---------------------------------------------------------
--- LE CONSTRUCTION MODE 0.7+ (badly adapted from Hedge Editor 0.5)
---------------------------------------------------------
-- a hedgewars gameplay mode by mikade
-- special thanks to all who helped test and offered suggestions
-- additional thanks to sheepluva/nemo for adding some extra hooks
-- (to do)
-- investigate loc not working on addcaptions
-- check for parsecommands before porting to dev
-- test onUpDown more extensively as it may need revision (check for amRubber etc)
-- test localization of weapons and utils and stuff
-- try posistion grenades in Harmer so it blows hogs away from the struc
-- and don't explode too close to the struc
-- additional/previous balance ideas
-- based on your money?
-- based on the number of strucs/gens you own?
-- based on your existing arsenal?
-- limit number of crates spawned per round perhaps (done)
-- limit number of generators?
------------------------------------------------------------------------------
-- SCRIPT PARAMETER
------------------------------------------------------------------------------
-- The script parameter can be used to configure the energy
-- of the game. It is a comma-seperated list of key=value pairs, where each
-- key is a word and each value is an integer between 0 and 4294967295.
--
-- Possible keys:
--- initialenergy: Amount of energy that each team starts with (default: 550)
--- energyperround: Amount of energy that each team gets per round (default: 50)
--- maxenergy: Maximum amount of energy each team can hold (default: 1000)
-- Example: “initialenergy=750, maxenergy=2000” starts thee game with 750 energy
-- and sets the maximum energy to 2000
------------------------------------------------------------------------------
--version history
------------------------------------------------------------------------------
--v0.1
-- concept test
--v0.2
-- improved documentation (in script and in game)
-- improved localisation (or is it? at any rate, crate placement should now say e.g. Bazooka and not amBazooka)
-- added variable weapon costs (based on the values from Vatten's Consumerism script)
-- added reflector shield (still needs work and balancing)
-- added weapon-filter (probably ok)
-- enabled super weapons like ballgun, rcplane, watermelon, hellish to test balance
-- reduce max money to 1000
--v0.3
-- some /s removed
--v0.4
-- added support for per hog ammo (hopefully)
--v0.5 (dev)
-- added somewhat horribly implemented support for different structure sprites
-- added override pictures for ammo menu
-- added override message on wep select to aid understanding
-- split menu into/between weps/parts: struc, crates, gears
-- add a limit on crates per turn
-- add a limit on extra time per turn
-- add a test level
-- restored rubber placement
-- cleaned up some of the code a bit and removed about 280 lines of code I didn't need, lol
--v0.6 (dev)
-- added magic dance
--v0.7 (pushed to repo)
-- added a cfg file
-- removed another 903 lines of code we weren't using (lol)
--v0.7+ (merged in repo)
-- applied Wuzzy's patches:
-- script parameters: initialenergy, energyperround, maxenergy
-- fix crate costs
-- various minor tweaks and fixes
-- (see commits in official repo)
-- make Construction Mode play well together with fort mode (clan order = fort order)
--------------------------------
-- STRUCTURES LIST / IDEAS
--------------------------------
--Healing Station: heals hogs to 150 life
--Teleportation Node: allows teleporting to any other teleporter nodes
--Bio-filter: explodes enemy hogs
--Respawner: if you have one of these, any slain hogs are resurrected here :D
--Generator: generates energy (used to buy stuff, and possibly later other strucs might have upkeep costs)
--Support Station: allows purchasing of weapons, utilities, and med-crates
--Construction Station: allows purchasing of girders, rubber, mines, sticky mines, barrels
--Reflector Shield: reflect projectiles
--Weapon Filter: kill all equipement of enemy hogs passing through this area.
--to make the grill more attractive make it vaporize flying saucers
--and also rope, and maybe incoming gears
-- make healing thing also cure poison
-- maybe make poison more virulent and dangerous
--(not implemented / abandoned ideas)
-- Core: allows construction of other structures.
-- Automated Turret (think red drones from space invasion)
-- Canon (gives access to 3 fireballs per turn while near)
-- something that allows control of wind/water
-- Gravity Field generator : triggers world gravity change
-- structures consume power over time and
-- maybe you can turn structures OFF/ON, manually to save power.
-- hacking
-- allow hacking of structures, either being able to use enemy structures,
-- or turning a team's structures against them.
-- pylons
-- allow hogs to put down a pylon-like gear which then allows the core
-- to place other structures/objects within the pylon's sphere of influence
-- this would allow aggressive structure advancement
-- resouce mining?
-- you could designate something like mines, that you could get close to,
-- "pick up", and then "drop" back at a central location to simulate
-- resource mining. bit complicated/meh, normal power generators probably easier
-- it would be cool to have a red mask we could apply over girders
-- that would indicate they were Indestructible
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")
----------------------------------------------
-- STRUC CRAP
----------------------------------------------
strucID = {}
strucGear = {}
strucClan = {}
strucType = {}
strucCost = {}
strucHealth = {}
strucCirc = {}
strucCircCol = {}
strucCircRadius = {}
strucCircType = {}
strucAltDisplay = {}
fortMode = false
placedExpense = 0
tempID = nil
sUID = 0
colorRed = 0xff0000ff
colorGreen = 0x00ff00ff
clanBoundsSX = {}
clanBoundsSY = {}
clanBoundsEX = {}
clanBoundsEY = {}
clanPower = {}
clanID = {}
clanLStrucIndex = {}
clanLWepIndex = {} -- for ease of use let's track this stuff
clanLUtilIndex = {}
clanLGearIndex = {}
clanUsedExtraTime = {}
clanCratesSpawned = {}
clanFirstTurn = {}
effectTimer = 0
wallsVisible = false
wX = {}
wY = {}
wWidth = {}
wHeight = {}
wCol = {}
margin = 20
vTag = {}
lastWep = nil
checkForSpecialWeaponsIn = -1
-- Config variables (script parameter)
conf_initialEnergy = 550
conf_energyPerRound = 50
conf_maxEnergy = 1000
function HideTags()
for i = 0, 2 do
SetVisualGearValues(vTag[i],0,0,0,0,0,1,0, 0, 240000, 0xffffff00)
end
end
function DrawTag(i)
zoomL = 1.3
xOffset = 40
if i == 0 then
yOffset = 40
tCol = 0xffba00ff
tValue = 30
elseif i == 1 then
zoomL = 1.1
xOffset = 45
yOffset = 70
tCol = 0x00ff00ff
tValue = clanPower[GetHogClan(CurrentHedgehog)]
elseif i == 2 then
zoomL = 1.1
xOffset = 60 + 35
yOffset = 70
tCol = 0xa800ffff
tValue = 10
end
DeleteVisualGear(vTag[i])
vTag[i] = AddVisualGear(0, 0, vgtHealthTag, 0, false)
g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vTag[i])
SetVisualGearValues (
vTag[i], --id
-div(ScreenWidth,2) + xOffset, --xoffset
ScreenHeight - yOffset, --yoffset
0, --dx
0, --dy
zoomL, --zoom
1, --~= 0 means align to screen
g7, --frameticks
tValue, --value
240000, --timer
tCol --GetClanColor( GetHogClan(CurrentHedgehog) )
)
end
function onScreenResize()
-- redraw Tags so that their screen locations are updated
if (CurrentHedgehog ~= nil) then
DrawTag(0)
DrawTag(1)
DrawTag(2)
end
end
function XYisInRect(px, py, psx, psy, pex, pey)
if (px > psx) and (px < pex) and (py > psy) and (py < pey) then
return(true)
else
return(false)
end
end
function AddWall(zXMin,zYMin, zWidth, zHeight, zCol)
table.insert(wX, zXMin)
table.insert(wY, zYMin)
table.insert(wWidth, zWidth)
table.insert(wHeight, zHeight)
table.insert(wCol, zCol)
end
function BorderSpark(zXMin,zYMin, zWidth, zHeight, bCol)
eX = zXMin + GetRandom(zWidth+10)
eY = zYMin + GetRandom(zHeight+10)
tempE = AddVisualGear(eX, eY, vgtDust, 0, false)
if tempE ~= 0 then
g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)
SetVisualGearValues(tempE, eX, eY, g3, g4, g5, g6, g7, 1, g9, bCol )
end
end
function HandleBorderEffects()
effectTimer = effectTimer + 1
if effectTimer > 15 then
effectTimer = 1
for i = 1, #wX do
BorderSpark(wX[i],wY[i],wWidth[i],wHeight[i], wCol[i])
end
end
end
----
-- old reflecting stuff from like 3 years ago lol
---
function gearCanBeDeflected(gear)
if (GetGearType(gear) == gtShell) or
(GetGearType(gear) == gtGrenade) or
(GetGearType(gear) == gtAirBomb) or
(GetGearType(gear) == gtClusterBomb) or
(GetGearType(gear) == gtCluster) or
(GetGearType(gear) == gtGasBomb) or
(GetGearType(gear) == gtMine) or
(GetGearType(gear) == gtMortar) or
(GetGearType(gear) == gtHellishBomb) or
(GetGearType(gear) == gtWatermelon) or
(GetGearType(gear) == gtMelonPiece) or
(GetGearType(gear) == gtEgg) or
(GetGearType(gear) == gtDrill) or
(GetGearType(gear) == gtBall) or
(GetGearType(gear) == gtExplosives) or
(GetGearType(gear) == gtFlame) or
(GetGearType(gear) == gtPortal) or
(GetGearType(gear) == gtDynamite) or
(GetGearType(gear) == gtSMine) or
(GetGearType(gear) == gtKnife) or
(GetGearType(gear) == gtJetpack) or -- test this and birdy plz
(GetGearType(gear) == gtBirdy) or -- test this and birdy plz
(GetGearType(gear) == gtSnowball) or
(GetGearType(gear) == gtMolotov)
then
return(true)
else
return(false)
end
end
function getThreatDamage(gear)
--- damage amounts for weapons
if (GetGearType(gear) == gtGrenade) or
(GetGearType(gear) == gtClusterBomb) or
(GetGearType(gear) == gtGasBomb) or
(GetGearType(gear) == gtKnife) or
(GetGearType(gear) == gtEgg) or
(GetGearType(gear) == gtMolotov) or
(GetGearType(gear) == gtHellishBomb) or
(GetGearType(gear) == gtWatermelon) or
(GetGearType(gear) == gtSMine)
then
dmg = 30
elseif (GetGearType(gear) == gtMelonPiece) then
dmg = 40
elseif (GetGearType(gear) == gtAirBomb) or
(GetGearType(gear) == gtDrill) or
(GetGearType(gear) == gtMine) or
(GetGearType(gear) == gtCluster) then
dmg = 20
elseif (GetGearType(gear) == gtFlame) or
(GetGearType(gear) == gtPortal) or
(GetGearType(gear) == gtDynamite)
then
dmg = 0
elseif (GetGearType(gear) == gtBall) then
dmg = 1
else --normal shell, snowball etc
dmg = 65
end
return(dmg)
end
function setGearReflectionValues(gear)
dmg = getThreatDamage(gear)
setGearValue(gear,"damage",dmg)
setGearValue(gear,"deflects",0)
if (CurrentHedgehog ~= nil) then
setGearValue(gear,"owner",GetHogClan(CurrentHedgehog)) -- NEW NEEDS CHANGE?
else
setGearValue(gear,"owner",10)
end
end
function AddStruc(pX,pY, pType, pClan)
sUID = sUID + 1
tempG = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
SetGearPosition(tempG, pX, pY)
setGearValue(tempG, "sUID", sUID)
tempCirc = AddVisualGear(0,0,vgtCircle,0,true)
SetVisualGearValues(tempCirc, 0, 0, 100, 255, 1, 100, 0, 500, 1, 0xFFFFFF00)
table.insert(strucID, sUID)
table.insert(strucType, pType)
table.insert(strucGear,tempG)
table.insert(strucClan,pClan)
table.insert(strucCost,2)
frameID = 0
visualSprite = sprTarget
madness = AddVisualGear(GetX(tempG), GetY(tempG), vgtStraightShot, 1, true,1)
g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(madness) --g9
if pType == loc("Reflector Shield") then
table.insert(strucHealth,255)
else
table.insert(strucHealth,1)
end
table.insert(strucCirc,tempCirc)
table.insert(strucCircType, 1)
if pType == loc("Bio-Filter") then
table.insert(strucCircCol,colorRed)
table.insert(strucCircRadius,1000)
frameID = 7
elseif pType == loc("Healing Station") then
table.insert(strucCircCol,0xFF00FF00)
table.insert(strucCircRadius,500)
frameID = 3
elseif pType == loc("Respawner") then
table.insert(strucCircCol,0xFF00FF00)
table.insert(strucCircRadius,75)
runOnHogs(EnableHogResurrectionForThisClan)
frameID = 1
elseif pType == loc("Teleportation Node") then
table.insert(strucCircCol,0x0000FFFF)
table.insert(strucCircRadius,350)
frameID = 6
elseif pType == loc("Generator") then
table.insert(strucCircCol,0xFFFF00FF)
table.insert(strucCircRadius,75)
setGearValue(tempG, "power", 0)
frameID = 2
elseif pType == loc("Support Station") then
table.insert(strucCircCol,0xFFFF00FF)
table.insert(strucCircRadius,500)
frameID = 4
elseif pType == loc("Construction Station") then
table.insert(strucCircCol,0xFFFFFFFF)
table.insert(strucCircRadius,500)
frameID = 8
elseif pType == loc("Reflector Shield") then
table.insert(strucCircCol,0xffae00ff)
table.insert(strucCircRadius,750)
frameID = 9
elseif pType == loc("Weapon Filter") then
table.insert(strucCircCol,0xa800ffff)
table.insert(strucCircRadius,750)
frameID = 5
end
SetVisualGearValues(madness, g1, g2, 0, 0, g5, frameID, g7, visualSprite, g9, g10 )
SetState(tempG, bor(GetState(tempG),gstInvisible) )
table.insert(strucAltDisplay, madness)
end
-- this is basically onStructureDelete
-- we may need to expand it for non-gear structures later
function CheckGearForStructureLink(gear)
respawnerDestroyed = false
for i = 1, #strucID do
if strucID[i] == getGearValue(gear,"sUID") then
if strucType[i] == loc("Respawner") then
respawnerDestroyed = true
end
table.remove(strucID,i)
table.remove(strucGear,i)
table.remove(strucClan,i)
table.remove(strucType,i)
table.remove(strucCost,i)
table.remove(strucHealth,i)
DeleteVisualGear(strucCirc[i])
table.remove(strucCirc,i)
table.remove(strucCircCol,i)
table.remove(strucCircRadius,i)
table.remove(strucCircType,i)
if strucAltDisplay[i] ~= 1 then
DeleteVisualGear(strucAltDisplay[i])
end
table.remove(strucAltDisplay,i)
end
end
if respawnerDestroyed == true then
runOnHogs(RecalibrateRespawn)
end
end
-- called when we add a new respawner
function EnableHogResurrectionForThisClan(gear)
if GetHogClan(gear) == GetHogClan(CurrentHedgehog) then
SetEffect(gear, heResurrectable, 1)
end
end
-- this is called when a respawner blows up
function RecalibrateRespawn(gear)
respawnerList = {}
for i = 1, #strucID do
if (strucType[i] == loc("Respawner")) and (strucClan[i] == GetHogClan(gear)) then
table.insert(respawnerList, i)
end
end
if #respawnerList >= 1 then
SetEffect(gear, heResurrectable, 1)
else
SetEffect(gear, heResurrectable, 0)
end
end
--resposition dead hogs at a respawner if they own one
function FindRespawner(gear)
respawnerList = {}
for i = 1, #strucID do
if (strucType[i] == loc("Respawner")) and (strucClan[i] == GetHogClan(gear)) then
table.insert(respawnerList, i)
end
end
if #respawnerList >= 1 then
i = GetRandom(#respawnerList)+1
SetGearPosition(gear,GetX(strucGear[respawnerList[i]]),GetY(strucGear[respawnerList[i]])-25)
AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false)
else -- (this should never happen, but just in case)
SetEffect(gear, heResurrectable, 0)
DeleteGear(gear)
end
end
function onGearResurrect(gear)
AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false)
FindRespawner(gear)
end
function CheckTeleport(gear, tX, tY)
teleportOriginSuccessful = false
teleportDestinationSuccessful = false
for i = 1, #strucID do
if (strucType[i] == loc("Teleportation Node")) and (strucClan[i] == GetHogClan(CurrentHedgehog)) then
dist = GetDistFromGearToXY(CurrentHedgehog,GetX(strucGear[i]), GetY(strucGear[i]))
if strucCircType[i] == 0 then
NR = strucCircRadius[i]
else
NR = (48/100*strucCircRadius[i])/2
end
if dist <= NR*NR then
teleportOriginSuccessful = true
end
dist = GetDistFromXYtoXY(tX,tY,GetX(strucGear[i]), GetY(strucGear[i]))
if strucCircType[i] == 0 then
NR = strucCircRadius[i]
else
NR = (48/100*strucCircRadius[i])/2
end
if dist <= NR*NR then
teleportDestinationSuccessful = true
end
end
end
if ((teleportDestinationSuccessful == false) or (teleportOriginSuccessful == false)) then
AddCaption(loc("Teleport Unsuccessful. Please teleport within a clan teleporter's sphere of influence."))
SetGearTarget(gear, GetX(CurrentHedgehog), GetY(CurrentHedgehog))
end
end
--Check for proximity of gears to structures, and make structures behave accordingly
function CheckProximity(gear)
dist = GetDistFromGearToXY(gear, GetX(strucGear[tempID]), GetY(strucGear[tempID]))
-- calculate my real radius if I am an aura
if strucCircType[tempID] == 0 then
NR = strucCircRadius[tempID]
else
NR = (48/100*strucCircRadius[tempID])/2
end
-- we're in business
if dist <= NR*NR then
-- heal clan hogs
if strucType[tempID] == loc("Healing Station") then
if GetGearType(gear) == gtHedgehog then
if GetHogClan(gear) == strucClan[tempID] then
hogLife = GetHealth(gear) + 1
if hogLife > 150 then
hogLife = 150
end
SetHealth(gear, hogLife)
-- change this to the med kit sprite health ++++s later
tempE = AddVisualGear(GetX(strucGear[tempID]), GetY(strucGear[tempID]), vgtSmoke, 0, true)
g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)
SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, colorGreen )
end
end
-- explode enemy clan hogs
elseif strucType[tempID] == loc("Bio-Filter") then
if GetGearType(gear) == gtHedgehog then
if (GetHogClan(gear) ~= strucClan[tempID]) and (GetHealth(gear) > 0) then
AddGear(GetX(gear), GetY(gear), gtGrenade, 0, 0, 0, 1)
end
end
-- were those weapons in your pocket, or were you just happy to see me?
elseif strucType[tempID] == loc("Weapon Filter") then
if GetGearType(gear) == gtHedgehog then
if (GetHogClan(gear) ~= strucClan[tempID]) then
for wpnIndex = 1, #atkArray do
AddAmmo(gear, atkArray[wpnIndex][1], 0)
end
for wpnIndex = 1, #utilArray do
AddAmmo(gear, utilArray[wpnIndex][1], 0)
end
AddAmmo(gear, amAirAttack, 100)
AddAmmo(gear, amSwitch, 100)
AddAmmo(gear, amSkip, 100)
end
end
-- BOUNCE! POGO! POGO! POGO! POGO!
elseif strucType[tempID] == loc("Reflector Shield") then
-- add check for whose projectile it is
if gearCanBeDeflected(gear) == true then
gOwner = getGearValue(gear,"owner")
gDeflects = getGearValue(gear,"deflects")
gDmg = getGearValue(gear,"damage")
if gDeflects >= 3 then
DeleteGear(gear)
AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false)
PlaySound(sndVaporize)
elseif gOwner ~= strucClan[tempID] then
--whether to vaporize gears or bounce them
if gDmg ~= 0 then
dx, dy = GetGearVelocity(gear)
if (dx == 0) and (dy == 0) then
-- static mine, explosive, etc encountered
-- do nothing
else
--let's bounce something!
dx = dx*(-1)
dy = dy*(-1)
SetGearVelocity(gear,dx,dy)
setGearValue(gear,"deflects",(gDeflects+1))
AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false)
PlaySound(sndExplosion)
strucHealth[tempID] = strucHealth[tempID] - gDmg
strucCircCol[tempID] = strucCircCol[tempID] - gDmg
if strucHealth[tempID] <= 0 then
AddVisualGear(GetX(strucGear[tempID]), GetY(strucGear[tempID]), vgtExplosion, 0, false)
DeleteGear(strucGear[tempID])
PlaySound(sndExplosion)
end
end
else
DeleteGear(gear)
AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false)
PlaySound(sndVaporize)
end
end
end
--mark as within range of a teleporter node
elseif strucType[tempID] == loc("Teleportation Node") then
if GetGearType(gear) == gtHedgehog then
if GetHogClan(gear) == strucClan[tempID] then
for i = 1, #sProx do
if sProx[i][1] == loc("Teleportation Mode") then
sProx[i][2] = true
end
end
end
end
-- mark as within range of construction station
-- and thus allow menu access to placement modes
-- for girders, mines, sticky mines and barrels
elseif strucType[tempID] == loc("Construction Station") then
if GetGearType(gear) == gtHedgehog then
if GetHogClan(gear) == strucClan[tempID] then
tempE = AddVisualGear(GetX(strucGear[tempID]), GetY(strucGear[tempID]), vgtSmoke, 0, true)
for i = 1, #sProx do
if ((sProx[i][1] == loc("Girder Placement Mode"))
or (sProx[i][1] == loc("Rubber Placement Mode"))
or (sProx[i][1] == loc("Mine Placement Mode"))
or (sProx[i][1] == loc("Sticky Mine Placement Mode"))
or (sProx[i][1] == loc("Barrel Placement Mode")))
then
sProx[i][2] = true
end
end
end
end
-- mark as within stupport station range
-- and thus allow menu access to placement modes
-- for weapon, utility, and med crates
elseif strucType[tempID] == loc("Support Station") then
if GetGearType(gear) == gtHedgehog then
if GetHogClan(gear) == strucClan[tempID] then
tempE = AddVisualGear(GetX(strucGear[tempID]), GetY(strucGear[tempID]), vgtSmoke, 0, true)
for i = 1, #sProx do
if ((sProx[i][1] == loc("Health Crate Placement Mode"))
or (sProx[i][1] == loc("Weapon Crate Placement Mode"))
or (sProx[i][1] == loc("Utility Crate Placement Mode")))
then
sProx[i][2] = true
end
end
end
end
end
end
end
-- used to check if we need to run through all hogs or just currenthedgehog
function isAStructureThatAppliesToMultipleGears(pID)
if strucType[pID] == loc("Healing Station") or
strucType[pID] == loc("Reflector Shield") or
strucType[pID] == loc("Weapon Filter") or
strucType[pID] == loc("Bio-Filter")
then
return(true)
else
return(false)
end
end
function HandleStructures()
if GameTime % 100 == 0 then
for i = 1, #sProx do
sProx[i][2] = false
if sProx[i][1] == loc("Structure Placement Mode") then
sProx[i][2] = true
end
end
end
for i = 1, #strucID do
SetVisualGearValues(strucCirc[i], GetX(strucGear[i]), GetY(strucGear[i]), nil, nil, nil, nil, nil, strucCircRadius[i], nil, strucCircCol[i])
tempID = i
SetVisualGearValues(strucAltDisplay[i], GetX(strucGear[i]), GetY(strucGear[i]), 0, 0, nil, nil, 800000, sprTarget)
if GameTime % 100 == 0 then
-- Check For proximity of stuff to our structures
if isAStructureThatAppliesToMultipleGears(i) then
runOnGears(CheckProximity)
else -- only check prox on CurrentHedgehog
if CurrentHedgehog ~= nil then
CheckProximity(CurrentHedgehog)
end
end
if strucType[i] == loc("Generator") then
for z = 0, ClansCount-1 do
if z == strucClan[i] then
increaseGearValue(strucGear[i],"power")
if getGearValue(strucGear[i],"power") == 10 then
setGearValue(strucGear[i],"power",0)
clanPower[z] = clanPower[z] + 1
if conf_maxEnergy ~= "inf" and clanPower[z] > conf_maxEnergy then
clanPower[z] = conf_maxEnergy
end
end
end
end
end
end
end
-- this is kinda messy and gross (even more than usual), fix it up at some point
-- it just assumes that if you have access to girders, it works for rubbers
-- as that is what the struc implemenation means due to construction station
if GameTime % 100 == 0 and CurrentHedgehog ~= nil then
anyUIProx = false
for i = 1, #sProx do
if sProx[i][1] == loc("Girder Placement Mode") then
if sProx[i][2] == true then
AddAmmo(CurrentHedgehog, amGirder, 100)
AddAmmo(CurrentHedgehog, amRubber, 100)
AddAmmo(CurrentHedgehog, amDrillStrike, 100)
else
AddAmmo(CurrentHedgehog, amGirder, 0)
AddAmmo(CurrentHedgehog, amRubber, 0)
AddAmmo(CurrentHedgehog, amDrillStrike, 0) -- new
end
elseif sProx[i][1] == loc("Teleportation Mode") then
if sProx[i][2] == true then
AddAmmo(CurrentHedgehog, amTeleport, 100)
else
AddAmmo(CurrentHedgehog, amTeleport, 0)
end
elseif sProx[i][1] == loc("Weapon Crate Placement Mode") then
-- this is new stuff
if sProx[i][2] == true then
AddAmmo(CurrentHedgehog, amNapalm, 100)
else
AddAmmo(CurrentHedgehog, amNapalm, 0)
end
end
if (sProx[i][2] == true) then
anyUIProx = true
end
end
end
end
function checkForSpecialWeapons()
if (GetCurAmmoType() == amAirAttack) then
AddCaption(loc("Structure Placement Tool"),GetClanColor(GetHogClan(CurrentHedgehog)),capgrpAmmoinfo)
elseif (GetCurAmmoType() == amDrillStrike) then
AddCaption(loc("Object Placement Tool"),GetClanColor(GetHogClan(CurrentHedgehog)),capgrpAmmoinfo)
elseif (GetCurAmmoType() == amNapalm) then
AddCaption(loc("Crate Placement Tool"),GetClanColor(GetHogClan(CurrentHedgehog)),capgrpAmmoinfo)
end
lastWep = GetCurAmmoType()
end
----------------------------------------------------------
-- EXCERPTS OF ADAPTED HEDGE_EDITOR CODE FOLLOWS
----------------------------------------------------------
-- experimental crap
local landType = 0
-----------------------------------------
-- tracking vars for save slash load purposes
-----------------------------------------
local hhs = {}
---------------------------------
-- crates are made of this stuff
---------------------------------
placeholder = 20
atkArray =
{
{amBazooka, "amBazooka", 0, loc("Bazooka"), 2*placeholder},
--{amBee, "amBee", 0, loc("Homing Bee"), 4*placeholder},
{amMortar, "amMortar", 0, loc("Mortar"), 1*placeholder},
{amDrill, "amDrill", 0, loc("Drill Rocket"), 3*placeholder},
{amSnowball, "amSnowball", 0, loc("Mudball"), 3*placeholder},
{amGrenade, "amGrenade", 0, loc("Grenade"), 2*placeholder},
{amClusterBomb, "amClusterBomb", 0, loc("Cluster Bomb"), 3*placeholder},
{amMolotov, "amMolotov", 0, loc("Molotov Cocktail"), 3*placeholder},
{amWatermelon, "amWatermelon", 0, loc("Watermelon Bomb"), 25*placeholder},
{amHellishBomb, "amHellishBomb", 0, loc("Hellish hand-grenade"), 25*placeholder},
{amGasBomb, "amGasBomb", 0, loc("Old Limburger"), 3*placeholder},
{amShotgun, "amShotgun", 0, loc("Shotgun"), 2*placeholder},
{amDEagle, "amDEagle", 0, loc("Desert Eagle"), 2*placeholder},
{amFlamethrower,"amFlamethrower", 0, loc("Flamethrower"), 4*placeholder},
{amSniperRifle, "amSniperRifle", 0, loc("Sniper Rifle"), 3*placeholder},
--{amSineGun, "amSineGun", 0, loc("Sine Gun"), 6*placeholder},
{amIceGun, "amIceGun", 0, loc("Freezer"), 15*placeholder},
{amLandGun, "amLandGun", 0, loc("Land Spray"), 5*placeholder},
{amFirePunch, "amFirePunch", 0, loc("Shoryuken"), 3*placeholder},
{amWhip, "amWhip", 0, loc("Whip"), 1*placeholder},
{amBaseballBat, "amBaseballBat", 0, loc("Baseball Bat"), 7*placeholder},
--{amKamikaze, "amKamikaze", 0, loc("Kamikaze"), 1*placeholder},
{amSeduction, "amSeduction", 0, loc("Seduction"), 1*placeholder},
{amHammer, "amHammer", 0, loc("Hammer"), 1*placeholder},
{amMine, "amMine", 0, loc("Mine"), 1*placeholder},
{amDynamite, "amDynamite", 0, loc("Dynamite"), 9*placeholder},
{amCake, "amCake", 0, loc("Cake"), 25*placeholder},
{amBallgun, "amBallgun", 0, loc("Ballgun"), 40*placeholder},
--{amRCPlane, "amRCPlane", 0, loc("RC Plane"), 25*placeholder},
{amSMine, "amSMine", 0, loc("Sticky Mine"), 5*placeholder},
--{amAirAttack, "amAirAttack", 0, loc("Air Attack"), 10*placeholder},
--{amMineStrike, "amMineStrike", 0, loc("Mine Strike"), 15*placeholder},
--{amDrillStrike, "amDrillStrike", 0, loc("Drill Strike"), 15*placeholder},
--{amNapalm, "amNapalm", 0, loc("Napalm"), 15*placeholder},
--{amPiano, "amPiano", 0, loc("Piano Strike"), 40*placeholder},
{amKnife, "amKnife", 0, loc("Cleaver"), 2*placeholder},
{amBirdy, "amBirdy", 0, loc("Birdy"), 7*placeholder}
}
utilArray =
{
{amBlowTorch, "amBlowTorch", 0, loc("Blow Torch"), 4*placeholder},
{amPickHammer, "amPickHammer", 0, loc("Pick Hammer"), 2*placeholder},
--{amGirder, "amGirder", 0, loc("Girder"), 4*placeholder},
--{amRubber, "amRubber", 0, loc("Rubber"), 5*placeholder},
{amPortalGun, "amPortalGun", 0, loc("Portable Portal Device"), 15*placeholder},
{amRope, "amRope", 0, loc("Rope"), 7*placeholder},
{amParachute, "amParachute", 0, loc("Parachute"), 2*placeholder},
--{amTeleport, "amTeleport", 0, loc("Teleport"), 6*placeholder},
{amJetpack, "amJetpack", 0, loc("Flying Saucer"), 8*placeholder},
{amInvulnerable, "amInvulnerable", 0, loc("Invulnerable"), 5*placeholder},
{amLaserSight, "amLaserSight", 0, loc("Laser Sight"), 2*placeholder},
{amVampiric, "amVampiric", 0, loc("Vampirism"), 6*placeholder},
{amLowGravity, "amLowGravity", 0, loc("Low Gravity"), 4*placeholder},
{amExtraDamage, "amExtraDamage", 0, loc("Extra Damage"), 6*placeholder},
{amExtraTime, "amExtraTime", 0, loc("Extra Time"), 8*placeholder}
--{amResurrector, "amResurrector", 0, loc("Resurrector"), 8*placeholder},
--{amTardis, "amTardis", 0, loc("Time Box"), 2*placeholder},
--{amSwitch, "amSwitch", 0, loc("Switch Hog"), 4*placeholder}
}
----------------------------
-- placement shite
----------------------------
local cGear = nil -- detects placement of girders and objects (using airattack)
local curWep = amNothing
-- primary placement categories
local cIndex = 1 -- category index
local cat = {
"Girder Placement Mode",
"Rubber Placement Mode",
"Mine Placement Mode",
"Sticky Mine Placement Mode",
"Barrel Placement Mode",
"Health Crate Placement Mode",
"Weapon Crate Placement Mode",
"Utility Crate Placement Mode",
"Structure Placement Mode"
}
sProx = {
{loc("Girder Placement Mode"),false},
{loc("Rubber Placement Mode"),false},
{loc("Mine Placement Mode"),false},
{loc("Sticky Mine Placement Mode"),false},
{loc("Barrel Placement Mode"),false},
{loc("Health Crate Placement Mode"),false},
{loc("Weapon Crate Placement Mode"),false},
{loc("Utility Crate Placement Mode"),false},
{loc("Structure Placement Mode"),false},
{loc("Teleportation Mode"),false}
}
local pMode = {} -- pMode contains custom subsets of the main categories
local pIndex = 1
local CGR = 1 -- current girder rotation, we actually need this as HW remembers what rotation you last used
local placedX = {}
local placedY = {}
local placedSpec = {}
local placedSuperSpec = {}
local placedType = {}
local placedCount = 0
local sCirc -- circle that appears around selected gears
local sGear = nil
local closestDist
local closestGear = nil
local tCirc = {} -- array of circles that appear around tagged gears
------------------------
-- SOME GENERAL METHODS
------------------------
function GetDistFromGearToXY(gear, g2X, g2Y)
g1X, g1Y = GetGearPosition(gear)
q = g1X - g2X
w = g1Y - g2Y
return ( (q*q) + (w*w) )
end
function GetDistFromXYtoXY(a, b, c, d)
q = a - c
w = b - d
return ( (q*q) + (w*w) )
end
function SelectGear(gear)
d = GetDistFromGearToXY(gear, placedX[placedCount], placedY[placedCount])
if d < closestDist then
closestDist = d
closestGear = gear
end
end
-- essentially called when user clicks the mouse
-- with girders or an airattack
function PlaceObject(x,y)
placedX[placedCount] = x
placedY[placedCount] = y
placedType[placedCount] = cat[cIndex]
placedSpec[placedCount] = pMode[pIndex]
if (clanUsedExtraTime[GetHogClan(CurrentHedgehog)] == true) and (cat[cIndex] == "Utility Crate Placement Mode") and (utilArray[pIndex][1] == amExtraTime) then
AddCaption(loc("You may only spawn 1 Extra Time per turn."),0xffba00ff,capgrpVolume)
PlaySound(sndDenied)
elseif (clanCratesSpawned[GetHogClan(CurrentHedgehog)] > 4) and ( (cat[cIndex] == "Health Crate Placement Mode") or (cat[cIndex] == "Utility Crate Placement Mode") or (cat[cIndex] == "Weapon Crate Placement Mode") ) then
AddCaption(loc("You may only spawn 5 crates per turn."),0xffba00ff,capgrpVolume)
PlaySound(sndDenied)
elseif (XYisInRect(x,y, clanBoundsSX[GetHogClan(CurrentHedgehog)],clanBoundsSY[GetHogClan(CurrentHedgehog)],clanBoundsEX[GetHogClan(CurrentHedgehog)],clanBoundsEY[GetHogClan(CurrentHedgehog)]) == true)
and (clanPower[GetHogClan(CurrentHedgehog)] >= placedExpense)
then
if cat[cIndex] == "Girder Placement Mode" then
PlaceGirder(x, y, CGR)
placedSpec[placedCount] = CGR
elseif cat[cIndex] == "Rubber Placement Mode" then
PlaceSprite(x,y, sprAmRubber, CGR, nil, nil, nil, nil, lfBouncy)
placedSpec[placedCount] = CGR
elseif cat[cIndex] == "Health Crate Placement Mode" then
gear = SpawnHealthCrate(x,y)
SetHealth(gear, pMode[pIndex])
setGearValue(gear,"caseType","med")
clanCratesSpawned[GetHogClan(CurrentHedgehog)] = clanCratesSpawned[GetHogClan(CurrentHedgehog)] +1
elseif cat[cIndex] == "Weapon Crate Placement Mode" then
gear = SpawnAmmoCrate(x, y, atkArray[pIndex][1])
placedSpec[placedCount] = atkArray[pIndex][2]
setGearValue(gear,"caseType","ammo")
setGearValue(gear,"contents",atkArray[pIndex][2])
clanCratesSpawned[GetHogClan(CurrentHedgehog)] = clanCratesSpawned[GetHogClan(CurrentHedgehog)] +1
elseif cat[cIndex] == "Utility Crate Placement Mode" then
gear = SpawnUtilityCrate(x, y, utilArray[pIndex][1])
placedSpec[placedCount] = utilArray[pIndex][2]
setGearValue(gear,"caseType","util")
setGearValue(gear,"contents",utilArray[pIndex][2])
if utilArray[pIndex][1] == amExtraTime then
clanUsedExtraTime[GetHogClan(CurrentHedgehog)] = true
end
clanCratesSpawned[GetHogClan(CurrentHedgehog)] = clanCratesSpawned[GetHogClan(CurrentHedgehog)] +1
elseif cat[cIndex] == "Barrel Placement Mode" then
gear = AddGear(x, y, gtExplosives, 0, 0, 0, 0)
SetHealth(gear, pMode[pIndex])
elseif cat[cIndex] == "Mine Placement Mode" then
gear = AddGear(x, y, gtMine, 0, 0, 0, 0)
SetTimer(gear, pMode[pIndex])
elseif cat[cIndex] == "Sticky Mine Placement Mode" then
gear = AddGear(x, y, gtSMine, 0, 0, 0, 0)
elseif cat[cIndex] == "Structure Placement Mode" then
AddStruc(x,y, pMode[pIndex],GetHogClan(CurrentHedgehog))
end
clanPower[GetHogClan(CurrentHedgehog)] = clanPower[GetHogClan(CurrentHedgehog)] - placedExpense
placedCount = placedCount + 1
else
if (clanPower[GetHogClan(CurrentHedgehog)] >= placedExpense) then
AddCaption(loc("Invalid Placement"),0xffba00ff,capgrpVolume)
else
AddCaption(loc("Insufficient Power"),0xffba00ff,capgrpVolume)
end
PlaySound(sndDenied)
end
end
-- called when user changes primary selection
-- either via up/down keys
-- or selecting girder/airattack
function RedefineSubset()
pIndex = 1
pMode = {}
placedExpense = 1
if cat[cIndex] == "Girder Placement Mode" then
pIndex = CGR
pMode = {loc("Girder")}
elseif cat[cIndex] == "Rubber Placement Mode" then
pIndex = CGR
pMode = {loc("Rubber")}
placedExpense = 3
elseif cat[cIndex] == "Barrel Placement Mode" then
pMode = {60}
placedExpense = 10
elseif cat[cIndex] == "Health Crate Placement Mode" then
pMode = {HealthCaseAmount}
placedExpense = 5
elseif cat[cIndex] == "Weapon Crate Placement Mode" then
for i = 1, #atkArray do
pMode[i] = atkArray[i][4]
end
placedExpense = atkArray[pIndex][5]
elseif cat[cIndex] == "Utility Crate Placement Mode" then
for i = 1, #utilArray do
pMode[i] = utilArray[i][4]
end
placedExpense = utilArray[pIndex][5]
elseif cat[cIndex] == "Mine Placement Mode" then
pMode = {0,1000,2000,3000,4000,5000}
placedExpense = 15
elseif cat[cIndex] == "Sticky Mine Placement Mode" then
pMode = {loc("Sticky Mine")}
placedExpense = 20
elseif cat[cIndex] == "Structure Placement Mode" then
pMode = {loc("Healing Station"), loc("Bio-Filter"), loc("Weapon Filter"), loc("Reflector Shield"), loc("Respawner"),loc("Teleportation Node"),loc("Generator"),loc("Construction Station"),loc("Support Station")}
end
end
-- called in onGameTick()
function HandleHedgeEditor()
HandleStructures()
if CurrentHedgehog ~= nil then
if wallsVisible == true then
HandleBorderEffects()
end
if (CurrentHedgehog ~= nil) and (TurnTimeLeft ~= TurnTime) then
if (lastWep ~= GetCurAmmoType()) then
checkForSpecialWeapons()
elseif checkForSpecialWeaponsIn == 0 then
checkForSpecialWeapons()
checkForSpecialWeaponsIn = -1
else
checkForSpecialWeaponsIn = checkForSpecialWeaponsIn - 1
end
end
if GameTime % 100 == 0 then
DrawTag(1)
curWep = GetCurAmmoType()
-- change to girder mode on weapon swap
if (cIndex ~= 1) and (curWep == amGirder) then
cIndex = 1
RedefineSubset()
elseif (cIndex ~=2) and (curWep == amRubber) then
cIndex = 2
RedefineSubset()
-- change to generic mode if girder no longer selected
elseif (cIndex == 1) and (curWep ~= amGirder) then
cIndex = 3
RedefineSubset()
elseif (cIndex == 2) and (curWep ~= amRubber) then
cIndex = 3
RedefineSubset()
end
-- update display selection criteria
if (curWep == amGirder) or (curWep == amAirAttack) or (curWep == amNapalm) or (curWep == amDrillStrike) or (curWep == amRubber) then
---------------hooolllllyyyy fucking shit this
-- code is a broken mess now
-- it was redesigned and compromised three times
-- so now it is a mess trying to do what it was
-- never designed to do
-- needs to be rewritten badly sadface
-- this bit here catches the new 3 types of weapons
if ((sProx[cIndex][1] == loc("Structure Placement Mode") and (curWep ~= amAirAttack))) then
updatePlacementDisplay(1)
elseif (sProx[cIndex][1] == loc("Health Crate Placement Mode")) or
(sProx[cIndex][1] == loc("Weapon Crate Placement Mode")) or
(sProx[cIndex][1] == loc("Utility Crate Placement Mode")) then
if curWep ~= amNapalm then
updatePlacementDisplay(1)
end
elseif (sProx[cIndex][1] == loc("Mine Placement Mode")) or
(sProx[cIndex][1] == loc("Sticky Mine Placement Mode")) or
(sProx[cIndex][1] == loc("Barrel Placement Mode")) then
if curWep ~= amDrillStrike then
updatePlacementDisplay(1)
end
end
--this is called when it happens that we have placement
--mode selected and we are looking at something
--we shouldn't be allowed to look at, as would be the case
--when you WERE allowed to look at it, but then maybe
--a bomb blows up the structure that was granting you
--that ability
if (sProx[cIndex][2] ~= true) then
updatePlacementDisplay(1)
else
updateCost()
end
AddCaption(loc(cat[cIndex]),0xffba00ff,capgrpMessage)
showModeMessage()
wallsVisible = true
else
wallsVisible = false
end
end
end
-- some kind of target detected, tell me your story
if cGear ~= nil then
x,y = GetGearTarget(cGear)
if GetGearType(cGear) == gtAirAttack then
DeleteGear(cGear)
PlaceObject(x, y)
elseif GetGearType(cGear) == gtTeleport then
CheckTeleport(cGear, x, y)
cGear = nil
elseif GetGearType(cGear) == gtGirder then
CGR = GetState(cGear)
PlaceObject(x, y)
end
end
end
---------------------------------------------------------------
-- Cycle through selection subsets (by changing pIndex, pMode)
-- i.e health of barrels, medikits,
-- timer of mines
-- contents of crates
-- gears to reposition etc.
---------------------------------------------------------------
function updateCost()
if pMode[pIndex] == loc("Healing Station") then
placedExpense = 50
elseif pMode[pIndex] == loc("Weapon Filter") then
placedExpense = 50
elseif pMode[pIndex] == loc("Bio-Filter") then
placedExpense = 100
elseif pMode[pIndex] == loc("Respawner") then
placedExpense = 300
elseif pMode[pIndex] == loc("Teleportation Node") then
placedExpense = 30
elseif pMode[pIndex] == loc("Support Station") then
placedExpense = 50
elseif pMode[pIndex] == loc("Construction Station") then
placedExpense = 50
elseif pMode[pIndex] == loc("Generator") then
placedExpense = 300
elseif pMode[pIndex] == loc("Reflector Shield") then
placedExpense = 200
elseif cat[cIndex] == "Weapon Crate Placement Mode" then
placedExpense = atkArray[pIndex][5]
elseif cat[cIndex] == "Utility Crate Placement Mode" then
placedExpense = utilArray[pIndex][5]
end
AddCaption(loc("Cost") .. ": " .. placedExpense,0xffba00ff,capgrpAmmostate)
end
function onTimer(key)
checkForSpecialWeaponsIn = 1
end
function onLeft()
pIndex = pIndex - 1
if pIndex == 0 then
pIndex = #pMode
end
if (curWep == amGirder) or (curWep == amAirAttack) or (curWep == amNapalm) or (curWep == amDrillStrike) then
showModeMessage()
updateCost()
end
end
function onRight()
pIndex = pIndex + 1
if pIndex > #pMode then
pIndex = 1
end
if (curWep == amGirder) or (curWep == amAirAttack) or (curWep == amNapalm) or (curWep == amDrillStrike) then
showModeMessage()
updateCost()
end
end
function showModeMessage()
if CurrentHedgehog == nil then return end
local val = pMode[pIndex]
local str
if cat[cIndex] == "Mine Placement Mode" then
-- timer in seconds
str = string.format(loc("%d sec"), div(val, 1000))
elseif cat[cIndex] == "Girder Placement Mode" then
str = loc("Girder")
elseif cat[cIndex] == "Rubber Placement Mode" then
str = loc("Rubber")
else
str = tostring(val)
end
AddCaption(str,0xffba00ff,capgrpMessage2)
end
function updatePlacementDisplay(pDir)
foundMatch = false
while(foundMatch == false) do
cIndex = cIndex + pDir
if (cIndex == 1) or (cIndex == 2) then --1 --we no longer hit girder by normal means
cIndex = #cat
elseif cIndex > #cat then
cIndex = 3 -- 2 ----we no longer hit girder by normal means
end
if sProx[cIndex][2] == true then
if (GetCurAmmoType() == amNapalm) then
if (sProx[cIndex][1] == loc("Health Crate Placement Mode")) or
(sProx[cIndex][1] == loc("Weapon Crate Placement Mode")) or
(sProx[cIndex][1] == loc("Utility Crate Placement Mode"))
then
foundMatch = true
end
elseif (GetCurAmmoType() == amDrillStrike) then
if (sProx[cIndex][1] == loc("Mine Placement Mode")) or
(sProx[cIndex][1] == loc("Sticky Mine Placement Mode")) or
(sProx[cIndex][1] == loc("Barrel Placement Mode"))
then
foundMatch = true
end
elseif (GetCurAmmoType() == amAirAttack) then
if sProx[cIndex][1] == loc("Structure Placement Mode") then
foundMatch = true
end
end
end
if foundMatch == true then
RedefineSubset()
updateCost()
end
end
end
---------------------------------------------------------
-- Cycle through primary categories (by changing cIndex)
-- i.e mine, sticky mine, barrels
-- health/weapon/utility crate, placement of gears
---------------------------------------------------------
function onUp()
if ( (curWep == amNapalm) or (curWep == amDrillStrike) ) then
updatePlacementDisplay(-1)
end
end
function onDown()
if ( (curWep == amNapalm) or (curWep == amDrillStrike) ) then
updatePlacementDisplay(1)
end
end
----------------------------
-- standard event handlers
----------------------------
-- Parses a positive integer
function parseInt(str, default)
if str == nil then return default end
local s = string.match(str, "(%d*)")
if s ~= nil then
return math.min(4294967295, math.max(0, tonumber(s)))
else
return nil
end
end
-- Parse parameters
function onParameters()
parseParams()
conf_initialEnergy = parseInt(params["initialenergy"], conf_initialEnergy)
conf_energyPerRound = parseInt(params["energyperround"], conf_energyPerRound)
if params["maxenergy"] == "inf" then
conf_maxEnergy = "inf"
else
conf_maxEnergy = parseInt(params["maxenergy"], conf_maxEnergy)
end
end
function onGameInit()
Explosives = 0
MinesNum = 0
EnableGameFlags(gfInfAttack)
fortMode = (MapGen == mgForts) or GetGameFlag(gfForts)
-- if there are forts, let engine place the hogs on them
if fortMode then
EnableGameFlags(gfDivideTeams)
end
RedefineSubset()
end
function initialSetup(gear)
-- engine already placed hogs in fort mode
if not fortMode then
FindPlace(gear, false, clanBoundsSX[GetHogClan(gear)], clanBoundsEX[GetHogClan(gear)],true)
end
-- for now, everyone should have this stuff
AddAmmo(gear, amAirAttack, 100)
AddAmmo(gear, amSwitch, 100)
AddAmmo(gear, amSkip, 100)
end
function onGameStart()
trackTeams()
ShowMission (
loc("CONSTRUCTION MODE"),
loc("a Hedgewars mini-game"),
loc("Build a fortress and destroy your enemy.") .. "|" ..
loc("There are a variety of structures available to aid you.") .. "|" ..
loc("Use the air-attack weapons and the arrow keys to select structures.") .. "|" ..
" " .. "|" ..
loc("Healing Station") .. ": " .. loc("Grants nearby hogs life-regeneration.") .. "|" ..
loc("Bio-Filter") .. ": " .. loc("Aggressively removes enemy hedgehogs.") .. "|" ..
loc("Weapon Filter") .. ": " .. loc("Dematerializes weapons and equipment carried by enemy hedgehogs.") .. "|" ..
loc("Reflector Shield") .. ": " .. loc("Reflects enemy projectiles.") .. "|" ..
loc("Generator") .. ": " .. loc("Generates power.") .. "|" ..
loc("Respawner") .. ": " .. loc("Resurrects dead hedgehogs.") .. "|" ..
loc("Teleportation Node") .. ": " .. loc("Allows free teleportation between other nodes.") .. "|" ..
loc("Construction Station") .. ": " .. loc("Allows placement of girders, rubber-bands, mines, sticky mines and barrels.") .. "|" ..
loc("Support Station") .. ": " .. loc("Allows the placement of weapons, utiliites, and health crates.")
, 4, 5000
)
sCirc = AddVisualGear(0,0,vgtCircle,0,true)
SetVisualGearValues(sCirc, 0, 0, 100, 255, 1, 10, 0, 40, 3, 0x00000000)
for i = 0, ClansCount-1 do
clanPower[i] = conf_initialEnergy
clanLWepIndex[i] = 1 -- for ease of use let's track this stuff
clanLUtilIndex[i] = 1
clanLGearIndex[i] = 1
clanUsedExtraTime[i] = false
clanCratesSpawned[i] = 0
clanFirstTurn[i] = true
end
tMapWidth = RightX - LeftX
tMapHeight = WaterLine - TopY
clanInterval = div(tMapWidth,ClansCount)
-- define construction areas for each clan
-- if there are forts-based spawn locations, adjust areas around them
for i = 0, ClansCount-1 do
local slot
if fortMode then
slot = div(GetX(getFirstHogOfClan(i))-LeftX,clanInterval)
else
slot = i
end
local color = GetClanColor(i)
clanBoundsSX[i] = LeftX+(clanInterval*slot)+20
clanBoundsSY[i] = TopY
clanBoundsEX[i] = LeftX+(clanInterval*slot)+clanInterval-20
clanBoundsEY[i] = WaterLine
--top and bottom
AddWall(LeftX+(clanInterval*slot),TopY,clanInterval,margin,color)
AddWall(LeftX+(clanInterval*slot),WaterLine-25,clanInterval,margin,color)
--add a wall to the left and right
AddWall(LeftX+(clanInterval*slot)+20,TopY,margin,WaterLine,color)
AddWall(LeftX+(clanInterval*slot)+clanInterval-20,TopY,margin,WaterLine,color)
end
runOnHogs(initialSetup)
end
function onNewTurn()
local clan = GetHogClan(CurrentHedgehog)
if clanFirstTurn[clan] then
clanFirstTurn[clan] = false
else
clanPower[clan] = clanPower[clan] + conf_energyPerRound
if conf_maxEnergy ~= "inf" and clanPower[clan] > conf_maxEnergy then
clanPower[clan] = conf_maxEnergy
end
end
clanUsedExtraTime[clan] = false
clanCratesSpawned[clan] = 0
end
function onGameTick()
HandleHedgeEditor()
end
function isATrackedGear(gear)
if (GetGearType(gear) == gtHedgehog) or
(GetGearType(gear) == gtTarget) or
(GetGearType(gear) == gtCase)
then
return(true)
else
return(false)
end
end
-- track hedgehogs and placement gears
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
elseif (GetGearType(gear) == gtAirAttack) or (GetGearType(gear) == gtTeleport) or (GetGearType(gear) == gtGirder) then
cGear = gear
end
if isATrackedGear(gear) then
trackGear(gear)
elseif gearCanBeDeflected(gear) then
trackGear(gear)
setGearReflectionValues(gear)
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtTarget then
CheckGearForStructureLink(gear)
end
if (GetGearType(gear) == gtAirAttack) or (GetGearType(gear) == gtTeleport) or (GetGearType(gear) == gtGirder) then
cGear = nil
end
if (isATrackedGear(gear) or gearCanBeDeflected(gear)) then
if getGearValue(gear, "tCirc") ~= nil then
DeleteVisualGear(getGearValue(gear, "tCirc"))
end
trackDeletion(gear)
end
end