7568
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loadfile(GetDataPath() .. "Scripts/Locale.lua")()
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loadfile(GetDataPath() .. "Scripts/Tracker.lua")()
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local weapons = { amGrenade, amClusterBomb, amBazooka, amBee, amShotgun, amMine, amDEagle, amDynamite, amFirePunch, amWhip, amPickHammer, amBaseballBat, amMortar, amCake, amSeduction, amWatermelon, amHellishBomb, amDrill, amBallgun, amRCPlane, amSniperRifle, amMolotov, amBirdy, amBlowTorch, amGasBomb, amFlamethrower, amSMine, amKamikaze }
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-- G,C,B,B,S,M,D,D,F,W,P,B,M,C,S,W,H,D,B,R,S,M,B,B,G,F,S,K
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local weapons_values = {1,1,1,2,1,1,1,2,1,1,1,2,1,3,1,3,3,2,3,3,1,1,2,1,1,2,2,1}
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local airweapons = { amAirAttack, amMineStrike, amNapalm, amDrillStrike }
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-- A,M,N,D
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local airweapons_values = {2,2,2,2}
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local utilities = { amTeleport, amGirder, amSwitch, amLowGravity, amResurrector, amRope, amParachute, amJetpack, amPortalGun, amSnowball }
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-- T,G,S,L,R,R,P,J,P,S
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local utilities_values = {1,2,2,1,2,2,1,2,2,2}
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function randomAmmo()
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local n = 3 --"points" to be allocated on weapons
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--pick random weapon and subtract cost
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local r = GetRandom(table.maxn(weapons_values)) + 1
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local picked_items = {}
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table.insert(picked_items, weapons[r])
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n = n - weapons_values[r]
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--choose any weapons or utilities to use up remaining n
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while n > 0 do
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local items = {}
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local items_values = {}
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for i, w in pairs(weapons_values) do
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local used = false
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if w <= n then
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--check that this weapon hasn't been given already
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for j, k in pairs(picked_items) do
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if weapons[i] == k then
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used = true
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end
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end
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if not used then
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table.insert(items_values, w)
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table.insert(items, weapons[i])
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end
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end
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end
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for i, w in pairs(utilities_values) do
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local used = false
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if w <= n then
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--check that this weapon hasn't been given already
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for j, k in pairs(picked_items) do
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if utilities[i] == k then
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used = true
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end
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end
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if not used then
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table.insert(items_values, w)
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table.insert(items, utilities[i])
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end
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end
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end
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local r = GetRandom(table.maxn(items_values)) + 1
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table.insert(picked_items, items[r])
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n = n - items_values[r]
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end
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return picked_items
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end
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function assignAmmo(hog)
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local name = GetHogTeamName(hog)
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local processed = getTeamValue(name, "processed")
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if processed == nil or not processed then
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local ammo = getTeamValue(name, "ammo")
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if ammo == nil then
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ammo = randomAmmo()
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setTeamValue(name, "ammo", ammo)
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end
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for i, w in pairs(ammo) do
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AddAmmo(hog, w)
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end
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setTeamValue(name, "processed", true)
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end
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end
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function reset(hog)
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setTeamValue(GetHogTeamName(hog), "processed", false)
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end
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function onGameInit()
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GameFlags = band(bor(GameFlags, gfResetWeps), bnot(gfPerHogAmmo))
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Goals = loc("Each turn you get 1-3 random weapons")
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end
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function onGameStart()
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trackTeams()
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if MapHasBorder() == false then
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for i, w in pairs(airweapons) do
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table.insert(weapons, w)
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end
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for i, w in pairs(airweapons_values) do
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table.insert(weapons_values, w)
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end
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end
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end
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function onAmmoStoreInit()
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SetAmmo(amSkip, 9, 0, 0, 0)
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SetAmmo(amExtraDamage, 0, 1, 0, 1)
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SetAmmo(amInvulnerable, 0, 1, 0, 1)
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SetAmmo(amExtraTime, 0, 1, 0, 1)
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SetAmmo(amLaserSight, 0, 1, 0, 1)
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SetAmmo(amVampiric, 0, 1, 0, 1)
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for i, w in pairs(utilities) do
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SetAmmo(w, 0, 0, 0, 1)
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end
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for i, w in pairs(weapons) do
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SetAmmo(w, 0, 0, 0, 1)
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end
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for i, w in pairs(airweapons) do
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SetAmmo(w, 0, 0, 0, 1)
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end
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end
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function onNewTurn()
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runOnGears(assignAmmo)
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runOnGears(reset)
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setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil)
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end
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function onGearAdd(gear)
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if GetGearType(gear) == gtHedgehog then
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trackGear(gear)
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end
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end
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function onGearDelete(gear)
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trackDeletion(gear)
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end
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