share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/fruit02.lua
author Wuzzy <Wuzzy2@mail.ru>
Wed, 01 Aug 2018 17:30:13 +0200
changeset 13584 53ca3a22da45
parent 13583 141cdfe0f3ca
child 13742 2bb7141496a9
permissions -rw-r--r--
Make ASA fruit02 use of default clan colors

------------------- ABOUT ----------------------
--
-- In this adventure hero gets the lost part with
-- the help of the green bananas hogs.

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")

----------------- VARIABLES --------------------
-- globals
local missionName = loc("Getting to the device")
local inBattle = false
local tookPartInBattle = false
local previousHog = -1
local permitCaptainLimeDeath = false
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
local dialog05 = {}
-- mission objectives
local minesTimeText = loc("Mines time: 0 seconds")
local goals = {
	[dialog01] = {missionName, loc("Exploring the tunnel"), loc("Search for the device with the help of the other hedgehogs ").."|"..loc("Hog Solo has to reach the last crates") .. "|" .. minesTimeText, 1, 4000},
	[dialog02] = {missionName, loc("Exploring the tunnel"), loc("Explore the tunnel with the other hedgehogs and search for the device").."|"..loc("Hog Solo has to reach the last crates") .. "|" .. minesTimeText, 1, 4000},
	[dialog03] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack Captain Lime before he attacks back").."|"..minesTimeText, 1, 4000},
	[dialog04] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack the assassins before they attack back").."|"..minesTimeText, 1, 4000},
}
-- crates
local girderCrate = {name = amGirder, x = 1680, y = 1160}

local eagleCrate = {name = amDEagle, x = 1680, y = 1650}

local weaponCrate = { x = 1320, y = 1870}
local deviceCrate = { gear = nil, x = 1360, y = 1870}
local ropeCrate = {name = amRope, x = 1400, y = 1870}
-- hogs
local hero = {}
local green1 = {}
local green2 = {}
local green3 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1200
hero.y = 820
hero.dead = false
green1.name = loc("Captain Lime")
green1.x = 1050
green1.y = 820
green1.dead = false
green2.name = loc("Mister Pear")
green2.x = 1350
green2.y = 820
green3.name = loc("Lady Mango")
green3.x = 1450
green3.y = 820
local redHedgehogs = {
	{ name = loc("Poisonous Apple") },
	{ name = loc("Dark Strawberry") },
	{ name = loc("Watermelon Heart") },
	{ name = loc("Deadly Grape") }
}
-- Hog Solo and Green Bananas
teamA.name = loc("Hog Solo and GB")
teamA.color = -6
-- Captain Lime will use a color which is almost the same as the color of teamA.
-- It works, but it's a hack.
-- Technically, this makes Captain Lime an enemy team in the mission but for the player
-- it looks like an ally. This is because Camptain Lime starts friendly (story-wise),
-- but might become your enemy during the course of this mission.
-- TODO: For teamB, use same color of teamA when friendly, change color when evil
teamB.name = loc("Captain Lime")
teamC.name = loc("Fruit Assassins")
teamC.color = -1

function onGameInit()
	GameFlags = gfDisableWind
	Seed = 1
	TurnTime = 20000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	Delay = 3
	-- Disable Sudden Death
	HealthDecrease = 0
	WaterRise = 0
	Map = "fruit02_map"
	Theme = "Fruit"

	local health = 100


	-- Fruit Assassins
	local assasinsHats = { "NinjaFull", "NinjaStraight", "NinjaTriangle" }
	AddTeam(teamC.name, teamC.color, "bp2", "Island", "Default", "cm_scout")
	for i=1,table.getn(redHedgehogs) do
		redHedgehogs[i].gear =  AddHog(redHedgehogs[i].name, 1, 100, assasinsHats[GetRandom(3)+1])
		AnimSetGearPosition(redHedgehogs[i].gear, 2010 + 50*i, 630)
	end
	local assassinsColor = div(GetClanColor(GetHogClan(redHedgehogs[1].gear)), 0x100)

	-- Hog Solo and Green Bananas
	AddTeam(teamA.name, teamA.color, "Simple", "Island", "Default", "hedgehog")
	hero.gear = AddHog(hero.name, 0, health, "war_desertgrenadier1")
	AnimSetGearPosition(hero.gear, hero.x, hero.y)
	HogTurnLeft(hero.gear, true)
	green2.gear = AddHog(green2.name, 0, 100, "war_britmedic")
	AnimSetGearPosition(green2.gear, green2.x, green2.y)
	HogTurnLeft(green2.gear, true)
	green3.gear = AddHog(green3.name, 0, 100, "hair_red")
	AnimSetGearPosition(green3.gear, green3.x, green3.y)
	HogTurnLeft(green3.gear, true)
	local heroColor = div(GetClanColor(GetHogClan(hero.gear)), 0x100)

	-- Captain Lime
	-- Returns a color that is as close as possible to the color argument
	-- but does not equal color and otherCollision.
	local getSimilarColor = function(color, otherCollision)
		local goingUp = false
		local collision1 = color
		while(color == collision1 or color == otherCollision) do
			-- Try out colors by varying the blue color component until
			-- we don't collide with any of the 2 colors.
			if ((color % 0x100) > 0) and (not goingUp) then
				color = color - 0x1
			else
				goingUp = true
				color = color + 0x1
			end
		end
		return color
	end
	-- Captain Lime gets a fake color clore to hero's clan color.
	-- This is a hack, but it works. See explanation at top of file
	local cptnColor = getSimilarColor(heroColor, assassinsColor)
	AddTeam(teamB.name, cptnColor, "Cherry", "Island", "Default", "congo-brazzaville")
	green1.gear= AddHog(green1.name, 0, 100, "war_desertofficer")
	AnimSetGearPosition(green1.gear, green1.x, green1.y)

	AnimInit(true)
	AnimationSetup()
end

function onGameStart()
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)

	if GetCampaignVar("Fruit01JoinedBattle") and GetCampaignVar("Fruit01JoinedBattle") == "true" then
		tookPartInBattle = true
	end

	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
	AddEvent(onDeviceCrates, {hero.gear}, deviceCrateEvent, {hero.gear}, 0)

	-- Hog Solo and GB weapons
	AddAmmo(hero.gear, amSwitch, 100)
	-- Assassins weapons
	AddAmmo(redHedgehogs[1].gear, amBazooka, 6)
	AddAmmo(redHedgehogs[1].gear, amGrenade, 6)
	AddAmmo(redHedgehogs[1].bot, amDEagle, 6)
	for i=1,table.getn(redHedgehogs) do
		HideHog(redHedgehogs[i].gear)
	end

	-- explosives
	-- I wanted to use FindPlace but doesn't accept height values...
	local x1 = 950
	local x2 = 1306
	local y1 = 1210
	local y2 = 1620
	while true do
		if y2<y1 then
			break
		end
		if x2<x1 then
			x2 = 1305
			y2 = y2 - 50
		end
		if not TestRectForObstacle(x2+25, y2+25, x2-25, y2-25, true) then
			AddGear(x2, y2, gtExplosives, 0, 0, 0, 0)
		end
		x2 = x2 - 25
	end
	AddGear(3128, 1680, gtExplosives, 0, 0, 0, 0)

	--mines
	AddGear(3135, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3145, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3155, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3165, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3175, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3115, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3105, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3095, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3085, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3075, 1680, gtMine, 0, 0, 0, 0)

	AddAmmo(hero.gear, amFirePunch, 3)
	if tookPartInBattle then
		AddAnim(dialog01)
	else
		AddAnim(dialog02)
	end

	-- place crates
	SpawnSupplyCrate(girderCrate.x, girderCrate.y, girderCrate.name)
	SpawnSupplyCrate(eagleCrate.x, eagleCrate.y, eagleCrate.name)
	deviceCrate.gear = SpawnFakeUtilityCrate(deviceCrate.x, deviceCrate.y, false, false) -- anti-gravity device
	-- Rope crate is placed after device crate has been collected.
	-- This is done so it is impossible the player can rope before getting
	-- the device part.

	if tookPartInBattle then
		SpawnSupplyCrate(weaponCrate.x, weaponCrate.y, amWatermelon)
	else
		SpawnSupplyCrate(weaponCrate.x, weaponCrate.y, amSniperRifle)
	end

	SendHealthStatsOff()
end

function onNewTurn()
	if not inBattle and CurrentHedgehog == green1.gear then
		EndTurn(true)
	elseif CurrentHedgehog == green2.gear or CurrentHedgehog == green3.gear then
		EndTurn(true)
	elseif inBattle then
		if CurrentHedgehog == green1.gear and previousHog ~= hero.gear then
			EndTurn(true)
			return
		end
		for i=1,table.getn(redHedgehogs) do
			if CurrentHedgehog == redHedgehogs[i].gear and previousHog ~= hero.gear then
				EndTurn(true)
				return
			end
		end
		TurnTimeLeft = 20000
		wind()
	elseif not inBattle and CurrentHedgehog == hero.gear then
		TurnTimeLeft = -1
		wind()
	else
		EndTurn(true)
	end
	previousHog = CurrentHedgehog
end

function onGameTick()
	AnimUnWait()
	if ShowAnimation() == false then
		return
	end
	ExecuteAfterAnimations()
	CheckEvents()
end

function onGameTick20()
	if not permitCaptainLimeDeath and not GetHealth(green1.gear) then
		-- game ends with the according stat messages
		heroDeath()
		permitCaptainLimeDeath = true
	end
	if CurrentHedgehog and GetY(CurrentHedgehog) > 1350 then
		SetWind(-40)
	end
end

function onGearDelete(gear)
	if gear == hero.gear then
		hero.dead = true
	elseif gear == green1.gear then
		green1.dead = true
	elseif gear == deviceCrate.gear then
		if band(GetGearMessage(gear), gmDestroy) ~= 0 then
			PlaySound(sndShotgunReload)
			AddCaption(loc("Anti-Gravity Device Part (+1)"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmostate)
			deviceCrate.collected = true
			deviceCrate.collector = CurrentHedgehog
			-- Spawn rope crate
			SpawnSupplyCrate(ropeCrate.x, ropeCrate.y, ropeCrate.name)
		end
	end
end

function onGearDamage(gear, damage)
	if GetGearType(gear) == gtCase then
		-- in this mode every crate is essential in order to complete the mission
		-- destroying a crate ends the game
		heroDeath()
	end
end

function onAmmoStoreInit()
	SetAmmo(amDEagle, 0, 0, 0, 6)
	SetAmmo(amGirder, 0, 0, 0, 2)
	SetAmmo(amRope, 0, 0, 0, 1)
	SetAmmo(amSkip, 9, 0, 0, 1)
	if tonumber(getBonus(2)) == 1 then
		SetAmmo(amWatermelon, 0, 0, 0, 2)
		SetAmmo(amSniperRifle, 0, 0, 0, 2)
	else
		SetAmmo(amWatermelon, 0, 0, 0, 1)
		SetAmmo(amSniperRifle, 0, 0, 0, 1)
	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 onDeviceCrates(gear)
	if not hero.dead and deviceCrate.collected and StoppedGear(hero.gear) then
		return true
	end
	return false
end

function onSurface(gear)
	if not hero.dead and GetY(hero.gear)<850 and  StoppedGear(hero.gear) then
		return true
	end
	return false
end

function onGaptainLimeDeath(gear)
	if green1.dead then
		return true
	end
	return false
end

function onRedTeamDeath(gear)
	local redDead = true
	for i=1,table.getn(redHedgehogs) do
		if GetHealth(redHedgehogs[i].gear) then
			redDead = false
			break
		end
	end
	return redDead
end

-------------- ACTIONS ------------------
ended = false

function heroDeath(gear)
	if not ended then
		SendStat(siGameResult, loc("Hog Solo lost, try again!"))
		SendStat(siCustomAchievement, loc("To win the game, Hog Solo has to get the bottom crates and come back to the surface."))
		SendStat(siCustomAchievement, loc("You can use the other 2 hogs to assist you."))
		SendStat(siCustomAchievement, loc("Do not destroy the crates!"))
		if tookPartInBattle then
			if permitCaptainLimeDeath then
				SendStat(siCustomAchievement, loc("You'll have to eliminate the Fruit Assassins at the end."))
				sendSimpleTeamRankings({teamC.name, teamA.name})
			else
				sendSimpleTeamRankings({teamA.name})
			end
		else
			if permitCaptainLimeDeath then
				SendStat(siCustomAchievement, loc("You'll have to eliminate Captain Lime at the end."))
				sendSimpleTeamRankings({teamB.name, teamA.name})
			else
				SendStat(siCustomAchievement, loc("Don't eliminate Captain Lime before collecting the last crate!"))
				sendSimpleTeamRankings({teamA.name})
			end
		end
		EndGame()
		ended = true
	end
end

-- Device crate got taken
function deviceCrateEvent(gear)
	-- Stop hedgehog
	SetGearMessage(deviceCrate.collector, 0)
	if deviceCrate.collector == hero.gear then
		-- Hog Solo collected the device crate

		if not tookPartInBattle then
			-- Captain Lime turns evil
			AddAnim(dialog03)
		else
			-- Fruit Assassins attack
			for i=1,table.getn(redHedgehogs) do
				RestoreHog(redHedgehogs[i].gear)
			end
			AddAnim(dialog04)
		end
		-- needs to be set to true for both plots
		permitCaptainLimeDeath = true
		AddAmmo(hero.gear, amSwitch, 0)
		AddEvent(onSurface, {hero.gear}, surface, {hero.gear}, 0)
	else
		-- Player let the Green Bananas collect the crate.
		-- How dumb!
		-- Player will lose for this.
		AnimationSetup05(deviceCrate.collector)
		AddAnim(dialog05)
	end
end

function surface(gear)
	previousHog = -1
	if tookPartInBattle then
		escapeHog(green1.gear)
		AddEvent(onRedTeamDeath, {green1.gear}, redTeamDeath, {green1.gear}, 0)
	else
		SetHogLevel(green1.gear, 1)
		-- Equip Captain Lime with weapons
		AddAmmo(green1.gear, amBazooka, 6)
		AddAmmo(green1.gear, amGrenade, 6)
		AddAmmo(green1.gear, amDEagle, 2)
		AddEvent(onGaptainLimeDeath, {green1.gear}, captainLimeDeath, {green1.gear}, 0)
	end
	EndTurn(true)
	escapeHog(green2.gear)
	escapeHog(green3.gear)
	inBattle = true
end

function captainLimeDeath(gear)
	-- hero win in scenario of escape in 1st part
	saveCompletedStatus(3)
	SendStat(siGameResult, loc("Congratulations, you won!"))
	SendStat(siCustomAchievement, loc("You retrieved the lost part."))
	SendStat(siCustomAchievement, loc("You defended yourself against Captain Lime."))
	sendSimpleTeamRankings({teamA.name, teamB.name})
	EndGame()
end

function redTeamDeath(gear)
	-- hero win in battle scenario
	saveCompletedStatus(3)
	SendStat(siGameResult, loc("Congratulations, you won!"))
	SendStat(siCustomAchievement, loc("You retrieved the lost part."))
	SendStat(siCustomAchievement, loc("You defended yourself against the Fruit Assassins."))
	sendSimpleTeamRankings({teamA.name, teamC.name})
	EndGame()
end

-------------- ANIMATIONS ------------------

function Skipanim(anim)
	if goals[anim] ~= nil then
		ShowMission(unpack(goals[anim]))
	end
	if anim == dialog03 then
		makeCptLimeEvil()
	elseif anim == dialog05 then
		heroIsAStupidFool()
	else
		EndTurn(true)
	end
end

function AnimationSetup()
	-- DIALOG 01 - Start, Captain Lime helps Hog Solo because he took part in the battle
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits, Captain Lime helps Hog Solo"), 5000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You fought bravely and you helped us win this battle!"), SAY_SAY, 5000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("So, as promised I have brought you where I think that the device you are looking for is hidden."), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I know that your resources are low due to the battle but I'll send two of my best hogs to assist you."), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Good luck!"), SAY_SAY, 2000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
	table.insert(dialog01, {func = ShowMission, args = goals[dialog01]})
	-- DIALOG02 - Start, Hog Solo escaped from the previous battle
	AddSkipFunction(dialog02, Skipanim, {dialog02})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits Hog Solo gets closer to the device"), 5000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You are the one who fled! So, you are alive."), SAY_SAY, 4000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I'm still low on hogs. If you are not afraid I could use a set of extra hands."), SAY_SAY, 4000}})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 8000}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I am sorry but I was looking for a device that may be hidden somewhere around here."), SAY_SAY, 4500}})
	table.insert(dialog02, {func = AnimWait, args = {green1.gear, 12500}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Many long forgotten things can be found in the same tunnels that we are about to explore!"), SAY_SAY, 7000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("If you help us you can keep the device if you find it but we'll keep everything else."), SAY_SAY, 7000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("What do you say? Are you in?"), SAY_SAY, 3000}})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 1800}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Okay then!"), SAY_SAY, 2000}})
	table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
	table.insert(dialog02, {func = ShowMission, args = goals[dialog02]})
	-- DIALOG03 - At crates, hero learns that Captain Lime is bad
	AddSkipFunction(dialog03, Skipanim, {dialog03})
	table.insert(dialog03, {func = AnimWait, args = {hero.gear, 2000}})
	table.insert(dialog03, {func = FollowGear, args = {hero.gear}})
	table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
	table.insert(dialog03, {func = AnimWait, args = {green1.gear, 4000}})
	table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("This Hog Solo is so naive! When he returns I'll shoot him and keep that device for myself!"), SAY_THINK, 4000}})
	table.insert(dialog03, {func = ShowMission, args = goals[dialog03]})
	table.insert(dialog03, {func = makeCptLimeEvil, args = {hero.gear}})
	-- DIALOG04 - At crates, hero learns about the Assassins ambush
	AddSkipFunction(dialog04, Skipanim, {dialog04})
	table.insert(dialog04, {func = AnimWait, args = {hero.gear, 2000}})
	table.insert(dialog04, {func = FollowGear, args = {hero.gear}})
	table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
	table.insert(dialog04, {func = AnimWait, args = {redHedgehogs[1].gear, 4000}})
	table.insert(dialog04, {func = AnimSay, args = {redHedgehogs[1].gear, loc("We have spotted the enemy! We'll attack when the enemies start gathering!"), SAY_THINK, 4000}})
	table.insert(dialog04, {func = ShowMission, args = goals[dialog04]})
	table.insert(dialog04, {func = goToThesurface, args = {hero.gear}})
end

function AnimationSetup05(collector)
	-- DIALOG05 - A member or the green bananas collected the target crate and steals it. Player loses
	AddSkipFunction(dialog05, Skipanim, {dialog05})
	table.insert(dialog05, {func = AnimWait, args = {collector, 2000}})
	table.insert(dialog05, {func = FollowGear, args = {collector}})
	table.insert(dialog05, {func = AnimSay, args = {collector, loc("Oh yes! I got the device part! Now it belongs to me alone."), SAY_SAY, 4000}})
	table.insert(dialog05, {func = AnimWait, args = {collector, 3000}})
	table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Hey! I was supposed to collect it!"), SAY_SHOUT, 3000}})
	table.insert(dialog05, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog05, {func = AnimSay, args = {collector, loc("I don't care. It's worth a fortune! Good bye, you idiot!"), SAY_SAY, 5000}})
	table.insert(dialog05, {func = heroIsAStupidFool, args = {collector}})

end

------------- OTHER FUNCTIONS ---------------

-- Hide hog and create a simple escaping effect, if hog exists.
-- No-op is hog does not exist
function escapeHog(gear)
	if GetHealth(gear) then
		AddVisualGear(GetX(gear), GetY(gear), vgtSmokeWhite, 0, false)
		for i=1, 4 do
			AddVisualGear(GetX(gear)-16+math.random(32), GetY(gear)-16+math.random(32), vgtSmokeWhite, 0, false)
		end
		HideHog(gear)
	end
end

function makeCptLimeEvil()
	-- Turn Captain Lime evil
	SetHogLevel(green1.gear, 1)
	EndTurn(true)
end

function goToThesurface()
	EndTurn(true)
end

-- Player let wrong hog collect crate
function heroIsAStupidFool()
	if not ended then
		escapeHog(deviceCrate.collector)
		AddCaption(loc("The device part has been stolen!"))
		sendSimpleTeamRankings({teamA.name})
		SendStat(siGameResult, loc("Hog Solo lost, try again!"))
		SendStat(siCustomAchievement, loc("Oh no, the Green Bananas have betrayed Hog Solo and stole the anti-gravity device part!"))
		SendStat(siCustomAchievement, loc("Only Hog Solo can be trusted with the crate."))
		EndGame()
		ended = true
	end
end

function wind()
	SetWind(GetRandom(201)-100)
end