--- a/share/hedgewars/Data/Scripts/Multiplayer/Highlander.lua Wed Mar 06 19:50:25 2013 -0500
+++ b/share/hedgewars/Data/Scripts/Multiplayer/Highlander.lua Fri Mar 08 08:06:13 2013 -0500
@@ -1,6 +1,6 @@
--------------------------------
-- HIGHLANDER / HOGS OF WAR
--- version 0.3c
+-- version 0.4
-- by mikade
--------------------------------
@@ -51,8 +51,39 @@
-- added napalm (whoops) to list of possible weapons you can get
-- hogs no longer recieve airstrike-related weps on border maps
-HedgewarsScriptLoad("/Scripts/Locale.lua")
-HedgewarsScriptLoad("/Scripts/Tracker.lua")
+-----------
+--0.4
+-----------
+-- fix same name/blank weapon transfer bug (issue 541)
+-- show next hog ammo set in full (issue 312)
+-- allow mid-kill multi-shot weapon transfers (issue 503)
+-- allow users to configure hog health
+-- remove 'switched to' message
+-- remove some extraeneous code
+-- add more whitespace
+-- break everything
+
+-------------------------
+-- ideas for the future
+-------------------------
+-- add ice gun, structure
+-- allow switcher, resurrector
+-- add abuse
+-- nerf teleport
+-- allow more customization
+-- poison hogs using the default team? :/
+-- balance weapon distribution across entire team / all teams
+-- add other inequalities/bonuses like... ???
+-- some hogs start off with an extra 25 health?
+-- some hogs start off poisoned?
+-- some hogs start off with a rope and 2 drills but die after their turn?
+
+-------------------------------
+-- derp, script follows
+-------------------------------
+
+loadfile(GetDataPath() .. "Scripts/Locale.lua")()
+loadfile(GetDataPath() .. "Scripts/Tracker.lua")()
local airWeapons = {amAirAttack, amMineStrike, amNapalm, amDrillStrike --[[,amPiano]]}
@@ -77,18 +108,42 @@
local wepArray = {}
-local currName
-local lastName
+local currHog
+local lastHog
local started = false
local switchStage = 0
+local lastWep = amNothing
+local shotsFired = 0
+
+function CheckForWeaponSwap()
+ if GetCurAmmoType() ~= lastWep then
+ shotsFired = 0
+ end
+ lastWep = GetCurAmmoType()
+end
+
+function onSlot()
+ CheckForWeaponSwap()
+end
+
+function onSetWeapon()
+ CheckForWeaponSwap()
+end
+
+function onHogAttack()
+ CheckForWeaponSwap()
+ shotsFired = shotsFired + 1
+end
+
function StartingSetUp(gear)
for i = 1, #wepArray do
setGearValue(gear,wepArray[i],0)
end
- setGearValue(gear,amKamikaze,1)
+ setGearValue(gear,amKamikaze,100)
+ setGearValue(gear,amSkip,100)
i = 1 + GetRandom(#atkArray)
setGearValue(gear,atkArray[i],1)
@@ -96,13 +151,11 @@
i = 1 + GetRandom(#utilArray)
setGearValue(gear,utilArray[i],1)
- SetHealth(gear, 100)
-
end
--[[function SaveWeapons(gear)
+-- er, this has no 0 check so presumably if you use a weapon then when it saves you wont have it
- -
for i = 1, (#wepArray) do
setGearValue(gear, wepArray[i], GetAmmoCount(gear, wepArray[i]) )
--AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) )
@@ -116,10 +169,9 @@
AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) )
end
-
end
-
+-- this is called when a hog dies
function TransferWeps(gear)
if CurrentHedgehog ~= nil then
@@ -127,8 +179,17 @@
for i = 1, #wepArray do
val = getGearValue(gear,wepArray[i])
if val ~= 0 then
+
setGearValue(CurrentHedgehog, wepArray[i], val)
- AddAmmo(CurrentHedgehog, wepArray[i], val)
+
+ -- if you are using multi-shot weapon, gimme one more
+ if (GetCurAmmoType() == wepArray[i]) and (shotsFired ~= 0) then
+ AddAmmo(CurrentHedgehog, wepArray[i], val+1)
+ -- assign ammo as per normal
+ else
+ AddAmmo(CurrentHedgehog, wepArray[i], val)
+ end
+
end
end
@@ -137,13 +198,12 @@
end
function onGameInit()
- GameFlags = gfInfAttack + gfRandomOrder
+ GameFlags = gfInfAttack + gfRandomOrder + gfPerHogAmmo
HealthCaseProb = 100
end
function onGameStart()
-
ShowMission (
loc("HIGHLANDER"),
loc("Not all hogs are born equal."),
@@ -156,10 +216,10 @@
)
if MapHasBorder() == false then
- for i, w in pairs(airWeapons) do
+ for i, w in pairs(airWeapons) do
table.insert(atkArray, w)
end
- end
+ end
for i, w in pairs(atkArray) do
table.insert(wepArray, w)
@@ -169,33 +229,52 @@
table.insert(wepArray, w)
end
+ table.insert(wepArray, amSkip)
+ table.insert(wepArray, amKamikaze)
+
runOnGears(StartingSetUp)
runOnGears(ConvertValues)
end
---function onNewTurn()
---
---end
-
-
-function onGameTick20()
+function CheckForHogSwitch()
if (CurrentHedgehog ~= nil) then
- currName = GetHogName(CurrentHedgehog)
+ currHog = CurrentHedgehog
+
+ if currHog ~= lastHog then
- if (currName ~= lastName) then
- AddCaption(loc("Switched to ") .. currName .. "!")
+ -- re-assign ammo to this guy, so that his entire ammo set will
+ -- be visible during another player's turn
+ if lastHog ~= nil then
+ ConvertValues(lastHog)
+ end
+
+ -- give the new hog what he is supposed to have, too
ConvertValues(CurrentHedgehog)
+
end
- lastName = currName
+ lastHog = currHog
+
end
end
+function onNewTurn()
+ CheckForHogSwitch()
+end
+
+--function onGameTick20()
+--CheckForHogSwitch()
+-- if we use gfPerHogAmmo is this even needed? Err, well, weapons reset, so... yes?
+-- orrrr, should we rather call the re-assignment of weapons onNewTurn()? probably not because
+-- then you cant switch hogs... unless we add a thing in onSwitch or whatever
+-- ye, that is probably better actually, but I'll add that when/if I add switch
+--end
+
--[[function onHogHide(gear)
-- waiting for Henek
end
@@ -226,8 +305,6 @@
end
function onAmmoStoreInit()
- SetAmmo(amSkip, 9, 0, 0, 0)
- SetAmmo(amKamikaze, 9, 0, 0, 0)
- --SetAmmo(amSwitch, 9, 0, 0, 0) -------1
+ -- no, you can't set your own ammo scheme
end