false -- You lost the game
local Objective = false -- Get to the target

local WaitTime = 10000 -- Wait 10sec before quit
local FollowTime = 1500 -- For use with FollowGear
local FollowingGear = false
local BaseballIntro = false -- Fail safe for ticker
local TargetNumber = 0 -- The current target number

local TargetPos = {} -- Tabel of targets
local Timers = {}
local GetTime = 0

TargetPos[ 1 ] = { X = 1100, Y = 1100, Message = loc("Now find the next target! |Tip: Normally you lose health by falling down, so be careful!") }
TargetPos[ 2 ] = { X = 1500, Y = 1490, Message = loc("You're getting pretty good! |Tip: When you shorten you rope you move faster! |and when you lengthen it you move slower") }
TargetPos[ 3 ] = { X = 2200, Y = 800, Message = loc("The next one is pretty hard! |Tip: You have to do multiple swings!") }
TargetPos[ 4 ] = { X = 2870, Y = 400, Message = loc("I don't know how you did that.. But good work! |The next one should be easy as cake for you!") }
TargetPos[ 5 ] = { X = 4000, Y = 1750, Message = "" }
TargetPos[ 6 ] = { Modifier = true, Func = function() -- Last target is ALWAYS the "winning" target!
	Info( "Congratulations", "Congratulations! You've completed the Rope tutorial! |- Tutorial ends in 10 seconds!", 0 ) -- Congrats
	HogSay( Player, loc("Victory!"), SAY_SHOUT) -- You win!
	PlaySound( sndVictory )

	if TurnTimeLeft >= 250000 then -- If you very fast, unlock the ahievement "Rope Master!"
		AddCaption( loc( "Achievement Unlocked" ) .. ": " .. loc( "Rope Master!" ),0xffba00ff,capgrpAmmoinfo )
		PlaySound( sndHomerun )
	end

	Objective = true
end }

function Info( Title, Text, Icon ) -- I made a small wrapper to ease the process
	ShowMission( loc("Rope Training"), loc(Title), loc( Text ), Icon, 0 )
end

function NewFollowGear( Gear )
	FollowingGear = true
	FollowGear( Gear )
end

function SpawnTarget( PosX, PosY )
	Target = AddGear( 0, 0, gtTarget, 0, 0, 0, 0 ) -- Create a new target
	SetGearPosition( Target, PosX, PosY ) -- Set the position of the target
	NewFollowGear( Target )
end

function AutoSpawn() -- Auto spawn the next target after you've killed the current target!
	TargetNumber = TargetNumber + 1

	if TargetPos[ TargetNumber ].Modifier then -- If there is a modifier, run the function, only used in the winning target!
		TargetPos[ TargetNumber ].Func()
		return true
	end

	if TargetNumber > 1 then
		Info( "Aiming Practice", TargetPos[ TargetNumber - 1 ].Message, -amRope )
	end

	SpawnTarget( TargetPos[ TargetNumber ].X, TargetPos[ TargetNumber ].Y ) -- Spawn target on the next position
end

function InRange( Gear, PosX, PosY, Distance ) -- Fix as the default function didn't do quite what I needed
	GearX, GearY = GetGearPosition( Gear )

    return GearX >= PosX - Distance and GearX <= PosX + Distance and GearY >= PosY and GearY - Distance <= PosY + Distance
end

function CheckPosition( Hog, Distance ) -- Show a message when you get close to the current target!
	if (not BaseballIntro and not Objective) and (CurrentHedgehog ~= nil) then --Fail safe check
		if InRange( Hog, 1100, 1100, Distance ) then -- Check if the player is within predefined position of the first target
			BaseballIntro = true
			Info( "Aiming Practice", "Great work! Now hit it with your Baseball Bat! |Tip: You can change weapon with 'Right Click'!", -amRope ) -- Guide them
			Timer( 10000, "Remember: The rope only bend around objects, |if it doesn't hit anything it's always stright!" )
		end
	end
end

function Timer( Delay, Message )
	local Timer = {}
	Timer.End = GetTime + Delay
	Timer.Message = Message

	table.insert( Timers, Timer )
end

function onGameInit() -- Called when the game loads
	Seed = 1 -- The base number for the random number generator
	GameFlags = gfInfAttack + gfOneClanMode + gfSolidLand + gfInvulnerable + gfBorder -- Game settings and rules, going with a border to make it easier
	TurnTime = 300000 -- Player can move for 5min each round
	CaseFreq = 0 -- No random crate drops
	MinesNum = 0 -- Never place any mines on the map
	Explosives = 0 -- Never place any explosives
	Delay = 1 -- We don't wont to wait between each round ( as the only is one )
	Map = "Ropes" -- Map name
	Theme = "Nature" -- Map theme

	AddTeam( loc( "Rope Team" ), 14483456, "Simple", "Island", "Default" ) -- Lets make the team
	Player = AddHog( loc( "Hunter" ), 0, 1, "StrawHat" ) -- Add a hog for it, and name it "Hunter"
	SetGearPosition( Player, 420, 1750 ) -- Set player position

	SetEffect( Player, heResurrectable, true ) -- By Suggestion :)
end

function onGameStart() -- Called when the game starts
	AutoSpawn() -- Spawn our 1st target using the wrapper function

	SetHealth( Player, 100 ) -- Give the player 100 Health points

	Info( "Aiming Practice", "Get to the target using your rope! |Controls: Left & Right to swing the rope - Up & Down to Contract and Expand!", -amRope ) -- Short intro to tell the player what to do
	Timer( 10000, "Tip: The rope physics are different than in the real world, |use it to your advantage!" ) -- After 15 sec, give them more help
end

function onNewTurn()
	ParseCommand( "setweap " .. string.char( amRope ) ) -- Set the default weapon to Rope
end

function onGameTick()
	if TurnTimeLeft == 1 then -- Round starts at 0, so we check if the round is finished by using 1
		GameLost = true -- You lost the game
		Info( "Aiming Practice", "You did not make it in time, try again!", -amSkip )
		SetHealth( Player, 0 ) -- Kill the player so he can't keep moving!

		SetEffect( Player, heResurrectable, false )

	end

	-- If the player gets to the last target, they win OR
	-- If round is finished and your not at the target you lose
	-- in either case, end the game
	if (Objective == true) or (GameLost == true) then
		if (WaitTime == 0) then
			ParseCommand("teamgone " .. loc( "Rope Team" ))

			--SetHealth( Player, 0 ) -- Kill the player so he can't keep moving!
			--SetEffect( Player, heResurrectable, false )
			TurnTimeLeft = 1

			WaitTime = -1
		else
			WaitTime = WaitTime - 1
		end
	end

	if FollowingGear == true then
		if FollowTime == 0 then
			FollowingGear = false
			FollowTime = 1500
			FollowGear( Player )
		else
			FollowTime = FollowTime - 1
		end
	end

	for k, v in pairs( Timers ) do
		if v.End <= GetTime then
			Info( "Aiming Practice", v.Message, -amRope )
			Timers[ k ] = nil
		end
	end

	GetTime = GetTime + 1

	CheckPosition( Player, 70 ) -- Run the CheckPosition function to check if the player is close to a target
end

function onAmmoStoreInit()
	SetAmmo( amRope, 9, 2, 0, 0 ) -- Player ammo, Rope
	SetAmmo( amBaseballBat, 9, 2, 0, 0 ) --Baseball bat
end

function onGearResurrect( Gear )
	if TargetNumber > 1 then
		SetGearPosition( Player, TargetPos[ TargetNumber - 1 ].X, TargetPos[ TargetNumber - 1 ].Y ) -- If the player dies spawn him where he last killed a target
		Info( "Aiming Practice", "You have been respawned, at your last checkpoint!", -amRope )
	else
		SetGearPosition( Player, 420, 1750 ) -- If the player dies and didn't kill a target just spawn him at the default spawn
		Info( "Aiming Practice", "You have been respawned, be more carefull next time!", -amRope )
	end
end

function onGearDelete( Gear )
	if GetGearType( Gear ) == gtTarget then
		AutoSpawn() -- When a target is deleted / destroyed, spawn a new one!
	end
end