Switch almost all Lua calls of AddTeam to using default clan colors instead of hardcoded color
Missing: fruit02, HedgeEditor
------------------- ABOUT ----------------------
--
-- In the desert planet Hero will have to explore
-- the dunes below the surface and find the hidden
-- crates. It is told that one crate contains the
-- lost part.
-- Idea: game will be successfully end when the 2 lower crates are collected
-- it would be more defficult (and sadistic) if one should collect *all* the crates
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Scripts/Utils.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("Searching in the dust")
local heroIsInBattle = false
local ongoingBattle = 0
local cratesFound = 0
local ropeGear = nil
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Getting ready"), loc("The device part is hidden in one of the crates! Go and get it!").."|"..
loc("Most of the destructible terrain is marked with dashed lines.").."|"..loc("Mines time: 0 seconds"), 1, 6000},
}
-- crates
local btorch1Y = 60
local btorch1X = 2700
local btorch2Y = 1900
local btorch2X = 2150
local btorch3Y = 980
local btorch3X = 3260
local rope1Y = 970
local rope1X = 3200
local rope2Y = 1900
local rope2X = 680
local rope3Y = 1850
local rope3X = 2460
local portalY = 480
local portalX = 1465
local girderY = 1630
local girderX = 3350
-- win crates
local btorch2 = { gear = nil, destroyed = false, deleted = false}
local girder = { gear = nil, destroyed = false, deleted = false}
-- hogs
local hero = {}
local ally = {}
local smuggler1 = {}
local smuggler2 = {}
local smuggler3 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1740
hero.y = 40
hero.dead = false
ally.name = loc("Chief Sandologist")
ally.x = 1660
ally.y = 40
smuggler1.name = loc("Sandy")
smuggler1.x = 400
smuggler1.y = 235
smuggler2.name = loc("Spike")
smuggler2.x = 736
smuggler2.y = 860
smuggler3.name = loc("Sandstorm")
smuggler3.x = 1940
smuggler3.y = 1625
teamA.name = loc("PAotH")
teamA.color = -6
teamB.name = loc("Smugglers")
teamB.color = -7
teamC.name = loc("Hog Solo")
teamC.color = -6
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 1
TurnTime = 20000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Delay = 3
HealthCaseAmount = 30
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
Map = "desert01_map"
Theme = "Desert"
-- get hero health
local heroHealth = 100
-- Hog Solo
AddTeam(teamC.name, teamC.color, "Simple", "Island", "Default", "hedgewars")
hero.gear = AddHog(hero.name, 0, heroHealth, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
HogTurnLeft(hero.gear, true)
-- PAotH undercover scientist and chief Sandologist
AddTeam(teamA.name, teamA.color, "Earth", "Island", "Default", "cm_galaxy")
ally.gear = AddHog(ally.name, 0, 100, "Cowboy")
AnimSetGearPosition(ally.gear, ally.x, ally.y)
-- Smugglers
AddTeam(teamB.name, teamB.color, "chest", "Island", "Default", "cm_bloodyblade")
smuggler1.gear = AddHog(smuggler1.name, 1, 100, "hair_orange")
AnimSetGearPosition(smuggler1.gear, smuggler1.x, smuggler1.y)
smuggler2.gear = AddHog(smuggler2.name, 1, 100, "lambda")
AnimSetGearPosition(smuggler2.gear, smuggler2.x, smuggler2.y)
smuggler3.gear = AddHog(smuggler3.name, 1, 100, "beefeater")
AnimSetGearPosition(smuggler3.gear, smuggler3.x, smuggler3.y)
AnimInit(true)
AnimationSetup()
end
function onGameStart()
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onHeroAtFirstBattle, {hero.gear}, heroAtFirstBattle, {hero.gear}, 1)
AddEvent(onHeroAtThirdBattle, {hero.gear}, heroAtThirdBattle, {hero.gear}, 0)
AddEvent(onCheckForWin1, {hero.gear}, checkForWin1, {hero.gear}, 0)
AddEvent(onCheckForWin2, {hero.gear}, checkForWin2, {hero.gear}, 0)
AddEvent(onCrateDestroyed, {hero.gear}, crateDestroyed, {hero.gear}, 0)
-- smugglers ammo
AddAmmo(smuggler1.gear, amBazooka, 2)
AddAmmo(smuggler1.gear, amGrenade, 2)
AddAmmo(smuggler1.gear, amDEagle, 2)
AddAmmo(smuggler3.gear, amRope, 2)
-- spawn crates
SpawnSupplyCrate(btorch3X, btorch3Y, amBlowTorch)
SpawnSupplyCrate(rope1X, rope1Y, amRope)
SpawnSupplyCrate(rope2X, rope2Y, amRope)
SpawnSupplyCrate(rope3X, rope3Y, amRope)
SpawnSupplyCrate(portalX, portalY, amPortalGun)
SpawnHealthCrate(3300, 970)
-- the win crates, collect both to win
btorch2.gear = SpawnSupplyCrate(btorch2X, btorch2Y, amBlowTorch)
girder.gear = SpawnSupplyCrate(girderX, girderY, amGirder)
-- adding mines - BOOM!
AddGear(1280, 460, gtMine, 0, 0, 0, 0)
AddGear(270, 460, gtMine, 0, 0, 0, 0)
AddGear(3460, 60, gtMine, 0, 0, 0, 0)
AddGear(3500, 240, gtMine, 0, 0, 0, 0)
AddGear(3410, 670, gtMine, 0, 0, 0, 0)
AddGear(3450, 720, gtMine, 0, 0, 0, 0)
local x = 800
while x < 1630 do
AddGear(x, 900, gtMine, 0, 0, 0, 0)
x = x + GetRandom(13)+8
end
x = 1890
while x < 2988 do
AddGear(x, 760, gtMine, 0, 0, 0, 0)
x = x + GetRandom(13)+8
end
x = 2500
while x < 3300 do
AddGear(x, 1450, gtMine, 0, 0, 0, 0)
x = x + GetRandom(13)+8
end
x = 1570
while x < 2900 do
AddGear(x, 470, gtMine, 0, 0, 0, 0)
x = x + GetRandom(13)+8
end
AddEvent(onHeroFleeFirstBattle, {hero.gear}, heroFleeFirstBattle, {hero.gear}, 1)
AddEvent(onHeroAtBattlePoint1, {hero.gear}, heroAtBattlePoint1, {hero.gear}, 0)
AddEvent(onHeroAtBattlePoint2, {hero.gear}, heroAtBattlePoint2, {hero.gear}, 0)
-- crates
SpawnSupplyCrate(btorch1X, btorch1Y, amBlowTorch)
SpawnHealthCrate(680, 460)
-- hero ammo
AddAmmo(hero.gear, amRope, 2)
AddAmmo(hero.gear, amBazooka, 3)
AddAmmo(hero.gear, amParachute, 1)
AddAmmo(hero.gear, amGrenade, 6)
AddAmmo(hero.gear, amDEagle, 4)
AddAmmo(hero.gear, amRCPlane, tonumber(getBonus(1)))
AddAmmo(hero.gear, amSkip, 0)
AddAnim(dialog01)
SendHealthStatsOff()
end
function onNewTurn()
local function getReady(hog)
-- This clears the "Get ready, Hog!" caption from the engine, because it will name the
-- false hog because we immediately switch the hog after the turn start.
-- TODO: Find a better method for this and show the real hog name (preferably using an engine string)
AddCaption("")
end
if CurrentHedgehog ~= hero.gear and not heroIsInBattle then
AnimSwitchHog(hero.gear)
getReady(hero.gear)
TurnTimeLeft = -1
elseif CurrentHedgehog == hero.gear and not heroIsInBattle then
TurnTimeLeft = -1
elseif (CurrentHedgehog == smuggler2.gear or CurrentHedgehog == smuggler3.gear) and ongoingBattle == 1 then
AnimSwitchHog(smuggler1.gear)
getReady(smuggler1.gear)
elseif (CurrentHedgehog == smuggler1.gear or CurrentHedgehog == smuggler3.gear) and ongoingBattle == 2 then
AnimSwitchHog(smuggler2.gear)
getReady(smuggler2.gear)
elseif (CurrentHedgehog == smuggler1.gear or CurrentHedgehog == smuggler2.gear) and ongoingBattle == 3 then
AnimSwitchHog(smuggler3.gear)
getReady(smuggler3.gear)
elseif CurrentHedgehog == ally.gear then
AnimSwitchHog(hero.gear)
getReady(hero.gear)
end
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onAmmoStoreInit()
SetAmmo(amBlowTorch, 0, 0, 0, 1)
SetAmmo(amRope, 0, 0, 0, 1)
SetAmmo(amPortalGun, 0, 0, 0, 1)
SetAmmo(amGirder, 0, 0, 0, 3)
SetAmmo(amSkip, 9, 0, 0, 1)
end
function onGearAdd(gear)
if GetGearType(gear) == gtRope then
ropeGear = gear
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtRope then
ropeGear = nil
end
local foundDeviceCrateCandidate = function(candidate_crate_table, other_crate_table)
candidate_crate_table.deleted = true
-- Evaluates to false if crate has been collected
if (band(GetGearMessage(candidate_crate_table.gear), gmDestroy) == 0) then
candidate_crate_table.destroyed = true
end
if cratesFound == 0 then
-- First win crate collected:
-- Turn the other crate into a fake crate; this will “contain” the device.
SetGearPos(other_crate_table.gear, bor(GetGearPos(other_crate_table.gear), 0x8))
elseif cratesFound == 1 then
-- Second win crate collected:
-- This crate contains the anti-gravity part! VICTORY!
PlaySound(sndShotgunReload)
-- It's displayed as if collecting a normal ammo/utility crate. :-)
AddCaption(loc("Anti-Gravity Device Part (+1)"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo)
end
end
if gear == girder.gear then
foundDeviceCrateCandidate(girder, btorch2)
elseif gear == btorch2.gear then
foundDeviceCrateCandidate(btorch2, girder)
end
if gear == hero.gear then
hero.dead = true
elseif (gear == smuggler1.gear or gear == smuggler2.gear or gear == smuggler3.gear) and heroIsInBattle then
heroIsInBattle = false
AddAmmo(hero.gear, amSkip, 0)
ongoingBattle = 0
end
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
-------------- EVENTS ------------------
function onHeroDeath(gear)
if hero.dead then
return true
end
return false
end
function onHeroAtFirstBattle(gear)
if not hero.dead and not heroIsInBattle and GetHealth(smuggler1.gear) and GetX(hero.gear) <= 1450 and GetX(hero.gear) > 80
and GetY(hero.gear) <= GetY(smuggler1.gear)+5 and GetY(hero.gear) >= GetY(smuggler1.gear)-40 and
-- If hero is standing or at a rope
(StoppedGear(hero.gear) or GetGearElasticity(hero.gear) ~= 0) then
return true
end
return false
end
function onHeroFleeFirstBattle(gear)
if GetHealth(hero.gear) and GetHealth(smuggler1.gear) and heroIsInBattle
and not gearIsInCircle(smuggler1.gear, GetX(hero.gear), GetY(hero.gear), 1400, false)
and StoppedGear(hero.gear) then
return true
end
return false
end
-- saves the location of the hero and prompts him for the second battle
function onHeroAtBattlePoint1(gear)
if not hero.dead and GetX(hero.gear) > 1000 and GetX(hero.gear) < 1100
and GetY(hero.gear) > 590 and GetY(hero.gear) < 700 and StoppedGear(hero.gear)
and (StoppedGear(hero.gear) or GetGearElasticity(hero.gear) ~= 0) then
return true
end
return false
end
function onHeroAtBattlePoint2(gear)
if not hero.dead and GetX(hero.gear) > 1610 and GetX(hero.gear) < 1680
and GetY(hero.gear) > 850 and GetY(hero.gear) < 1000
and (StoppedGear(hero.gear) or GetGearElasticity(hero.gear) ~= 0) then
return true
end
return false
end
function onHeroAtThirdBattle(gear)
if not hero.dead and GetX(hero.gear) > 2000 and GetX(hero.gear) < 2200
and GetY(hero.gear) > 1430 and GetY(hero.gear) < 1670 then
return true
end
return false
end
function onCheckForWin1(gear)
if not hero.dead and not btorch2.destroyed and btorch2.deleted then
return true
end
return false
end
function onCheckForWin2(gear)
if not hero.dead and not girder.destroyed and girder.deleted then
return true
end
return false
end
function onCrateDestroyed(gear)
if not hero.dead and girder.destroyed or btorch2.destroyed then
return true
end
return false
end
-------------- ACTIONS ------------------
function heroDeath(gear)
lose()
end
function heroAtFirstBattle(gear)
AnimCaption(hero.gear, loc("A smuggler! Prepare for battle"), 5000)
-- Remember velocity to restore it later
local dx, dy = GetGearVelocity(hero.gear)
-- Hog gets scared if on rope
if isOnRope() then
PlaySound(sndRopeRelease)
HogSay(hero.gear, loc("Gasp! A smuggler!"), SAY_SHOUT)
dx = div(dx, 3)
dy = div(dy, 3)
end
EndTurn(true)
heroIsInBattle = true
AddAmmo(hero.gear, amSkip, 100)
ongoingBattle = 1
AnimSwitchHog(smuggler1.gear)
EndTurn(true)
SetGearVelocity(hero.gear, dx, dy)
end
function heroFleeFirstBattle(gear)
AnimSay(smuggler1.gear, loc("Run away, you coward!"), SAY_SHOUT, 4000)
EndTurn(true)
heroIsInBattle = false
AddAmmo(hero.gear, amSkip, 0)
ongoingBattle = 0
end
function heroAtBattlePoint1(gear)
secondBattle()
end
function heroAtBattlePoint2(gear)
secondBattle()
end
function heroAtThirdBattle(gear)
heroIsInBattle = true
AddAmmo(hero.gear, amSkip, 100)
ongoingBattle = 3
AnimSay(smuggler3.gear, loc("Who's there?! I'll get you!"), SAY_SHOUT, 5000)
local dx, dy = GetGearVelocity(hero.gear)
-- Hog gets scared and falls from rope
if isOnRope() then
PlaySound(sndRopeRelease)
HogSay(hero.gear, loc("Yikes!"), SAY_SHOUT)
dx = div(dx, 3)
dy = div(dy, 3)
end
AnimSwitchHog(smuggler3.gear)
EndTurn(true)
SetGearVelocity(hero.gear, dx, dy)
end
function crateDestroyed(gear)
lose()
end
-- for some weird reson I couldn't call the same action for both events
function checkForWin1(gear)
checkForWin()
end
function checkForWin2(gear)
checkForWin()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
AnimSwitchHog(hero.gear)
if anim == dialog01 then
startMission()
end
end
function AnimationSetup()
-- DIALOG 01 - Start, getting info about the device
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("On the Planet of Sand, you have to double check your moves ..."), 5000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Finally you are here!"), SAY_SAY, 2000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Thank you for meeting me on such a short notice!"), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimWait, args = {ally.gear, 4000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("No problem, I would do anything for H!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Now listen carefully! Below us there are tunnels that have been created naturally over the years"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("I have heard that the local tribes say that many years ago some PAotH scientists were dumping their waste here."), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("H confirmed that there isn't such a PAotH activity logged."), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("So, I believe that it's a good place to start."), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Beware, though! Many smugglers come often to explore these tunnels and scavenge whatever valuable items they can find."), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("They won't hesitate to attack you in order to rob you!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 6000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Okay, I'll be extra careful!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimWait, args = {ally.gear, 2000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("The tunnel entrance is over there."), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Good luck!"), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
table.insert(dialog01, {func = ShowMission, args = goals[dialog01]})
table.insert(dialog01, {func = startMission, args = {hero.gear}})
end
--------------- OTHER FUNCTIONS ------------------
function isOnRope()
if ropeGear then
return true
end
return false
end
function startMission()
AnimSwitchHog(ally.gear)
EndTurn(true)
end
function secondBattle()
-- second battle
if heroIsInBattle and ongoingBattle == 1 then
AnimSay(smuggler1.gear, loc("Get him, Spike!"), SAY_SHOUT, 4000)
end
local dx, dy = GetGearVelocity(hero.gear)
-- Hog gets scared if on rope
if isOnRope() then
PlaySound(sndRopeRelease)
HogSay(hero.gear, loc("Gasp!"), SAY_SHOUT)
dx = div(dx, 3)
dy = div(dy, 3)
end
heroIsInBattle = true
AddAmmo(hero.gear, amSkip, 100)
ongoingBattle = 2
AnimSay(smuggler2.gear, loc("This seems like a wealthy hedgehog, nice ..."), SAY_THINK, 5000)
AnimSwitchHog(smuggler2.gear)
EndTurn(true)
SetGearVelocity(hero.gear, dx, dy)
end
function checkForWin()
if cratesFound == 0 then
-- have to look more
AnimSay(hero.gear, loc("Haven't found it yet ..."), SAY_THINK, 5000)
cratesFound = cratesFound + 1
elseif cratesFound == 1 then
-- end game
saveCompletedStatus(5)
AnimSay(hero.gear, loc("I found it! Hooray!"), SAY_SHOUT, 5000)
PlaySound(sndVictory, hero.gear)
SendStat(siGameResult, loc("Congratulations, you won!"))
SendStat(siCustomAchievement, loc("To win the game you had to collect the 2 crates with no specific order."))
sendSimpleTeamRankings({teamC.name, teamA.name, teamB.name})
EndGame()
end
end
function lose()
SendStat(siGameResult, loc("Hog Solo lost, try again!"))
SendStat(siCustomAchievement, loc("To win the game you have to find the right crate."))
SendStat(siCustomAchievement, loc("You can avoid some battles."))
SendStat(siCustomAchievement, loc("Use your ammo wisely."))
SendStat(siCustomAchievement, loc("Don't destroy the device crate!"))
sendSimpleTeamRankings({teamB.name, teamC.name, teamA.name})
EndGame()
end