------------------- ABOUT ----------------------
--
-- This map works as a menu for the hero hog to
-- navigate through planets. It portrays the hogs
-- planet and above the planets that he'll later
-- visit.
-- TODO
-- Save and Load All Check Points
-- Save hero health
-- Decide and implement if hero will use gas bombs...
-- ofc add custom stats page
-- PROBLEM : What if one makes a bad choice and wants to replay it map, how to reset?
-- POSSIBLE SOLUTIONS: In game function keys, frontend button...
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("Cosmos")
local timeForGuard1ToTurn = 1000 * 5 -- 5 sec
local timeForGuard1ToTurnLeft = timeForGuard1ToTurn
local saucerAcquired = false
local checkPointReached = 1 -- 1 is start of the game
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
local dialog05 = {}
local dialog06 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Getting ready"), loc("Go and collect the crate on top of the column").."|"..loc("Use the sleep gas bomb if the guards spot you!"), 1, 4500},
[dialog02] = {missionName, loc("The adventure begins!"), loc("Use the saucer and fly to the moon").."|"..loc("Drive carefully as your fuels are limited"), 1, 4500},
[dialog03] = {missionName, loc("An unexpected event!"), loc("Use the saucer and fly away or use the gas bomb to neutralize the guards").."|"..loc("Beware, any damage taken will stay until you take some medicine or visit moon"), 1, 7000}
}
-- crates
local saucerX = 3270
local saucerY = 1500
-- hogs
local hero = {}
local director = {}
local doctor = {}
local guard1 = {}
local guard2 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1450
hero.y = 1550
director.name = loc("H")
director.x = 1350
director.y = 1550
doctor.name = loc("Dr.Cornelius")
doctor.x = 1300
doctor.y = 1550
guard1.name = loc("Bob")
guard1.x = 3350
guard1.y = 1800
guard1.turn = false
guard1.keepTurning = true
guard2.name = loc("Sam")
guard2.x = 3400
guard2.y = 1800
teamA.name = loc("PAoTH")
teamA.color = tonumber("FF0000",16) -- red
teamB.name = loc("Guards")
teamB.color = tonumber("0033FF",16) -- blue
teamC.name = loc("Hog Solo")
teamC.color = tonumber("38D61C",16) -- green
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 35
GameFlags = gfSolidLand + gfDisableWind
TurnTime = 40000
CaseFreq = 0
MinesNum = 0
Explosives = 0
Delay = 5
Map = "cosmos_map" -- custom map included in file
Theme = "Nature"
-- I had originally hero in PAoTH team and changed it, may reconsider though
-- PAoTH
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
HogTurnLeft(hero.gear, true)
AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
director.gear = AddHog(director.name, 0, 100, "hair_yellow")
AnimSetGearPosition(director.gear, director.x, director.y)
doctor.gear = AddHog(doctor.name, 0, 100, "Glasses")
AnimSetGearPosition(doctor.gear, doctor.x, doctor.y)
-- Guards
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
guard1.gear = AddHog(guard1.name, 1, 100, "policecap")
AnimSetGearPosition(guard1.gear, guard1.x, guard1.y)
guard2.gear = AddHog(guard2.name, 1, 100, "policecap")
AnimSetGearPosition(guard2.gear, guard2.x, guard2.y)
-- get the check point
if tonumber(GetCampaignVar("CosmosCheckPoint")) then
checkPointReached = tonumber(GetCampaignVar("CosmosCheckPoint"))
end
-- do checkpoint stuff needed before game starts
if checkPointReached == 1 then
-- Start of the game
elseif checkPointReached == 2 then
-- Hero on the column, just took space ship unnoticed
AnimSetGearPosition(hero.gear, saucerX, saucerY)
elseif checkPointReached == 3 then
-- Hero near column, without space ship unnoticed
elseif checkPointReached == 4 then
-- Hero visited moon for fuels
AnimSetGearPosition(hero.gear, 1110, 850)
elseif checkPointReached == 5 then
-- Hero has visited a planet, he has plenty of fuels and can change planet
if GetCampaignVar("Planet") == "moon" then
AnimSetGearPosition(hero.gear, 1110, 850)
elseif GetCampaignVar("Planet") == "desertPlanet" then
AnimSetGearPosition(hero.gear, 3670, 270)
elseif GetCampaignVar("Planet") == "fruitPlanet" then
AnimSetGearPosition(hero.gear, 2400, 375)
elseif GetCampaignVar("Planet") == "icePlanet" then
AnimSetGearPosition(hero.gear, 1440, 260)
end
end
AnimInit()
AnimationSetup()
end
function onGameStart()
-- wait for the first turn to start
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
ShowMission(loc("A Space Adventure"), loc("Cosmos"), loc("Help Hog Solo to find all the parts of the anti-gravity device.")..
"|"..loc("Travel to all the neighbor planets and collect all the pieces"), -amSkip, 0)
-- do checkpoint stuff needed after game starts
if checkPointReached == 1 then
AddAnim(dialog01)
AddAmmo(hero.gear, amGasBomb, 5)
AddAmmo(hero.gear, amRope, 2)
-- Added for dev/debug purposes, remove before release
AddAmmo(hero.gear, amJetpack, 2)
AddAmmo(guard1.gear, amDEagle, 2)
AddAmmo(guard2.gear, amDEagle, 2)
SpawnAmmoCrate(saucerX, saucerY, amJetpack)
-- EVENT HANDLERS
AddEvent(onHeroBeforeTreePosition, {hero.gear}, heroBeforeTreePosition, {hero.gear}, 0)
AddEvent(onHeroAtSaucerPosition, {hero.gear}, heroAtSaucerPosition, {hero.gear}, 0)
AddEvent(onHeroOutOfGuardSight, {hero.gear}, heroOutOfGuardSight, {hero.gear}, 0)
elseif checkPointReached == 2 then
AddAmmo(hero.gear, amJetpack, 1)
AddAnim(dialog02)
elseif checkPointReached == 3 then
-- Hero near column, without space ship unnoticed
elseif checkPointReached == 4 then
-- Hero visited moon for fuels
AddAnim(dialog05)
elseif checkPointReached == 5 then
-- Hero has visited a planet, he has plenty of fuels and can change planet
AddAmmo(hero.gear, amJetpack, 99)
end
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onNoFuelAtLand, {hero.gear}, noFuelAtLand, {hero.gear}, 0)
-- always check for landings
if GetCampaignVar("Planet") ~= "moon" then
AddEvent(onMoonLanding, {hero.gear}, moonLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "desertPlanet" then
AddEvent(onDesertPlanetLanding, {hero.gear}, desertPlanetLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "fruitPlanet" then
AddEvent(onFruitPlanetLanding, {hero.gear}, fruitPlanetLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "icePlanet" then
AddEvent(onIcePlanetLanding, {hero.gear}, icePlanetLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "deathPlanet" then
AddEvent(onDeathPlanetLanding, {hero.gear}, deathPlanetLanding, {hero.gear}, 0)
end
end
function onGameTick()
-- maybe alert this to avoid timeForGuard1ToTurnLeft overflow
if timeForGuard1ToTurnLeft == 0 and guard1.keepTurning then
guard1.turn = not guard1.turn
HogTurnLeft(guard1.gear, guard1.turn)
timeForGuard1ToTurnLeft = timeForGuard1ToTurn
end
timeForGuard1ToTurnLeft = timeForGuard1ToTurnLeft - 1
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
function onAmmoStoreInit()
SetAmmo(amJetpack, 0, 0, 0, 1)
end
function onNewTurn()
if CurrentHedgehog == director.gear or CurrentHedgehog == doctor.gear then
TurnTimeLeft = 0
end
if guard1.keepTurning then
AnimSwitchHog(hero.gear)
TurnTimeLeft = -1
end
end
-------------- EVENTS ------------------
function onHeroBeforeTreePosition(gear)
if GetHealth(hero.gear) and GetX(gear) > 2350 then
return true
end
return false
end
function onHeroAtSaucerPosition(gear)
if GetHealth(hero.gear) and GetX(gear) >= saucerX-25 and GetX(gear) <= saucerX+32 and GetY(gear) >= saucerY-32 and GetY(gear) <= saucerY+32 then
saucerAcquired = true
end
if saucerAcquired and GetHealth(hero.gear) and StoppedGear(gear) then
return true
end
return false
end
function onHeroOutOfGuardSight(gear)
if GetHealth(hero.gear) and GetX(gear) < 3100 and GetY(gear) > saucerY-25 and StoppedGear(gear) and not guard1.keepTurning then
return true
end
return false
end
-- TODO somehow make it to count fall damage
function onMoonLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 1010 and GetX(gear) < 1220 and GetY(gear) < 1300 and GetY(gear) > 750 and StoppedGear(gear) then
return true
end
return false
end
function onFruitPlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 2240 and GetX(gear) < 2540 and GetY(gear) < 1100 and StoppedGear(gear) then
return true
end
return false
end
function onDesertPlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 3568 and GetX(gear) < 4052 and GetY(gear) < 500 and StoppedGear(gear) then
return true
end
return false
end
function onIcePlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 1330 and GetX(gear) < 1650 and GetY(gear) < 500 and StoppedGear(gear) then
return true
end
return false
end
function onDeathPlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 310 and GetX(gear) < 675 and GetY(gear) < 400 and StoppedGear(gear) then
return true
end
return false
end
function onNoFuelAtLand(gear)
if GetHealth(hero.gear) and GetY(gear) > 1400 and GetAmmoCount(gear, amJetpack) == 0 and StoppedGear(gear) then
return true
end
return false
end
function onHeroDeath(gear)
if not GetHealth(gear) then
return true
end
return false
end
-------------- OUTCOMES ------------------
function heroBeforeTreePosition(gear)
AnimSay(gear,loc("Now I have to climb the trees"), SAY_SAY, 4000)
AnimCaption(hero.gear, loc("Use the rope to get to the crate"), 4000)
end
function heroAtSaucerPosition(gear)
TurnTimeLeft = 0
-- save check point
SaveCampaignVar("CosmosCheckPoint", "2")
AddAnim(dialog02)
-- check if he was spotted by the guard
if guard1.turn then
guard1.keepTurning = false
AddAnim(dialog03)
end
end
function heroOutOfGuardSight(gear)
guard1.keepTurning = true
AddAnim(dialog04)
end
function moonLanding(gear)
AnimCaption(hero.gear,loc("Welcome to the moon!"))
SaveCampaignVar("Planet", "moon")
if checkPointReached ~= 5 then
SaveCampaignVar("CosmosCheckPoint", "4")
SaveCampaignVar("HeroHealth",GetHealth(hero.gear))
end
SaveCampaignVar("UnlockedMissions", "2")
SaveCampaignVar("Mission1", "2")
SaveCampaignVar("Mission2", "1")
EndGame()
end
function fruitPlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
else
AnimCaption(hero.gear,loc("Welcome to the fruit planet!"))
SaveCampaignVar("Planet", "fruitPlanet")
SaveCampaignVar("UnlockedMissions", "2")
SaveCampaignVar("Mission1", "3")
SaveCampaignVar("Mission2", "1")
EndGame()
end
end
function desertPlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
else
AnimCaption(hero.gear,loc("Welcome to the desert planet!"))
SaveCampaignVar("Planet", "desertPlanet")
SaveCampaignVar("UnlockedMissions", "3")
SaveCampaignVar("Mission1", "4")
SaveCampaignVar("Mission2", "7")
SaveCampaignVar("Mission3", "1")
EndGame()
end
end
function icePlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
else
AnimCaption(hero.gear,loc("Welcome to the planet of ice!"))
SaveCampaignVar("Planet", "icePlanet")
SaveCampaignVar("UnlockedMissions", "3")
SaveCampaignVar("Mission1", "5")
SaveCampaignVar("Mission2", "6")
SaveCampaignVar("Mission3", "1")
EndGame()
end
end
function deathPlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
else
AnimCaption(hero.gear,loc("Welcome to the Death Planet!"))
SaveCampaignVar("Planet", "deathPlanet")
SaveCampaignVar("UnlockedMissions", "2")
SaveCampaignVar("Mission1", "9")
SaveCampaignVar("Mission2", "1")
EndGame()
end
end
function noFuelAtLand(gear)
AddAnim(dialog06)
end
function heroDeath(gear)
EndGame()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
if CurrentHedgehog ~= hero.gear and anim ~= dialog03 then
AnimSwitchHog(hero.gear)
elseif anim == dialog03 then
startCombat()
elseif anim == dialog05 or anim == dialog06 then
EndGame()
end
end
function AnimationSetup()
-- DIALOG 01 - Start
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {doctor.gear, 3000}})
--table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2500}, skipFunc = Skipanim, skipArgs = dialog01})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near secret base 17 of PAoTH in the rural Hogland..."), 4000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("So Hog Solo, here we are..."), SAY_SAY, 2000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Behind these trees on the East there is secret base 17"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("You have to continue alone from now on."), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Be careful, the future of Hogera is in your hands!"), SAY_SAY, 7200}})
table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("We'll use our communicators to contact you"), SAY_SAY, 2600}})
table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("In am also entrusting you with a rope and a sleep gas bomb"), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("You may find them handy"), SAY_SAY, 2300}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Thank you Dr.Cornelius"), SAY_SAY, 1600}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I'll make good use of them"), SAY_SAY, 4500}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("It would be wiser to steal the space ship while PAoTH guards are taking a brake!"), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Remember! Many will seek the anti-gravity device! Now go, hurry up!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 02 - Hero got the saucer
AddSkipFunction(dialog02, Skipanim, {dialog02})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 500}})
table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("CheckPoint reached!"), 4000}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Got the saucer!"), SAY_SHOUT, 2000}})
table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Nice!"), SAY_SHOUT, 1000}})
table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Now use it and go to the moon PAoTH station to get more fuels!"), SAY_SHOUT, 5000}})
table.insert(dialog02, {func = AnimGearWait, args = {hero.gear, 500}})
-- DIALOG 03 - Hero got spotted by guard
AddSkipFunction(dialog03, Skipanim, {dialog03})
table.insert(dialog03, {func = AnimWait, args = {guard1.gear, 4000}})
table.insert(dialog03, {func = AnimCaption, args = {guard1.gear, loc("Prepare to battle or flee!"), 4000}})
table.insert(dialog03, {func = AnimSay, args = {guard1.gear, loc("Hey").." "..guard2.name.."! "..loc("Look, someone is stealing the saucer!"), SAY_SHOUT, 4000}})
table.insert(dialog03, {func = AnimSay, args = {guard2.gear, loc("I'll get him!"), SAY_SAY, 4000}})
table.insert(dialog03, {func = startCombat, args = {guard1.gear}})
-- DIALOG 04 - Hero out of sight
AddSkipFunction(dialog04, Skipanim, {dialog04})
table.insert(dialog04, {func = AnimCaption, args = {guard1.gear, loc("You are out of danger, time to go to the moon!"), 4000}})
table.insert(dialog04, {func = AnimSay, args = {guard1.gear, loc("I guess we lost him!"), SAY_SAY, 3000}})
table.insert(dialog04, {func = AnimSay, args = {guard2.gear, loc("We should better report this and continue our watch!"), SAY_SAY, 5000}})
table.insert(dialog04, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 05 - Hero returned from moon without fuels
AddSkipFunction(dialog05, Skipanim, {dialog05})
table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("I guess I can't go far without fuels!"), SAY_THINK, 6000}})
table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Go to go back"), SAY_THINK, 2000}})
table.insert(dialog05, {func = EndGame, args = {hero.gear}})
-- DIALOG 06 - Landing on wrong planet or on earth if not enough fuels
AddSkipFunction(dialog06, Skipanim, {dialog06})
table.insert(dialog06, {func = AnimCaption, args = {hero.gear, loc("You have to try again!"), 5000}})
table.insert(dialog06, {func = AnimSay, args = {hero.gear, loc("Hm... Now I run out of fuels..."), SAY_THINK, 3000}})
table.insert(dialog06, {func = EndGame, args = {hero.gear}})
end
------------------- custom "animation" functions --------------------------
function startCombat()
-- use this so guard2 will gain control
AnimSwitchHog(hero.gear)
TurnTimeLeft = 0
end