ASA: Improve displaying of mission panels all over the place
Also fix mission panel often not shown when watching full intro sequence.
------------------- ABOUT ----------------------
--
-- This is the first stop of hero's journey.
-- Here he'll get fuels to continue traveling.
-- However, the PAotH allies of the hero have
-- been taken hostages by professor Hogevil.
-- So hero has to get whatever available equipement
-- there is and rescue them.
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("The first stop")
local weaponsAcquired = false
local battleZoneReached = false
local checkPointReached = 1 -- 1 is start of the game
local afterDialog02 = false
local gameOver = false
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Getting ready"), loc("Go to the upper platform and get the weapons in the crates!"), 1, 4500},
[dialog02] = {missionName, loc("Prepare to fight"), loc("Go down and save these PAotH hogs!"), 1, 5000},
[dialog03] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000},
[dialog04] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000}
}
-- crates
local weaponsY = 100
local bazookaX = 70
local parachuteX = 110
local grenadeX = 160
local deserteagleX = 200
-- hogs
local hero = {}
local paoth1 = {}
local paoth2 = {}
local paoth3 = {}
local paoth4 = {}
local professor = {}
local minion1 = {}
local minion2 = {}
local minion3 = {}
local minion4 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
local teamD = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1380
hero.y = 1750
hero.dead = false
paoth1.name = loc("Joe")
paoth1.x = 1430
paoth1.y = 1750
paoth2.name = loc("Bruce")
paoth2.x = 3760
paoth2.y = 1800
paoth3.name = loc("Helena")
paoth3.x = 3800
paoth3.y = 1800
paoth4.name = loc("Boris")
paoth4.x = 3860
paoth4.y = 1800
professor.name = loc("Prof. Hogevil")
professor.x = 3800
professor.y = 1600
professor.dead = false
professor.health = 120
minion1.name = loc("Minion")
minion1.x = 2460
minion1.y = 1450
minion2.name = loc("Minion")
minion2.x = 2450
minion2.y = 1900
minion3.name = loc("Minion")
minion3.x = 3500
minion3.y = 1750
teamA.name = loc("PAotH")
teamA.color = 0x38D61C -- green
teamB.name = loc("Minions")
teamB.color = 0x0072FF -- blue
teamC.name = loc("Professor")
teamC.color = 0x0072FF -- blue
teamD.name = loc("Hog Solo")
teamD.color = 0x38D61C -- green
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 1
GameFlags = gfSolidLand + gfDisableWind
TurnTime = 25000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
HealthDecrease = 0
WaterRise = 0
Delay = 5
Map = "moon01_map"
Theme = "Cheese" -- Because ofc moon is made of cheese :)
-- Hog Solo
AddTeam(teamD.name, teamD.color, "Bone", "Island", "HillBilly", "hedgewars")
if tonumber(GetCampaignVar("HeroHealth")) then
hero.gear = AddHog(hero.name, 0, tonumber(GetCampaignVar("HeroHealth")), "war_desertgrenadier1")
else
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
end
AnimSetGearPosition(hero.gear, hero.x, hero.y)
-- PAotH
AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_galaxy")
paoth1.gear = AddHog(paoth1.name, 0, 100, "scif_2001O")
AnimSetGearPosition(paoth1.gear, paoth1.x, paoth1.y)
HogTurnLeft(paoth1.gear, true)
paoth2.gear = AddHog(paoth2.name, 0, 100, "scif_2001Y")
AnimSetGearPosition(paoth2.gear, paoth2.x, paoth2.y)
HogTurnLeft(paoth2.gear, true)
paoth3.gear = AddHog(paoth3.name, 0, 100, "hair_purple")
AnimSetGearPosition(paoth3.gear, paoth3.x, paoth3.y)
HogTurnLeft(paoth3.gear, true)
paoth4.gear = AddHog(paoth4.name, 0, 100, "scif_2001Y")
AnimSetGearPosition(paoth4.gear, paoth4.x, paoth4.y)
HogTurnLeft(paoth4.gear, true)
-- Professor
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_sine")
professor.gear = AddHog(professor.name, 0, professor.health, "tophats")
AnimSetGearPosition(professor.gear, professor.x, professor.y)
HogTurnLeft(professor.gear, true)
-- Minions
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_sine")
minion1.gear = AddHog(minion1.name, 1, 50, "Gasmask")
AnimSetGearPosition(minion1.gear, minion1.x, minion1.y)
HogTurnLeft(minion1.gear, true)
minion2.gear = AddHog(minion2.name, 1, 50, "Gasmask")
AnimSetGearPosition(minion2.gear, minion2.x, minion2.y)
HogTurnLeft(minion2.gear, true)
minion3.gear = AddHog(minion3.name, 1, 50, "Gasmask")
AnimSetGearPosition(minion3.gear, minion3.x, minion3.y)
HogTurnLeft(minion3.gear, true)
-- get the check point
checkPointReached = initCheckpoint("moon01")
if checkPointReached == 1 then
-- Start of the game
elseif checkPointReached == 2 then
AnimSetGearPosition(hero.gear, parachuteX, weaponsY)
if GetHealth(hero.gear) + 5 > 100 then
SaveCampaignVar("HeroHealth", 100)
else
SaveCampaignVar("HeroHealth", GetHealth(hero.gear) + 5)
end
end
AnimInit(true)
AnimationSetup()
end
function onGameStart()
-- wait for the first turn to start
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
ShowMission(campaignName, missionName, loc("Hog Solo has to refuel his saucer.")..
"|"..loc("Rescue the imprisoned PAotH team and get the fuel!"), -amSkip, 0)
AddAmmo(minion1.gear, amDEagle, 10)
AddAmmo(minion2.gear, amDEagle, 10)
AddAmmo(minion3.gear, amDEagle, 10)
AddAmmo(minion1.gear, amBazooka, 2)
AddAmmo(minion2.gear, amBazooka, 2)
AddAmmo(minion3.gear, amBazooka, 2)
AddAmmo(minion1.gear, amGrenade, 2)
AddAmmo(minion2.gear, amGrenade, 2)
AddAmmo(minion3.gear, amGrenade, 2)
-- check for death has to go first
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onProfessorDeath, {professor.gear}, professorDeath, {professor.gear}, 0)
AddEvent(onMinionsDeath, {professor.gear}, minionsDeath, {professor.gear}, 0)
AddEvent(onProfessorAndMinionsDeath, {professor.gear}, professorAndMinionsDeath, {professor.gear}, 0)
AddEvent(onProfessorHit, {professor.gear}, professorHit, {professor.gear}, 1)
if checkPointReached == 1 then
AddAmmo(hero.gear, amRope, 2)
SpawnAmmoCrate(bazookaX, weaponsY, amBazooka)
SpawnUtilityCrate(parachuteX, weaponsY, amParachute)
SpawnAmmoCrate(grenadeX, weaponsY, amGrenade)
SpawnAmmoCrate(deserteagleX, weaponsY, amDEagle)
AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0)
EndTurn(true)
AddAnim(dialog01)
elseif checkPointReached == 2 then
AddAmmo(hero.gear, amBazooka, 3)
AddAmmo(hero.gear, amParachute, 1)
AddAmmo(hero.gear, amGrenade, 6)
AddAmmo(hero.gear, amDEagle, 4)
SetWind(60)
GameFlags = bor(GameFlags,gfDisableWind)
weaponsAcquired = true
afterDialog02 = true
EndTurn(true)
AddAnim(dialog02)
end
-- this event check goes here to be executed after the onWeaponsPlatform check
AddEvent(onBattleZone, {hero.gear}, battleZone, {hero.gear}, 0)
SendHealthStatsOff()
end
function onAmmoStoreInit()
SetAmmo(amBazooka, 0, 0, 0, 3)
SetAmmo(amParachute, 0, 0, 0, 1)
SetAmmo(amGrenade, 0, 0, 0, 6)
SetAmmo(amDEagle, 0, 0, 0, 4)
SetAmmo(amSkip, 9, 0, 0, 1)
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
if CurrentHedgehog ~= hero.gear and not battleZone then
EndTurn(true)
end
end
function onNewTurn()
-- rounds start if hero got his weapons or got near the enemies
if not weaponsAcquired and not battleZoneReached and CurrentHedgehog ~= hero.gear then
EndTurn(true)
elseif weaponsAcquired and not battleZoneReached and CurrentHedgehog ~= hero.gear and afterDialog02 then
battleZone(hero.gear)
elseif not weaponsAcquired and not battleZoneReached and CurrentHedgehog == hero.gear then
TurnTimeLeft = -1
elseif CurrentHedgehog == paoth1.gear or CurrentHedgehog == paoth2.gear
or CurrentHedgehog == paoth3.gear or CurrentHedgehog == paoth4.gear then
EndTurn(true)
elseif CurrentHedgehog == professor.gear then
AnimSwitchHog(hero.gear)
EndTurn(true)
end
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
function onGearDelete(gear)
if gear == hero.gear then
hero.dead = true
elseif gear == professor.gear then
professor.dead = true
end
end
-------------- EVENTS ------------------
function onWeaponsPlatform(gear)
if not hero.dead and (GetAmmoCount(hero.gear, amBazooka) > 0 or GetAmmoCount(hero.gear, amParachute) > 0 or
GetAmmoCount(hero.gear, amGrenade) > 0 or GetAmmoCount(hero.gear, amDEagle) > 0) and StoppedGear(hero.gear) then
return true
end
return false
end
function onHeroDeath(gear)
if hero.dead then
return true
end
return false
end
function onBattleZone(gear)
if not battleZoneReached and not hero.dead and GetX(gear) > 1900 and StoppedGear(gear) then
return true
end
return false
end
function onProfessorHit(gear)
if GetHealth(gear) then
if CurrentHedgehog ~= hero.gear and GetHealth(gear) < professor.health then
professor.health = GetHealth(gear)
return true
elseif GetHealth(gear) < professor.health then
professor.health = GetHealth(gear)
end
end
return false
end
function onProfessorDeath(gear)
if professor.dead then
return true
end
return false
end
function onMinionsDeath(gear)
if not (GetHealth(minion1.gear) or GetHealth(minion2.gear) or GetHealth(minion3.gear)) then
return true
end
return false
end
function onProfessorAndMinionsDeath(gear)
if professor.dead and (not (GetHealth(minion1.gear) or GetHealth(minion2.gear) or GetHealth(minion3.gear))) then
return true
end
return false
end
-------------- ACTIONS ------------------
function weaponsPlatform(gear)
saveCheckpoint("2")
SaveCampaignVar("HeroHealth",GetHealth(hero.gear))
EndTurn(true)
weaponsAcquired = true
SetWind(60)
GameFlags = bor(GameFlags,gfDisableWind)
AddAmmo(hero.gear, amRope, 0)
if GetX(hero.gear) < 1900 then
AddAnim(dialog02)
end
end
function heroDeath(gear)
SendStat(siGameResult, loc("Hog Solo lost, try again!"))
SendStat(siCustomAchievement, loc("You have to get the weapons and rescue the PAotH researchers."))
sendSimpleTeamRankings({teamC.name, teamB.name, teamD.name, teamA.name})
EndGame()
end
function battleZone(gear)
EndTurn(true)
battleZoneReached = true
if weaponsAcquired then
AddAnim(dialog04)
else
AddAnim(dialog03)
end
end
function professorHit(gear)
if currentHedgehog ~= hero.gear then
AnimSay(professor.gear,loc("Don't hit me, you fools!"), SAY_SHOUT, 2000)
end
end
function victory()
AnimCaption(hero.gear, loc("Congrats! You won!"), 6000)
saveCompletedStatus(1)
SendStat(siGameResult, loc("Hog Solo wins, congratulations!"))
sendSimpleTeamRankings({teamD.name, teamA.name, teamC.name, teamB.name})
SaveCampaignVar("CosmosCheckPoint", "5") -- hero got fuels
resetCheckpoint() -- reset this mission
gameOver = true
EndGame()
end
function professorAndMinionsDeath(gear)
if gameOver then return end
AnimCaption(hero.gear, loc("Congrats! You destroyed the enemy!"), 6000)
SendStat(siCustomAchievement, loc("You have eliminated the whole evil team. You're pretty tough!"))
SaveCampaignVar("ProfDiedOnMoon", "1")
victory()
end
function professorDeath(gear)
if gameOver then return end
local m1h = GetHealth(minion1.gear)
local m2h = GetHealth(minion2.gear)
local m3h = GetHealth(minion3.gear)
if m1h == 0 or m2h == 0 or m3h == 0 then return end
if m1h and m1h > 0 and StoppedGear(minion1.gear) then
AnimSay(minion1.gear, loc("The boss has fallen! Retreat!"), SAY_SHOUT, 6000)
elseif m2h and m2h > 0 and StoppedGear(minion2.gear) then
AnimSay(minion2.gear, loc("The boss has fallen! Retreat!"), SAY_SHOUT, 6000)
elseif m3h and m3h > 0 and StoppedGear(minion3.gear) then
AnimSay(minion3.gear, loc("The boss has fallen! Retreat!"), SAY_SHOUT, 6000)
end
AnimCaption(hero.gear, loc("Congrats! You made them run away!"), 6000)
SendStat(siCustomAchievement, loc("You have eliminated Professor Hogevil."))
SendStat(siCustomAchievement, loc("You drove the minions away."))
DismissTeam(teamB.name)
AnimWait(hero.gear,5000)
SaveCampaignVar("ProfDiedOnMoon", "1")
victory()
end
function minionsDeath(gear)
if professor.dead or GetHealth(professor.gear) == nil or GetHealth(professor.gear) == 0 then return end
if gameOver then return end
AnimSay(professor.gear, loc("I may lost this battle, but I haven't lost the war yet!"), SAY_SHOUT, 6000)
DismissTeam(teamC.name)
AnimWait(hero.gear,5000)
SendStat(siCustomAchievement, loc("You have eliminated the evil minions."))
SendStat(siCustomAchievement, loc("You drove Professor Hogevil away."))
SaveCampaignVar("ProfDiedOnMoon", "0")
victory()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
if anim == dialog02 then
setAfterDialog02()
elseif anim == dialog03 then
startCombat()
else
AnimSwitchHog(hero.gear)
end
end
function AnimationSetup()
-- DIALOG 01 - Start, welcome to moon
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near a PAotH base on the moon ..."), 4000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Hey, Hog Solo! Finally you have come!"), SAY_SAY, 2000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("It seems that Professor Hogevil has prepared for your arrival!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("He has captured the rest of the PAotH team and awaits to capture you!"), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("We have to hurry! Are you armed?"), SAY_SAY, 4300}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 450}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("No, I am afraid I had to travel light."), SAY_SAY, 2500}})
table.insert(dialog01, {func = AnimWait, args = {paoth1.gear, 3200}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Okay, then you have to go and take some of the weapons we have hidden in case of an emergency!"), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("They are up there! Take this rope and hurry!"), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Ehm, okay ..."), SAY_SAY, 2500}})
table.insert(dialog01, {func = ShowMission, args = goals[dialog01]})
table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 02 - To the weapons platform
AddSkipFunction(dialog02, Skipanim, {dialog02})
table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Checkpoint reached!"), 4000}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I've made it! Yeah!"), SAY_SHOUT, 4000}})
table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}})
table.insert(dialog02, {func = setAfterDialog02, args = {}})
table.insert(dialog02, {func = ShowMission, args = goals[dialog02]})
table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 03 - Hero spotted and has no weapons
AddSkipFunction(dialog03, Skipanim, {dialog03})
table.insert(dialog03, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}})
table.insert(dialog03, {func = AnimSay, args = {minion1.gear, loc("Look, boss! There is the target!"), SAY_SHOUT, 4000}})
table.insert(dialog03, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}})
table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Oops, I've been spotted and I have no weapons! I am doomed!"), SAY_THINK, 4000}})
table.insert(dialog03, {func = ShowMission, args = goals[dialog03]})
table.insert(dialog03, {func = startCombat, args = {hero.gear}})
-- DIALOG 04 - Hero spotted and *HAS* weapons
AddSkipFunction(dialog04, Skipanim, {dialog04})
table.insert(dialog04, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}})
table.insert(dialog04, {func = AnimSay, args = {minion1.gear, loc("Look, boss! There is the target!"), SAY_SHOUT, 4000}})
table.insert(dialog04, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}})
table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Here we go!"), SAY_THINK, 4000}})
table.insert(dialog04, {func = ShowMission, args = goals[dialog04]})
table.insert(dialog04, {func = startCombat, args = {hero.gear}})
end
------------------- custom "animation" functions --------------------------
function startCombat()
-- use this so minion3 will gain control
AnimSwitchHog(minion3.gear)
EndTurn(true)
end
function setAfterDialog02()
afterDialog02 = true
end