Fix A Space Adventure Missions allowing player to walk before 1st animation and screw things up
local missionsNum = 14
function saveCompletedStatus(planetNum)
-- 1 2 3 4 5 6 7
-- order: moon01, fruit01, fruit02, ice01, desert01, death01, final
local status = "0000000"
if tonumber(GetCampaignVar("MainMissionsStatus")) then
status = GetCampaignVar("MainMissionsStatus")
end
local planetToLevelMapping = {
[1] = 2,
[2] = 3,
[3] = 8,
[4] = 5,
[5] = 4,
[6] = 9,
[7] = 14
}
local level = planetToLevelMapping[planetNum]
if level ~= nil then
SaveCampaignVar("Mission"..level.."Won", "true")
end
if planetNum == 1 then
status = "1"..status:sub(2)
elseif planetNum == status:len() then
status = status:sub(1,planetNum-1).."1"
else
status = status:sub(1,planetNum-1).."1"..status:sub(planetNum+1)
end
SaveCampaignVar("MainMissionsStatus",status)
checkAllMissionsCompleted()
end
function checkAllMissionsCompleted()
local allMissions = true
for i=2, missionsNum do
if GetCampaignVar("Mission"..i.."Won") ~= "true" then
allMissions = false
break
end
end
if allMissions then
SaveCampaignVar("Mission1Won", "true")
end
end
function getCompletedStatus()
local allStatus = ""
if tonumber(GetCampaignVar("MainMissionsStatus")) then
allStatus = GetCampaignVar("MainMissionsStatus")
end
local status = {
moon01 = false,
moon02 = false,
fruit01 = false,
fruit02 = false,
fruit03 = false,
ice01 = false,
ice02 = false,
desert01 = false,
desert02 = false,
desert03 = false,
death01 = false,
death02 = false,
final = false
}
if allStatus ~= "" then
if allStatus:sub(1,1) == "1" then
status.moon01 = true
end
if allStatus:sub(2,2) == "1" then
status.fruit01 = true
end
if allStatus:sub(3,3) == "1" then
status.fruit02 = true
end
if allStatus:sub(4,4) == "1" then
status.ice01 = true
end
if allStatus:sub(5,5) == "1" then
status.desert01 = true
end
if allStatus:sub(6,6) == "1" then
status.death01 = true
end
if allStatus:sub(7,7) == "1" then
status.final = true
end
end
-- Bonus missions
if GetCampaignVar("Mission13Won") == "true" then
status.moon02 = true
end
if GetCampaignVar("Mission6Won") == "true" then
status.ice02 = true
end
if GetCampaignVar("Mission7Won") == "true" then
status.desert02 = true
end
if GetCampaignVar("Mission10Won") == "true" then
status.fruit03 = true
end
if GetCampaignVar("Mission11Won") == "true" then
status.death02 = true
end
if GetCampaignVar("Mission12Won") == "true" then
status.desert03 = true
end
return status
end
function initCheckpoint(mission)
local checkPoint = 1
if GetCampaignVar("CurrentMission") ~= mission then
SaveCampaignVar("CurrentMission", mission)
SaveCampaignVar("CurrentMissionCheckpoint", 1)
SaveCampaignVar("HogsPosition", "")
else
checkPoint = tonumber(GetCampaignVar("currentMissionCheckpoint"))
end
return checkPoint
end
function saveCheckpoint(cp)
SaveCampaignVar("CurrentMissionCheckpoint", cp)
end
-- saves what bonuses are available
-- times is how many times the bonus will be available, this will be mission specific
function saveBonus(index, times)
-- 1 2 3
-- order: desert03, fruit03, death02
local bonus = "000"
if tonumber(GetCampaignVar("SideMissionsBonuses")) then
bonus = GetCampaignVar("SideMissionsBonuses")
end
if index == 1 then
bonus = times..bonus:sub(2)
elseif index == bonus:len() then
bonus = bonus:sub(1,index-1)..times
else
bonus = bonus:sub(1,index-1)..times..bonus:sub(index+1)
end
SaveCampaignVar("SideMissionsBonuses",bonus)
end
function getBonus(index)
local bonus = 0
if tonumber(GetCampaignVar("SideMissionsBonuses")) then
bonusString = GetCampaignVar("SideMissionsBonuses")
bonus = bonusString:sub(index,index)
end
return bonus
end
-- splits number by delimiter
function split(s, delimiter)
local res = {}
local first = ""
for i=1,s:len() do
if s:sub(1,1) == delimiter then
table.insert(res, tonumber(first))
first = ""
else
first = first..s:sub(1,1)
end
s = s:sub(2)
end
if first:len() > 0 then
table.insert(res, tonumber(first))
end
return res
end