cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
-- Random Weapons, example for gameplay scripts
-- Load the library for localisation ("loc" function)
loadfile(GetDataPath() .. "Scripts/Locale.lua")()
-- Load the gear tracker
loadfile(GetDataPath() .. "Scripts/Tracker.lua")()
-- List of available weapons
local weapons = { amGrenade, amClusterBomb, amBazooka, amBee, amShotgun,
amMine, amDEagle, amDynamite, amFirePunch, amWhip, amPickHammer,
amBaseballBat, amTeleport, amMortar, amCake, amSeduction,
amWatermelon, amHellishBomb, amDrill, amBallgun, amRCPlane,
amSniperRifle, amMolotov, amBirdy, amBlowTorch, amGasBomb,
amFlamethrower, amSMine, amHammer }
-- List of weapons that attack from the air
local airweapons = { amAirAttack, amMineStrike, amNapalm, amDrillStrike }
-- Function that assigns the team their weapon
function assignAmmo(hog)
-- Get name of the current team
local name = GetHogTeamName(hog)
-- Get whither the team has been processed
local processed = getTeamValue(name, "processed")
-- If it has not, process it
if processed == nil or not processed then
-- Get the ammo for this hog's team
local ammo = getTeamValue(name, "ammo")
-- If there is no ammo, get a random one from the list and store it
if ammo == nil then
ammo = weapons[GetRandom(table.maxn(weapons)) + 1]
setTeamValue(name, "ammo", ammo)
end
-- Add the ammo for the hog
AddAmmo(hog, ammo)
-- Mark as processed
setTeamValue(name, "processed", true)
end
end
-- Mark team as not processed
function reset(hog)
setTeamValue(GetHogTeamName(hog), "processed", false)
end
function onGameInit()
-- Limit flags that can be set, but allow game schemes to be used
GameFlags = band(bor(GameFlags, gfResetWeps), bnot(gfInfAttack + gfPerHogAmmo))
-- Set a custom game goal that will show together with the scheme ones
Goals = loc("Each turn you get one random weapon")
end
function onGameStart()
-- Initialize the tracking of hogs and teams
trackTeams()
-- Add air weapons to the game if the border is not active
if MapHasBorder() == false then
for i, w in pairs(airweapons) do
table.insert(weapons, w)
end
end
end
function onAmmoStoreInit()
-- Allow skip at all times
SetAmmo(amSkip, 9, 0, 0, 0)
-- Let utilities be available through crates
SetAmmo(amParachute, 0, 1, 0, 1)
SetAmmo(amGirder, 0, 1, 0, 2)
SetAmmo(amSwitch, 0, 1, 0, 1)
SetAmmo(amLowGravity, 0, 1, 0, 1)
SetAmmo(amExtraDamage, 0, 1, 0, 1)
SetAmmo(amInvulnerable, 0, 1, 0, 1)
SetAmmo(amExtraTime, 0, 1, 0, 1)
SetAmmo(amLaserSight, 0, 1, 0, 1)
SetAmmo(amVampiric, 0, 1, 0, 1)
SetAmmo(amJetpack, 0, 1, 0, 1)
SetAmmo(amPortalGun, 0, 1, 0, 1)
SetAmmo(amResurrector, 0, 1, 0, 1)
-- Allow weapons to be used
for i, w in pairs(weapons) do
SetAmmo(w, 0, 0, 0, 1)
end
-- Allow air weapons to be used
for i, w in pairs(airweapons) do
SetAmmo(w, 0, 0, 0, 1)
end
end
function onNewTurn()
-- Give every team their weapons, so one can plan during anothers turn
runOnGears(assignAmmo)
-- Mark all teams as not processed
runOnGears(reset)
-- Set the current teams weapons to nil so they will get new after the turn has ended
setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil)
end
function onGearAdd(gear)
-- Catch hedgehogs for the tracker
if GetGearType(gear) == gtHedgehog then
trackGear(gear)
end
end
function onGearDelete(gear)
-- Remove hogs that are gone
trackDeletion(gear)
end