Fix resurrection animation appearing at wrong position for some missions and styles
--[[
Basic Grenade Training
This training mission teaches players how to use the grenade.
Lesson plan:
- Selecting grenade
- Aiming and shooting
- Timer
- No wind
- Bounciness
]]
HedgewarsScriptLoad("/Scripts/Locale.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 gameOver = false -- If true, game has ended
local shotsFired = 0 -- Total # of grenades 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, gfArtillery)
Map = "Mushrooms"
Seed = 0
Theme = "Nature"
TurnTime = 9999000
Explosives = 0
MinesNum = 0
CaseFreq = 0
WaterRise = 0
HealthDecrease = 0
------ TEAM LIST ------
AddTeam(loc("Grenade Team"), -1, "Flower", "Earth", "Default", "cm_grenade")
hog = AddHog(loc("Greenhorn"), 0, 1, "NoHat")
SetGearPosition(hog, 570, 157)
SetEffect(hog, heResurrectable, 1)
SendHealthStatsOff()
end
function onGearResurrect(gear, vGear)
if gear == hog then
flawless = false
SetGearPosition(hog, 570, 157)
if vGear then
SetVisualGearValues(vGear, GetX(hog), GetY(hog))
end
AddCaption(loc("Your hedgehog has been revived!"))
end
end
local function placeGirders()
PlaceGirder(918, 248, 1)
PlaceGirder(888, 129, 6)
PlaceGirder(844, 35, 1)
PlaceGirder(932, 37, 3)
PlaceGirder(926, 148, 6)
PlaceGirder(73, 812, 5)
PlaceGirder(189, 930, 5)
PlaceGirder(15, 669, 6)
PlaceGirder(15, 507, 6)
PlaceGirder(15, 344, 6)
PlaceGirder(62, 27, 0)
PlaceGirder(229, 115, 0)
PlaceGirder(1195, 250, 7)
PlaceGirder(1285, 205, 1)
PlaceGirder(1358, 201, 3)
PlaceGirder(1756, 415, 6)
PlaceGirder(1893, 95, 6)
PlaceGirder(1005, 333, 5)
PlaceGirder(1860, 187, 0)
end
local function spawnTargets()
-- Warm-up
if gamePhase == 0 then
AddGear(882, 39, gtTarget, 0, 0, 0, 0)
-- Timer
elseif gamePhase == 2 then
AddGear(233, 97, gtTarget, 0, 0, 0, 0)
AddGear(333, 255, gtTarget, 0, 0, 0, 0)
AddGear(753, 225, gtTarget, 0, 0, 0, 0)
-- No Wind
elseif gamePhase == 3 then
AddGear(15, 240, gtTarget, 0, 0, 0, 0)
AddGear(61, 9, gtTarget, 0, 0, 0, 0)
AddGear(945, 498, gtTarget, 0, 0, 0, 0)
-- Bounciness
elseif gamePhase == 4 then
AddGear(323, 960, gtTarget, 0, 0, 0, 0)
AddGear(1318, 208, gtTarget, 0, 0, 0, 0)
AddGear(1697, 250, gtTarget, 0, 0, 0, 0)
AddGear(1852, 100, gtTarget, 0, 0, 0, 0)
-- Grand Final
elseif gamePhase == 5 then
AddGear(186, 473, gtTarget, 0, 0, 0, 0)
AddGear(950, 250, gtTarget, 0, 0, 0, 0)
AddGear(1102, 345, gtTarget, 0, 0, 0, 0)
AddGear(1556, 297, gtTarget, 0, 0, 0, 0)
end
end
function onGameStart()
placeGirders()
spawnTargets()
ShowMission(loc("Basic Grenade Training"), loc("Basic Training"), loc("Destroy all the targets!"), -amGrenade, 0)
end
function newGamePhase()
-- Spawn targets, update wind and ammo, show instructions
if gamePhase == 0 then
ShowMission(loc("Basic Grenade Training"), loc("Select Weapon"), loc("To begin with the training, select the grenade from the ammo menu!").."|"..
loc("Open ammo menu: [Right click]").."|"..
loc("Select weapon: [Left click]"), 2, 5000)
elseif gamePhase == 1 then
ShowMission(loc("Basic Grenade Training"), loc("Warming Up"),
loc("Throw a grenade to destroy the target!").."|"..
loc("Hold the Attack key pressed for more power.").."|"..
loc("Attack: [Space]").."|"..
loc("Aim: [Up]/[Down]").."|"..
loc("Change direction: [Left]/[Right]").."|"..
loc("Note: Walking is disabled in this mission."), 2, 20000)
spawnTargets()
elseif gamePhase == 2 then
ShowMission(loc("Basic Grenade Training"), loc("Timer"),
loc("You can change the detonation timer of grenades.").."|"..
loc("Grenades explode after 1 to 5 seconds (you decide).").."|"..
loc("Set detonation timer: [1]-[5]"), 2, 15000)
spawnTargets()
elseif gamePhase == 3 then
ShowMission(loc("Basic Grenade Training"), loc("No Wind Influence"), loc("Unlike bazookas, grenades are not influenced by wind.").."|"..
loc("Destroy the targets!"), 2, 6000)
SetWind(50)
spawnTargets()
elseif gamePhase == 4 then
ShowMission(loc("Basic Grenade Training"), loc("Bounciness"),
loc("You can set the bounciness of grenades (and grenade-like weapons).").."|"..
loc("Grenades with high bounciness bounce a lot and behave chaotic.").."|"..
loc("With low bounciness, it barely bounces at all, but it is much more predictable.").."|"..
loc("Try out different bounciness levels to reach difficult targets.").."|"..
loc("Set bounciness: [Left Shift] + [1]-[5]"),
2, 20000)
spawnTargets()
elseif gamePhase == 5 then
ShowMission(loc("Basic Grenade Training"), loc("Final Targets"), loc("Good job! Now destroy the final targets to finish the training.").."|"..
loc("Precise Aim: [Left Shift] + [Up]/[Down]"),
2, 7000)
spawnTargets()
elseif gamePhase == 6 then
ShowMission(loc("Basic Grenade Training"), loc("Training complete!"), loc("Congratulations!"), 0, 0)
SetInputMask(0)
AddAmmo(CurrentHedgehog, amGrenade, 0)
if shotsFired > maxTargets then
flawless = false
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 Grenade Training!"))
SendStat(siPlayerKills, "0", loc("Grenade Team"))
EndGame()
gameOver = true
end
gamePhase = gamePhase + 1
end
function onNewTurn()
if gamePhase == 0 then
newGamePhase()
end
end
function onGameTick20()
if not weaponSelected and gamePhase == 1 and GetCurAmmoType() == amGrenade then
newGamePhase()
weaponSelected = true
end
end
function onHogAttack(ammoType)
if ammoType == amGrenade then
HideMission()
end
end
function onAttack()
if GetCurAmmoType() == amGrenade then
HideMission()
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtTarget then
targetsLeft = targetsLeft + 1
maxTargets = maxTargets + 1
targetGears[gear] = true
elseif GetGearType(gear) == gtGrenade then
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
end
end
function onGearDamage(gear)
if gear == hog then
flawless = false
end
end
function onAmmoStoreInit()
SetAmmo(amGrenade, 9, 0, 0, 0)
end