author | Wuzzy <Wuzzy2@mail.ru> |
Mon, 10 Dec 2018 07:59:45 +0100 | |
changeset 14422 | 6c21bd8547dd |
parent 13742 | 2bb7141496a9 |
child 14485 | ead8928a59f8 |
permissions | -rw-r--r-- |
11015 | 1 |
-- Hedgewars SniperRifle Training |
2 |
-- Scripting Example |
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-- Lines such as this one are comments - they are ignored |
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-- by the game, no matter what kind of text is in there. |
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-- It's also possible to place a comment after some real |
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-- instruction as you see below. In short, everything |
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-- following "--" is ignored. |
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--------------------------------------------------------------- |
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-- At first we implement the localization library using loadfile. |
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-- This allows us to localize strings without needing to think |
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-- about translations. |
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-- We can use the function loc(text) to localize a string. |
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HedgewarsScriptLoad("/Scripts/Locale.lua") |
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-- This variable will hold the number of destroyed targets. |
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local score = 0 |
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-- This variable will hold the number of shots from the sniper rifle |
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local shots = 0 |
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-- This variable represents the number of targets to destroy. |
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local score_goal = 27 |
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-- This variable controls how many milliseconds/ticks we'd |
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-- like to wait before we end the round once all targets |
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-- have been destroyed. |
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local end_timer = 1000 -- 1000 ms = 1 s |
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-- This variable is set to true if the game is lost (i.e. |
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-- time runs out). |
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local game_lost = false |
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-- This variable will point to the hog's gear |
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local player = nil |
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-- Current target gear |
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local target = nil |
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-- This variable will grab the time left at the end of the round |
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local time_goal = 0 |
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-- Like score, but targets before a blow-up sequence count double. |
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-- Used to calculate final target score |
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local score_bonus = 0 |
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local cinematic = false |
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-- Timer of dynamite (shorter than usual) |
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local dynamiteTimer = 2000 |
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-- Number of dynamite gears currently in game |
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local dynamiteCounter = 0 |
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-- Table of dynamite gears, indexed by gear ID |
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local dynamiteGears = {} |
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-- Position for delayed targets |
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local delayedTargetTargetX, delayedTargetY |
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-- Team name of the player's team |
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local playerTeamName = loc("Sniperz") |
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-- This is a custom function to make it easier to |
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-- spawn more targets with just one line of code |
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-- You may define as many custom functions as you |
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-- like. |
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-- Spawns a target at (x, y) |
11015 | 63 |
function spawnTarget(x, y) |
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-- add a new target gear |
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target = AddGear(x, y, gtTarget, 0, 0, 0, 0) |
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-- have the camera move to the target so the player knows where it is |
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FollowGear(target) |
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end |
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-- Remembers position to spawn a target at (x, y) after a dynamite explosion |
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function spawnTargetDelayed(x, y) |
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delayedTargetX = x |
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delayedTargetY = y |
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-- The previous target always counts double after destruction |
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score_bonus = score_bonus + 1 |
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end |
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function getTargetScore() |
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return score_bonus * 200 |
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end |
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-- Cut sequence to blow up land with dynamite |
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function blowUp(x, y, follow) |
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if cinematic == false then |
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cinematic = true |
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SetCinematicMode(true) |
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end |
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-- Spawn dynamite with short timer |
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local dyna = AddGear(x, y, gtDynamite, 0, 0, 0, dynamiteTimer) |
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-- Fix dynamite animation due to non-default timer |
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SetTag(dyna, div(5000-dynamiteTimer, 166)) |
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if follow then |
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FollowGear(dyna) |
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end |
11015 | 95 |
end |
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function onNewTurn() |
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SetWeapon(amSniperRifle) |
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end |
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-- This function is called before the game loads its |
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-- resources. |
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-- It's one of the predefined function names that will |
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-- be called by the game. They give you entry points |
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-- where you're able to call your own code using either |
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-- provided instructions or custom functions. |
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function onGameInit() |
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-- At first we have to overwrite/set some global variables |
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-- that define the map, the game has to load, as well as |
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-- other things such as the game rules to use, etc. |
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-- Things we don't modify here will use their default values. |
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-- The base number for the random number generator |
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Seed = 0 |
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-- Game settings and rules |
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ClearGameFlags() |
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EnableGameFlags(gfMultiWeapon, gfOneClanMode, gfArtillery) |
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-- The time the player has to move each round (in ms) |
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TurnTime = 150000 |
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-- The frequency of crate drops |
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CaseFreq = 0 |
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-- The number of mines being placed |
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MinesNum = 0 |
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-- The number of explosives being placed |
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Explosives = 0 |
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-- The map to be played |
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Map = "Ropes" |
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-- The theme to be used |
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Theme = "Golf" |
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-- Disable Sudden Death |
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WaterRise = 0 |
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HealthDecrease = 0 |
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-- Create the player team |
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AddTeam(playerTeamName, -1, "Simple", "Island", "Default", "cm_crosshair") |
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-- And add a hog to it |
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player = AddHog(loc("Hunter"), 0, 1, "Sniper") |
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SetGearPosition(player, 602, 1465) |
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end |
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-- This function is called when the round starts |
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-- it spawns the first target that has to be destroyed. |
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-- In addition it shows the scenario goal(s). |
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function onGameStart() |
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-- Disable graph in stats screen |
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SendHealthStatsOff() |
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-- Spawn the first target. |
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spawnTarget(860,1020) |
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11015 | 150 |
-- Show some nice mission goals. |
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-- Parameters are: caption, sub caption, description, |
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-- extra text, icon and time to show. |
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-- A negative icon parameter (-n) represents the n-th weapon icon |
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-- A positive icon paramter (n) represents the (n+1)-th mission icon |
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-- A timeframe of 0 is replaced with the default time to show. |
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ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission."), -amSniperRifle, 0) |
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-- Displayed initial player score |
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SetTeamLabel(playerTeamName, "0") |
11015 | 160 |
end |
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-- This function is called every game tick. |
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-- Note that there are 1000 ticks within one second. |
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-- You shouldn't try to calculate too complicated |
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-- code here as this might slow down your game. |
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function onGameTick20() |
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if game_lost then |
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return |
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end |
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-- If time's up, set the game to be lost. |
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-- We actually check the time to be "1 ms" as it |
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-- will be at "0 ms" right at the start of the game. |
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if TurnTimeLeft < 40 and TurnTimeLeft > 0 and score < score_goal and game_lost == false then |
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game_lost = true |
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-- ... and show a short message. |
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AddCaption(loc("Time's up!")) |
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ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0) |
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-- and generate the stats and go to the stats screen |
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generateStats() |
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EndGame() |
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-- Just to be sure set the goal time to 1 ms |
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time_goal = 1 |
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end |
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-- If the goal is reached or we've lost ... |
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if score == score_goal or game_lost then |
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-- ... check to see if the time we'd like to |
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-- wait has passed and then ... |
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if end_timer == 0 then |
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-- ... end the game ... |
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generateStats() |
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EndGame() |
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else |
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-- ... or just lower the timer by 1. |
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-- Reset the time left to stop the timer |
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SetTurnTimeLeft(time_goal) |
11015 | 196 |
end |
197 |
end_timer = end_timer - 20 |
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198 |
end |
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199 |
end |
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201 |
-- This function is called when the game is initialized |
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202 |
-- to request the available ammo and probabilities |
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203 |
function onAmmoStoreInit() |
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-- add an unlimited supply of shotgun ammo |
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SetAmmo(amSniperRifle, 9, 0, 0, 0) |
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end |
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||
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--[[ Re-center camera to target after using sniper rifle. |
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209 |
This makes it easier to find the target. If we don't |
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do this, the camera would contantly bounce back to |
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211 |
the hog which would be annoying. ]] |
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function onAttack() |
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if target and GetCurAmmoType() == amSniperRifle then |
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FollowGear(target) |
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215 |
end |
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216 |
end |
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-- Insta-blow up dynamite with precise key |
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function onPrecise() |
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for gear, _ in pairs(dynamiteGears) do |
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221 |
SetTimer(gear, 0) |
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222 |
end |
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|
223 |
end |
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|
224 |
|
11015 | 225 |
-- This function is called when a new gear is added. |
226 |
-- We use it to count the number of shots, which we |
|
227 |
-- in turn use to calculate the final score and stats |
|
228 |
function onGearAdd(gear) |
|
229 |
if GetGearType(gear) == gtSniperRifleShot then |
|
230 |
shots = shots + 1 |
|
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231 |
elseif GetGearType(gear) == gtDynamite then |
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|
232 |
dynamiteCounter = dynamiteCounter + 1 |
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233 |
dynamiteGears[gear] = true |
11015 | 234 |
end |
235 |
end |
|
236 |
||
237 |
-- This function is called before a gear is destroyed. |
|
238 |
-- We use it to count the number of targets destroyed. |
|
239 |
function onGearDelete(gear) |
|
11528 | 240 |
local gt = GetGearType(gear) |
11017
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|
241 |
|
11528 | 242 |
if gt == gtCase then |
11015 | 243 |
game_lost = true |
244 |
return |
|
245 |
end |
|
11017
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|
246 |
|
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|
247 |
if (gt == gtDynamite) then |
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|
248 |
-- Dynamite blow-up, used to continue the game. |
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|
249 |
dynamiteCounter = dynamiteCounter - 1 |
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250 |
dynamiteGears[gear] = nil |
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|
251 |
|
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|
252 |
-- Wait for all dynamites to be destroyed before we continue. |
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|
253 |
-- Most cut scenes spawn multiple dynamites. |
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|
254 |
if dynamiteCounter == 0 then |
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|
255 |
if cinematic then |
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|
256 |
cinematic = false |
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|
257 |
SetCinematicMode(false) |
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|
258 |
end |
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|
259 |
-- Now *actually* spawn the delayed target |
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|
260 |
spawnTarget(delayedTargetX, delayedTargetY) |
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|
261 |
end |
11528 | 262 |
return |
263 |
end |
|
264 |
||
265 |
if gt == gtTarget then |
|
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|
266 |
target = nil |
11015 | 267 |
-- Add one point to our score/counter |
268 |
score = score + 1 |
|
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|
269 |
score_bonus = score_bonus + 1 |
11015 | 270 |
-- If we haven't reached the goal ... |
271 |
if score < score_goal then |
|
272 |
-- ... spawn another target. |
|
273 |
if score == 1 then |
|
274 |
spawnTarget(1520,1350) |
|
275 |
elseif score == 2 then |
|
276 |
spawnTarget(1730,1040) |
|
277 |
elseif score == 3 then |
|
278 |
spawnTarget(2080,780) |
|
279 |
elseif score == 4 then |
|
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|
280 |
-- Short cut scene, blows up up lots up land and prepares |
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|
281 |
-- next target position. |
11015 | 282 |
AddCaption(loc("Good so far!") .. " " .. loc("Keep it up!")); |
283 |
blowUp(1730,1226) |
|
284 |
blowUp(1440,1595) |
|
285 |
blowUp(1527,1575) |
|
286 |
blowUp(1614,1595) |
|
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|
287 |
blowUp(1420,1675, true) |
11015 | 288 |
blowUp(1527,1675) |
289 |
blowUp(1634,1675) |
|
290 |
blowUp(1440,1755) |
|
291 |
blowUp(1527,1775) |
|
292 |
blowUp(1614,1755) |
|
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changeset
|
293 |
-- Target appears *after* the cutscene. |
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|
294 |
spawnTargetDelayed(1527,1667) |
11015 | 295 |
elseif score == 5 then |
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|
296 |
spawnTarget(2175,1300) |
11015 | 297 |
elseif score == 6 then |
298 |
spawnTarget(2250,940) |
|
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|
299 |
elseif score == 7 then |
11015 | 300 |
spawnTarget(2665,1540) |
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|
301 |
elseif score == 8 then |
11015 | 302 |
spawnTarget(3040,1160) |
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|
303 |
elseif score == 9 then |
11015 | 304 |
spawnTarget(2930,1500) |
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changeset
|
305 |
elseif score == 10 then |
11015 | 306 |
AddCaption(loc("This one's tricky.")); |
307 |
spawnTarget(700,720) |
|
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changeset
|
308 |
elseif score == 11 then |
11015 | 309 |
AddCaption(loc("Well done.")); |
310 |
blowUp(914,1222) |
|
311 |
blowUp(1050,1222) |
|
312 |
blowUp(1160,1008) |
|
313 |
blowUp(1160,1093) |
|
314 |
blowUp(1160,1188) |
|
315 |
blowUp(375,911) |
|
316 |
blowUp(510,911) |
|
317 |
blowUp(640,911) |
|
318 |
blowUp(780,911) |
|
319 |
blowUp(920,911) |
|
320 |
blowUp(1060,913) |
|
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changeset
|
321 |
blowUp(1198,913, true) |
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changeset
|
322 |
spawnTargetDelayed(1200,830) |
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changeset
|
323 |
elseif score == 12 then |
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changeset
|
324 |
spawnTarget(1430,450) |
11015 | 325 |
elseif score == 13 then |
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diff
changeset
|
326 |
spawnTarget(796,240) |
11015 | 327 |
elseif score == 14 then |
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changeset
|
328 |
spawnTarget(300,10) |
11015 | 329 |
elseif score == 15 then |
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changeset
|
330 |
spawnTarget(2080,820) |
11015 | 331 |
elseif score == 16 then |
332 |
AddCaption(loc("Demolition is fun!")); |
|
333 |
blowUp(2110,920) |
|
334 |
blowUp(2210,920) |
|
335 |
blowUp(2200,305) |
|
336 |
blowUp(2300,305) |
|
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changeset
|
337 |
blowUp(2300,400, true) |
11015 | 338 |
blowUp(2300,500) |
339 |
blowUp(2300,600) |
|
340 |
blowUp(2300,700) |
|
341 |
blowUp(2300,800) |
|
342 |
blowUp(2300,900) |
|
343 |
blowUp(2401,305) |
|
344 |
blowUp(2532,305) |
|
345 |
blowUp(2663,305) |
|
12727
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changeset
|
346 |
spawnTargetDelayed(2300,760) |
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changeset
|
347 |
elseif score == 17 then |
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changeset
|
348 |
spawnTarget(2738,190) |
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changeset
|
349 |
elseif score == 18 then |
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parents:
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changeset
|
350 |
spawnTarget(2590,-100) |
11015 | 351 |
elseif score == 19 then |
352 |
AddCaption(loc("Will this ever end?")); |
|
353 |
blowUp(2790,305) |
|
354 |
blowUp(2930,305) |
|
355 |
blowUp(3060,305) |
|
356 |
blowUp(3190,305) |
|
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changeset
|
357 |
blowUp(3310,305, true) |
11015 | 358 |
blowUp(3393,613) |
359 |
blowUp(2805,370) |
|
360 |
blowUp(2805,500) |
|
361 |
blowUp(2805,630) |
|
362 |
blowUp(2805,760) |
|
363 |
blowUp(2805,890) |
|
364 |
blowUp(3258,370) |
|
365 |
blowUp(3258,475) |
|
366 |
blowUp(3264,575) |
|
12727
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changeset
|
367 |
spawnTargetDelayed(3230,290) |
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changeset
|
368 |
elseif score == 20 then |
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changeset
|
369 |
spawnTarget(3670,250) |
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changeset
|
370 |
elseif score == 21 then |
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parents:
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changeset
|
371 |
spawnTarget(2620,-100) |
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changeset
|
372 |
elseif score == 22 then |
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parents:
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changeset
|
373 |
spawnTarget(2870,300) |
11015 | 374 |
elseif score == 23 then |
12727
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changeset
|
375 |
spawnTarget(3850,900) |
11015 | 376 |
elseif score == 24 then |
12727
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changeset
|
377 |
spawnTarget(3780,300) |
11015 | 378 |
elseif score == 25 then |
12727
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changeset
|
379 |
spawnTarget(3670,0) |
11015 | 380 |
elseif score == 26 then |
381 |
AddCaption(loc("Last Target!")); |
|
382 |
spawnTarget(3480,1200) |
|
383 |
end |
|
384 |
else |
|
385 |
if not game_lost then |
|
12730
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Sniper rifle training: Fix missing victory sound, also disable controls at the end
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parents:
12729
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changeset
|
386 |
-- Victory! |
13643 | 387 |
AddCaption(loc("Victory!"), capcolDefault, capgrpGameState) |
11015 | 388 |
ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Congratulations! You've eliminated all targets|within the allowed time frame."), 0, 0) |
389 |
-- Also let the hogs shout "victory!" |
|
12730
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changeset
|
390 |
PlaySound(sndVictory, CurrentHedgehog) |
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changeset
|
391 |
FollowGear(CurrentHedgehog) |
2c4a07eb2112
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changeset
|
392 |
|
12913
20e627c1ac20
ClimbHome, Sniper Rifle training: Unselect weapon after victory
Wuzzy <Wuzzy2@mail.ru>
parents:
12731
diff
changeset
|
393 |
-- Unselect sniper rifle and disable hog controls |
12730
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12729
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changeset
|
394 |
SetInputMask(0) |
12913
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ClimbHome, Sniper Rifle training: Unselect weapon after victory
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changeset
|
395 |
SetWeapon(amNothing) |
12730
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changeset
|
396 |
AddAmmo(CurrentHedgehog, amSniperRifle, 0) |
2c4a07eb2112
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changeset
|
397 |
|
11015 | 398 |
-- Save the time left so we may keep it. |
399 |
time_goal = TurnTimeLeft |
|
400 |
end |
|
401 |
end |
|
13065
a297e06d1607
Display score next to team bar in singleplayer challenges
Wuzzy <Wuzzy2@mail.ru>
parents:
12913
diff
changeset
|
402 |
SetTeamLabel(playerTeamName, getTargetScore()) |
11015 | 403 |
end |
404 |
end |
|
405 |
||
406 |
-- This function calculates the final score of the player and provides some texts and |
|
407 |
-- data for the final stats screen |
|
408 |
function generateStats() |
|
12731
2b0a4a4b1ba2
Fix division by 0 in sniper rifle training
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parents:
12730
diff
changeset
|
409 |
local accuracy = 0 |
2b0a4a4b1ba2
Fix division by 0 in sniper rifle training
Wuzzy <Wuzzy2@mail.ru>
parents:
12730
diff
changeset
|
410 |
if shots > 0 then |
2b0a4a4b1ba2
Fix division by 0 in sniper rifle training
Wuzzy <Wuzzy2@mail.ru>
parents:
12730
diff
changeset
|
411 |
accuracy = (score/shots)*100 |
2b0a4a4b1ba2
Fix division by 0 in sniper rifle training
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parents:
12730
diff
changeset
|
412 |
end |
13065
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Display score next to team bar in singleplayer challenges
Wuzzy <Wuzzy2@mail.ru>
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12913
diff
changeset
|
413 |
local end_score_targets = getTargetScore() |
11015 | 414 |
local end_score_overall |
415 |
if not game_lost then |
|
416 |
local end_score_time = math.ceil(time_goal/5) |
|
417 |
local end_score_accuracy = math.ceil(accuracy * 100) |
|
418 |
end_score_overall = end_score_time + end_score_targets + end_score_accuracy |
|
13065
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Display score next to team bar in singleplayer challenges
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parents:
12913
diff
changeset
|
419 |
SetTeamLabel(playerTeamName, tostring(end_score_overall)) |
11015 | 420 |
|
421 |
SendStat(siGameResult, loc("You have successfully finished the sniper rifle training!")) |
|
422 |
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets)) |
|
423 |
SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots)) |
|
424 |
SendStat(siCustomAchievement, string.format(loc("Accuracy bonus: +%d points"), end_score_accuracy)) |
|
425 |
SendStat(siCustomAchievement, string.format(loc("You had %.2fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time)) |
|
426 |
else |
|
427 |
SendStat(siGameResult, loc("You lose!")) |
|
11017
16c47a5573e4
change theme used by sniper training, for performance reasons
sheepluva
parents:
11015
diff
changeset
|
428 |
|
11015 | 429 |
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets)) |
430 |
SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots)) |
|
431 |
end_score_overall = end_score_targets |
|
432 |
end |
|
12346
fb22caa19600
Fix incorrect PointsType in sniper rifle training and That Sinking Feeling
Wuzzy <almikes@aol.com>
parents:
12224
diff
changeset
|
433 |
SendStat(siPointType, loc("points")) |
13065
a297e06d1607
Display score next to team bar in singleplayer challenges
Wuzzy <Wuzzy2@mail.ru>
parents:
12913
diff
changeset
|
434 |
SendStat(siPlayerKills, tostring(end_score_overall), playerTeamName) |
11015 | 435 |
end |
12727
23fb2179945f
Sniper rifle mission: Fix targets spawning twice in dynamite scenes, jacking up the total amount of targets
Wuzzy <Wuzzy2@mail.ru>
parents:
12346
diff
changeset
|
436 |