------------------- 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 ---------------------- globalslocal campaignName = loc("A Space Adventure")local missionName = loc("Cosmos")local timeForGuard1ToTurn = 1000 * 5 -- 5 seclocal timeForGuard1ToTurnLeft = timeForGuard1ToTurnlocal saucerAcquired = falselocal checkPointReached = 1 -- 1 is start of the game-- dialogslocal dialog01 = {}local dialog02 = {}local dialog03 = {}local dialog04 = {}local dialog05 = {}local dialog06 = {}-- mission objectiveslocal 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}}-- crateslocal saucerX = 3270local saucerY = 1500-- hogslocal hero = {}local director = {}local doctor = {}local guard1 = {}local guard2 = {}-- teamslocal teamA = {}local teamB = {}local teamC = {}-- hedgehogs valueshero.name = loc("Hog Solo")hero.x = 1450hero.y = 1550director.name = loc("H")director.x = 1350director.y = 1550doctor.name = loc("Dr.Cornelius")doctor.x = 1300doctor.y = 1550guard1.name = loc("Bob")guard1.x = 3350guard1.y = 1800guard1.turn = falseguard1.keepTurning = trueguard2.name = loc("Sam")guard2.x = 3400guard2.y = 1800teamA.name = loc("PAoTH")teamA.color = tonumber("FF0000",16) -- redteamB.name = loc("Guards")teamB.color = tonumber("0033FF",16) -- blueteamC.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 end AnimInit() AnimationSetup()endfunction 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 end -- 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) endendfunction 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()endfunction onPrecise() if GameTime > 3000 then SetAnimSkip(true) endendfunction onAmmoStoreInit() SetAmmo(amJetpack, 0, 0, 0, 1)endfunction onNewTurn() if CurrentHedgehog == director.gear or CurrentHedgehog == doctor.gear then TurnTimeLeft = 0 end if guard1.keepTurning then AnimSwitchHog(hero.gear) TurnTimeLeft = -1 endend-------------- EVENTS ------------------function onHeroBeforeTreePosition(gear) if GetX(gear) > 2444 then return true end return falseendfunction onHeroAtSaucerPosition(gear) if GetX(gear) >= saucerX-32 and GetX(gear) <= saucerX+32 and GetY(gear) >= saucerY-32 and GetY(gear) <= saucerY+32 then saucerAcquired = true end if saucerAcquired and StoppedGear(gear) then return true end return falseendfunction onHeroOutOfGuardSight(gear) if GetX(gear) < 3100 and GetY(gear) > saucerY-25 and StoppedGear(gear) and not guard1.keepTurning then return true end return falseend--function onMoonLanding(gear) if GetX(gear) > 1010 and GetX(gear) < 1220 and GetY(gear) < 1300 and StoppedGear(gear) then return true end return falseendfunction onFruitPlanetLanding(gear) if GetX(gear) > 2240 and GetX(gear) < 2540 and GetY(gear) < 1100 and StoppedGear(gear) then return true end return falseendfunction onDesertPlanetLanding(gear) if GetX(gear) > 3568 and GetX(gear) < 4052 and GetY(gear) < 500 and StoppedGear(gear) then return true end return falseendfunction onIcePlanetLanding(gear) if GetX(gear) > 1330 and GetX(gear) < 1650 and GetY(gear) < 500 and StoppedGear(gear) then return true end return falseend-------------- 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)endfunction 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 endfunction heroOutOfGuardSight(gear) guard1.keepTurning = true AddAnim(dialog04)endfunction moonLanding(gear) WriteLnToConsole("MOON LANDING, HOORAY!") AnimCaption(hero.gear,loc("Welcome to the moon!")) SaveCampaignVar("CosmosCheckPoint", "4") SaveCampaignVar("Planet", "moon") EndGame()endfunction fruitPlanetLanding(gear) if checkPointReached < 5 then AddAnim(dialog06) endendfunction desertPlanetLanding(gear) if checkPointReached < 5 then AddAnim(dialog06) endendfunction icePlanetLanding(gear) if checkPointReached < 5 then AddAnim(dialog06) endend-------------- 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() endendfunction 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 = 0end