------------------- 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.
-- TODO
-- maybe use same name in missionName and frontend mission name..
-- GENERAL NOTE: change hats :D
-- 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")
----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("Desert planet, lost in sand!")
local heroIsInBattle = false
local ongoingBattle = 0
local cratesFound = 0
local checkPointReached = 1 -- 1 is normal spawn
-- dialogs
local dialog01 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Getting ready"), loc("The part is hidden in one of the crates! Go and get it!"), 1, 4500},
}
-- 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
-- hogs
local hero = {}
local ally = {}
local smuggler1 = {}
local smuggler2 = {}
local smuggler3 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = "Hog Solo"
hero.x = 1740
hero.y = 40
hero.dead = false
ally.name = "Chief Sandologist"
ally.x = 1660
ally.y = 40
smuggler1.name = "Sanndy"
smuggler1.x = 400
smuggler1.y = 235
smuggler2.name = "Spike"
smuggler2.x = 736
smuggler2.y = 860
smuggler3.name = "Sandstorm"
smuggler3.x = 1940
smuggler3.y = 1625
teamA.name = loc("PAotH")
teamA.color = tonumber("FF0000",16) -- red
teamB.name = loc("Smugglers")
teamB.color = tonumber("0033FF",16) -- blues
teamC.name = loc("Hog Solo")
teamC.color = tonumber("38D61C",16) -- green
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 1
TurnTime = 20000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Delay = 3
HealthCaseAmount = 30
Map = "desert01_map"
Theme = "Desert"
-- get the check point
if tonumber(GetCampaignVar("Desert01CheckPoint")) then
checkPointReached = tonumber(GetCampaignVar("Desert01CheckPoint"))
end
-- get hero health
local heroHealth = 100
if checkPointReached > 1 and tonumber(GetCampaignVar("HeroHealth")) then
heroHealth = tonumber(GetCampaignVar("HeroHealth"))
end
-- Hog Solo
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
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, "Bone", "Island", "HillBilly", "cm_birdy")
ally.gear = AddHog(ally.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(ally.gear, ally.x, ally.y)
-- Smugglers
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
smuggler1.gear = AddHog(smuggler1.name, 1, 100, "tophats")
AnimSetGearPosition(smuggler1.gear, smuggler1.x, smuggler1.y)
smuggler2.gear = AddHog(smuggler2.name, 1, 100, "tophats")
AnimSetGearPosition(smuggler2.gear, smuggler2.x, smuggler2.y)
smuggler3.gear = AddHog(smuggler3.name, 1, 100, "tophats")
AnimSetGearPosition(smuggler3.gear, smuggler3.x, smuggler3.y)
if checkPointReached == 1 then
-- Start of the game
elseif checkPointReached == 2 then
AnimSetGearPosition(hero.gear, 1050, 615)
HogTurnLeft(hero.gear, true)
elseif checkPointReached == 3 then
AnimSetGearPosition(hero.gear, 1680, 920)
HogTurnLeft(hero.gear, true)
elseif checkPointReached == 4 then
AnimSetGearPosition(hero.gear, 1160, 1180)
elseif checkPointReached == 5 then
AnimSetGearPosition(hero.gear, girderX+40, girderY-30)
end
AnimInit()
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(onHeroFleeFirstBattle, {hero.gear}, heroFleeFirstBattle, {hero.gear}, 1)
AddEvent(onHeroAtCheckpoint4, {hero.gear}, heroAtCheckpoint4, {hero.gear}, 0)
AddEvent(onHeroAtThirdBattle, {hero.gear}, heroAtThirdBattle, {hero.gear}, 0)
AddEvent(onCheckForWin1, {hero.gear}, checkForWin1, {hero.gear}, 0)
AddEvent(onCheckForWin2, {hero.gear}, checkForWin2, {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
SpawnAmmoCrate(btorch2X, btorch2Y, amBlowTorch)
SpawnAmmoCrate(btorch3X, btorch3Y, amBlowTorch)
SpawnAmmoCrate(rope1X, rope1Y, amRope)
SpawnAmmoCrate(rope2X, rope2Y, amRope)
SpawnAmmoCrate(rope3X, rope3Y, amRope)
SpawnAmmoCrate(portalX, portalY, amPortalGun)
SpawnAmmoCrate(girderX, girderY, amGirder)
SpawnHealthCrate(3300, 970)
-- 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 + math.random(8,20)
end
x = 1890
while x < 2988 do
AddGear(x, 760, gtMine, 0, 0, 0, 0)
x = x + math.random(8,20)
end
x = 2500
while x < 3300 do
AddGear(x, 1450, gtMine, 0, 0, 0, 0)
x = x + math.random(8,20)
end
x = 1570
while x < 2900 do
AddGear(x, 470, gtMine, 0, 0, 0, 0)
x = x + math.random(8,20)
end
if checkPointReached == 1 then
AddEvent(onHeroAtCheckpoint2, {hero.gear}, heroAtCheckpoint2, {hero.gear}, 0)
AddEvent(onHeroAtCheckpoint3, {hero.gear}, heroAtCheckpoint3, {hero.gear}, 0)
-- crates
SpawnAmmoCrate(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)
AddAnim(dialog01)
elseif checkPointReached == 2 or checkPointReached == 3 then
ShowMission(campaignName, missionName, loc("The part is hidden in one of the crates! Go and get it!"), -amSkip, 0)
loadHeroAmmo()
secondBattle()
elseif checkPointReached == 4 or checkPointReached == 5 then
ShowMission(campaignName, missionName, loc("The part is hidden in one of the crates! Go and get it!"), -amSkip, 0)
loadHeroAmmo()
end
SendHealthStatsOff()
end
function onNewTurn()
if CurrentHedgehog ~= hero.gear and not heroIsInBattle then
TurnTimeLeft = 0
elseif CurrentHedgehog == hero.gear and not heroIsInBattle then
TurnTimeLeft = -1
elseif (CurrentHedgehog == smuggler2.gear or CurrentHedgehog == smuggler3.gear) and ongoingBattle == 1 then
AnimSwitchHog(hero.gear)
TurnTimeLeft = 0
elseif (CurrentHedgehog == smuggler1.gear or CurrentHedgehog == smuggler3.gear) and ongoingBattle == 2 then
AnimSwitchHog(hero.gear)
TurnTimeLeft = 0
elseif (CurrentHedgehog == smuggler1.gear or CurrentHedgehog == smuggler2.gear) and ongoingBattle == 3 then
AnimSwitchHog(hero.gear)
TurnTimeLeft = 0
elseif CurrentHedgehog == ally.gear then
TurnTimeLeft = 0
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)
end
function onGearDelete(gear)
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
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 GetX(hero.gear) <= 1450
and GetY(hero.gear) <= GetY(smuggler1.gear)+5 and GetY(hero.gear) >= GetY(smuggler1.gear)-5 then
return true
end
return false
end
function onHeroFleeFirstBattle(gear)
if not hero.dead and GetHealth(smuggler1.gear) and heroIsInBattle and ongoingBattle == 1 and (GetX(hero.gear) > 1450
or (GetY(hero.gear) < GetY(smuggler1.gear)-80 or GetY(hero.gear) > smuggler1.y+300)) then
return true
end
return false
end
-- saves the location of the hero and prompts him for the second battle
function onHeroAtCheckpoint2(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 then
return true
end
return false
end
function onHeroAtCheckpoint3(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 then
return true
end
return false
end
function onHeroAtCheckpoint4(gear)
if not hero.dead and GetX(hero.gear) > 1110 and GetX(hero.gear) < 1300
and GetY(hero.gear) > 1100 and GetY(hero.gear) < 1220 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 GetX(hero.gear) > btorch2X-30 and GetX(hero.gear) < btorch2X+30
and GetY(hero.gear) > btorch2Y-30 and GetY(hero.gear) < btorch2Y+30 then
return true
end
return false
end
function onCheckForWin2(gear)
if not hero.dead and GetX(hero.gear) > girderX-30 and GetX(hero.gear) < girderX+30
and GetY(hero.gear) > girderY-30 and GetY(hero.gear) < girderY+30 then
return true
end
return false
end
-------------- OUTCOMES ------------------
function heroDeath(gear)
SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1
SendStat('siCustomAchievement', loc("To win the game you have to find the right crate")) --11
SendStat('siCustomAchievement', loc("You can avoid some battles")) --11
SendStat('siCustomAchievement', loc("Use your ammo wisely")) --11
SendStat('siPlayerKills','1',teamB.name)
SendStat('siPlayerKills','0',teamC.name)
EndGame()
end
function heroAtFirstBattle(gear)
AnimCaption(hero.gear, loc("A smuggler! Prepare for battle"), 5000)
TurnTimeLeft = 0
heroIsInBattle = true
ongoingBattle = 1
AnimSwitchHog(smuggler1.gear)
TurnTimeLeft = 0
end
function heroFleeFirstBattle(gear)
AnimSay(smuggler1.gear, loc("Run away you coward!"), SAY_SHOUT, 4000)
TurnTimeLeft = 0
heroIsInBattle = false
ongoingBattle = 0
end
function heroAtCheckpoint2(gear)
saveCheckPoint("2")
secondBattle()
end
function heroAtCheckpoint3(gear)
saveCheckPoint("3")
secondBattle()
end
function heroAtCheckpoint4(gear)
saveCheckPoint("4")
end
function heroAtThirdBattle(gear)
heroIsInBattle = true
ongoingBattle = 3
AnimSay(smuggler3.gear, loc("Who's there! I'll get you..."), SAY_SHOUT, 5000)
AnimSwitchHog(smuggler3.gear)
TurnTimeLeft = 0
end
-- for some weird reson I couldn't call the same action for both events
function checkForWin1(gear)
checkForWin()
end
function checkForWin2(gear)
-- ok lets place one more checkpoint as next part seems challenging without rope
if cratesFound == 0 then
saveCheckPoint("5")
end
checkForWin()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
AnimSwitchHog(hero.gear)
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("In the planet of sand, you have to double check your moves..."), 5000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Finaly 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 in 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 M!"), 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 heared the local tribes saying that many years ago some PAotH scientists were dumping their waste here"), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("M confimed 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 scavage whatever valuable item 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 take your valuables!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 6000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("OK, 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("There is the tunnel entrance"), 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 = startMission, args = {hero.gear}})
end
--------------- OTHER FUNCTIONS ------------------
function startMission()
AnimSwitchHog(bandit1.gear)
TurnTimeLeft = 0
end
function secondBattle()
-- second battle
heroIsInBattle = true
ongoingBattle = 2
AnimSay(smuggler2.gear, loc("This is seems like a wealthy hedgehog, nice..."), SAY_THINK, 5000)
AnimSwitchHog(smuggler2.gear)
TurnTimeLeft = 0
end
function saveCheckPoint(cpoint)
-- save checkpoint
SaveCampaignVar("Desert01CheckPoint", cpoint)
SaveCampaignVar("HeroHealth", GetHealth(hero.gear))
-- bazooka - grenade - rope - parachute - deagle - btorch - construct - portal
SaveCampaignVar("HeroAmmo", GetAmmoCount(hero.gear, amBazooka)..GetAmmoCount(hero.gear, amGrenade)..
GetAmmoCount(hero.gear, amRope)..GetAmmoCount(hero.gear, amParachute)..GetAmmoCount(hero.gear, amDEagle)..
GetAmmoCount(hero.gear, amBlowTorch)..GetAmmoCount(hero.gear, amConstruction)..GetAmmoCount(hero.gear, amPortalGun))
AnimCaption(hero.gear, loc("Checkpoint reached!"), 5000)
end
function loadHeroAmmo()
-- hero ammo
local ammo = GetCampaignVar("HeroAmmo")
AddAmmo(hero.gear, amRope, tonumber(ammo:sub(3,3)))
AddAmmo(hero.gear, amBazooka, tonumber(ammo:sub(1,1)))
AddAmmo(hero.gear, amParachute, tonumber(ammo:sub(4,4)))
AddAmmo(hero.gear, amGrenade, tonumber(ammo:sub(2,2)))
AddAmmo(hero.gear, amDEagle, tonumber(ammo:sub(5,5)))
AddAmmo(hero.gear, amBlowTorch, tonumber(ammo:sub(6,6)))
-- weird, if 0 bazooka isn't displayed in the weapons menu
if tonumber(ammo:sub(7,7)) > 0 then
AddAmmo(hero.gear, amConstruction, tonumber(ammo:sub(7,7)))
end
AddAmmo(hero.gear, amPortalGun, tonumber(ammo:sub(8,8)))
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
AnimSay(hero.gear, loc("Hoo Ray!!!"), SAY_SHOUT, 5000)
SendStat('siGameResult', loc("Congratulations, you got the part!")) --1
SendStat('siCustomAchievement', loc("To win the game you had to collect 2 crates with no specific order")) --11
SendStat('siPlayerKills','1',teamC.name)
SendStat('siPlayerKills','0',teamB.name)
EndGame()
end
end