Fixed grammar/vocabulary and improved balance
Mission 7: Added more pickhammers so that it's harder to run out of them, added more weapons to the AI
Mission 6: Removed reset possibility, added sticky mines, more weapons for AI every six turns
Enter commit message. Lines beginning with 'HG:' are removed.
loadfile(GetDataPath() .. "Scripts/Locale.lua")()
loadfile(GetDataPath() .. "Scripts/Animate.lua")()
-----------------------------Map--------------------------------------
local map =
{
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"\8\56\3\20\131\8\102\3\20\0\8\60\3\13\194\8\60\3\13\0\8\60\3\3\128\8\60\3\31\0\7\238\3\66\128\7\214\3\84\0",
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"\15\224\5\99\131\15\245\7\252\0\15\242\5\191\192\15\196\6\33\0\15\196\6\33\192\15\245\6\209\0\15\245\6\209\192\15\193\7\115\0",
"\15\193\7\115\192\15\235\8\18\0\15\249\5\223\196\15\217\6\40\0\15\217\6\40\196\16\4\6\188\0\15\245\6\16\196\16\21\7\77\0",
"\16\0\6\245\196\15\214\7\112\0\15\207\7\129\196\16\0\8\4\0\15\245\7\80\196\16\4\7\207\0\15\221\5\85\196\16\11\5\184\0",
}
--------------------------------------------Constants------------------------------------
choiceAccepted = 1
choiceRefused = 2
choiceAttacked = 3
choiceEliminate = 1
choiceSpare = 2
leaksNum = 1
denseNum = 2
waterNum = 3
buffaloNum = 4
chiefNum = 5
girlNum = 6
wiseNum = 7
nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"),
loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
loc("Wise Oak"), loc("Ramon"), loc("Spiky Cheese")
}
nativeUnNames = {loc("Zork"), loc("Steve"), loc("Jack"),
loc("Lee"), loc("Elmo"), loc("Rachel"),
loc("Muriel")}
nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
"tiara", "AkuAku", "rasta", "hair_yellow"}
nativePos = {{110, 1310}, {984, 1907}, {1040, 1907}}
nativePos2 = {196, 1499}
cyborgNames = {loc("Unit 0x0007"), loc("Hogminator"), loc("Carol"),
loc("Blender"), loc("Elderbot"), loc("Fiery Water")}
cyborgsDif = {2, 2, 2, 2, 2, 1}
cyborgsHealth = {45, 45, 45, 40, 40, 20}
cyborgPos = {945, 1216}
cyborgsNum = 6
cyborgsPos = {{2243, 1043}, {3588, 1227}, {2781, 1388},
{3749, 1040}, {2475, 1338}, {3853, 881}}
cyborgsDir = {"Left", "Left", "Left", "Left", "Left", "Right"}
princessPos = {3737, 1181}
crateConsts = {}
reactions = {}
nativeMidPos = {1991, 841}
cyborgMidPos = {2109, 726}
nativeMidPos2 = {2250, 1071}
-----------------------------Variables---------------------------------
natives = {}
native = nil
cyborgs = {}
cyborg = nil
gearDead = {}
hedgeHidden = {}
startAnim = {}
midAnim = {}
freshDead = nil
crates = {}
cratesNum = 0
-----------------------------Animations--------------------------------
function EmitDenseClouds(dir)
local dif
if dir == "Left" then
dif = 10
else
dif = -10
end
AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {natives[1], 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {natives[1], 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {natives[1], GetX(natives[1]) + dif, GetY(natives[1]) + dif, vgtSteam, 0, true}, swh = false})
end
function AnimationSetup()
table.insert(startAnim, {func = AnimWait, args = {natives[1], 4000}})
table.insert(startAnim, {func = AnimMove, args = {natives[1], "Right", unpack(nativePos2)}})
if m5DeployedNum == leaksNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Those aliens are destroying the island!"), SAY_THINK, 5000}})
elseif m5DeployedNum == denseNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Dude, all the plants are gone!"), SAY_THINK, 3500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("What am I gonna...eat, yo?"), SAY_THINK, 3500}})
elseif m5DeployedNum == girlNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Fell From Heaven is the best! Fell From Heaven is the greatest!"), SAY_THINK, 7000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Yuck! I bet they'll keep worshipping her even after I save the village!"), SAY_THINK, 7500}})
elseif m5DeployedNum == chiefNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I'm getting old for this!"), SAY_THINK, 4000}})
elseif m5DeployedNum == waterNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I'm getting thirsty..."), SAY_THINK, 3000}})
elseif m5DeployedNum == buffaloNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I wonder why I'm so angry all the time..."), SAY_THINK, 6000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("It must be a childhood trauma..."), SAY_THINK, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Just wait till I get my hands on that trauma! ARGH!"), SAY_THINK, 6500}})
elseif m5DeployedNum == wiseNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("I could just teleport myself there..."), SAY_THINK, 4500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("It's a shame, I forgot how to do that!"), SAY_THINK, 4500}})
end
table.insert(startAnim, {func = AnimCustomFunction, args = {natives[1], RestoreHedge, {cyborg}}})
table.insert(startAnim, {func = AnimOutOfNowhere, args = {cyborg, unpack(cyborgPos)}})
table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Left"}})
table.insert(startAnim, {func = AnimTurn, args = {natives[2], "Left"}})
table.insert(startAnim, {func = AnimTurn, args = {natives[3], "Left"}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("Hello again, ") .. nativeUnNames[m5DeployedNum] .. "!", SAY_SAY, 2500}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("I just found out that they have captured your princess!"), SAY_SAY, 7000}})
if m5DeployedNum == girlNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Of course I have to save her. What did I expect?!"), SAY_SAY, 7000}})
elseif m5DeployedNum == denseNum then
table.insert(startAnim, {func = AnimCustomFunction, args = {natives[1], EmitDenseClouds, {"Right"}}})
end
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("She's behind that tall thingy."), SAY_SAY, 5000}})
table.insert(startAnim, {func = FollowGear, swh = false, args = {princess}})
table.insert(startAnim, {func = AnimWait, swh = false, args = {princess, 1000}})
table.insert(startAnim, {func = FollowGear, swh = false, args = {cyborg}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("I'm here to help you rescue her."), SAY_SAY, 5000}})
table.insert(startAnim, {func = AnimSay, args = {natives[2], loc("Yo, dude, we're here, too!"), SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[3], loc("We were trying to save her and we got lost."), SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("That's typical of you!"), SAY_SAY, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], loc("Why are you helping us, uhm...?"), SAY_SAY, 3000}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("Call me Beep! Well, 'cause I'm such a nice...person!"), SAY_SAY, 2500}})
table.insert(startAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(startAnim, {func = AnimSwitchHog, args = {natives[1]}})
table.insert(startAnim, {func = AnimWait, args = {natives[1], 1}})
AddSkipFunction(startAnim, SkipStartAnim, {})
table.insert(midAnim, {func = AnimCustomFunction, args = {natives[1], RestoreHedge, {cyborg}}})
table.insert(midAnim, {func = AnimOutOfNowhere, args = {cyborg, unpack(cyborgMidPos)}})
table.insert(midAnim, {func = AnimTurn, args = {cyborg, "Left"}})
table.insert(midAnim, {func = AnimTeleportGear, args = {natives[1], unpack(nativeMidPos)}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Here, let me help you save her!"), SAY_SAY, 5000}})
table.insert(midAnim, {func = AnimSay, args = {natives[1], loc("Thanks!"), SAY_SAY, 2000}})
table.insert(midAnim, {func = AnimTeleportGear, args = {natives[1], unpack(nativeMidPos2)}})
table.insert(midAnim, {func = AnimSay, args = {natives[1], loc("Why can't he just let her go?!"), SAY_THINK, 5000}})
AddSkipFunction(midAnim, SkipMidAnim, {})
end
--------------------------Anim skip functions--------------------------
function AfterMidAnim()
HideHedge(cyborg)
SetupPlace3()
SetGearMessage(natives[1], 0)
AddNewEvent(CheckPrincessFreed, {}, DoPrincessFreed, {}, 0)
TurnTimeLeft = 0
ShowMission(loc("Family Reunion"), loc("Salvation"), loc("Get your teammates out of their natural prison and save the princess!|Hint: Drilling holes should solve everything.|Hint: It might be a good idea to place a girder before starting to drill. Just saying.|Hint: All your hedgehogs need to be above the marked height!|Hint: Leaks A Lot needs to get really close to the princess!"), 1, 7000)
vCirc = AddVisualGear(0,0,vgtCircle,0,true)
SetVisualGearValues(vCirc, 2625, 1500, 100, 255, 1, 10, 0, 120, 3, 0xff00ffff)
end
function SkipMidAnim()
AnimTeleportGear(natives[1], unpack(nativeMidPos2))
SkipStartAnim()
end
function SetupPlace3()
SpawnUtilityCrate(2086, 1887, amRope, 1)
SpawnUtilityCrate(2147, 728, amBlowTorch, 2)
SpawnUtilityCrate(2778, 1372, amPickHammer, 3)
SpawnUtilityCrate(2579, 1886, amPickHammer, 3)
SpawnUtilityCrate(2622, 1893, amGirder, 1)
SpawnUtilityCrate(2671, 1883, amPortalGun, 3)
SpawnUtilityCrate(2831, 1384, amGirder, 3)
SetTimer(AddGear(2725, 1387, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2760, 1351, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2805, 1287, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2831, 1376, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2684, 1409, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2637, 1428, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2278, 1280, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2311, 1160, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2339, 1162, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2362, 1184, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2407, 1117, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2437, 1143, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2472, 1309, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2495, 1331, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2536, 1340, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2569, 1360, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2619, 1379, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2596, 1246, gtMine, 0, 0, 0, 0), 5000)
end
function SkipStartAnim()
AnimSwitchHog(natives[1])
AnimWait(natives[1], 1)
end
function AfterStartAnim()
HideHedge(cyborg)
SetupPlace2()
SetGearMessage(natives[1], 0)
AddNewEvent(CheckGearDead, {natives[1]}, EndMission, {}, 0)
AddNewEvent(CheckGearDead, {natives[2]}, EndMission, {}, 0)
AddNewEvent(CheckGearDead, {natives[3]}, EndMission, {}, 0)
AddNewEvent(CheckGearDead, {princess}, EndMission, {}, 0)
AddNewEvent(CheckCyborgsDead, {}, DoCyborgsDead, {}, 0)
for i = 1, cyborgsNum do
AddNewEvent(CheckGearDead, {cyborgs[i]}, DoCyborgDead, {i}, 0)
end
AddNewEvent(CheckOutOfCluster, {}, DoOutOfCluster, {}, 1)
AddNewEvent(CheckOutOfGrenade, {}, DoOutOfGrenade, {}, 1)
-- AddNewEvent(CheckNeedToHide, {}, DoNeedToHide, {}, 1)
TurnTimeLeft = TurnTime
ShowMission(loc("Family Reunion"), loc("Hostage Situation"), loc("Save the princess! All your hogs must survive!|Hint: Kill the cyborgs first! Use the ammo very carefully!|Hint: You might want to spare a girder for cover!"), 1, 7000)
end
function SetupPlace2()
PlaceGirder(709, 564, 7)
PlaceGirder(591, 677, 7)
PlaceGirder(473, 794, 7)
PlaceGirder(433, 933, 5)
PlaceGirder(553, 1052, 5)
PlaceGirder(674, 1170, 5)
PlaceGirder(710, 1310, 7)
PlaceGirder(648, 1427, 5)
PlaceGirder(2110, 980, 0)
SpawnAmmoCrate(814, 407, amBazooka, 4)
clusterCrate = SpawnAmmoCrate(862, 494, amClusterBomb, 4)
SpawnAmmoCrate(855, 486, amBee, 3)
grenadeCrate1 = SpawnAmmoCrate(849, 459, amGrenade, 4)
SpawnAmmoCrate(2077, 847, amWatermelon, 3)
grenadeCrate2 = SpawnAmmoCrate(2122, 847, amGrenade, 3)
SpawnUtilityCrate(747, 1577, amPickHammer, 1)
SpawnUtilityCrate(496, 1757, amGirder, 2)
SpawnUtilityCrate(1809, 1880, amGirder, 1)
SpawnUtilityCrate(530, 1747, amPortalGun, 1)
end
-----------------------------Events------------------------------------
function CheckPrincessFreed()
if GetX(natives[1]) == nil or GetX(natives[2]) == nil or GetX(natives[3]) == nil or GetX(princess) == nil then
return false
end
return math.abs(GetX(natives[1]) - GetX(princess)) <= 15 and math.abs(GetY(natives[1]) - GetY(princess)) <= 15 and StoppedGear(natives[1])
and GetY(natives[2]) < 1500 and GetY(natives[3]) < 1500 and StoppedGear(natives[2]) and StoppedGear(natives[3])
end
function DoPrincessFreed()
AnimSay(princess, loc("Thank you, my hero!"), SAY_SAY, 0)
SaveCampaignVar("Progress", "7")
ParseCommand("teamgone " .. loc("011101001"))
TurnTimeLeft = 0
end
function CheckCyborgsDead()
return cyborgsLeft == 0
end
function DoCyborgsDead()
SetGearMessage(CurrentHedgehog, 0)
RestoreHedge(princess)
-- RemoveEventFunc(CheckNeedToHide)
AddAnim(midAnim)
AddFunction({func = AfterMidAnim, args = {}})
end
function DoCyborgDead(index)
if cyborgsLeft == 0 then
return
end
if index == 1 then
SpawnAmmoCrate(1700, 407, amBazooka, 3)
elseif index == 2 then
SpawnAmmoCrate(1862, 494, amClusterBomb, 3)
elseif index == 3 then
SpawnAmmoCrate(1855, 486, amBee, 1)
elseif index == 4 then
SpawnAmmoCrate(1849, 459, amGrenade, 3)
elseif index == 5 then
SpawnAmmoCrate(2122, 847, amGrenade, 3)
elseif index == 6 then
SpawnAmmoCrate(2077, 847, amWatermelon, 1)
end
end
function CheckGearsDead(gearList)
for i = 1, # gearList do
if gearDead[gearList[i]] ~= true then
return false
end
end
return true
end
function CheckGearDead(gear)
return gearDead[gear]
end
function EndMission()
RemoveEventFunc(CheckPrincessFreed)
AddCaption("So the princess was never heard of again...")
ParseCommand("teamgone " .. loc("Natives"))
ParseCommand("teamgone " .. loc("011101001"))
TurnTimeLeft = 0
end
function CheckOutOfCluster()
return CheckGearDead(clusterCrate) and GetAmmoCount(natives[1], amClusterBomb) == 0
end
function CheckOutOfGrenade()
return CheckGearDead(grenadeCrate1) and CheckGearDead(grenadeCrate2) and GetAmmoCount(natives[1], amGrenade) == 0
end
function DoOutOfCluster()
if (GetX(natives[1]) == nil) then
return
end
clusterCrate = SpawnAmmoCrate(GetX(natives[1]) - 50, GetY(natives[1]) - 50, amClusterBomb, 3)
end
function DoOutOfGrenade()
if (GetX(natives[1]) == nil) then
return
end
grenadeCrate2 = SpawnAmmoCrate(GetX(natives[1]) - 50, GetY(natives[1]) - 50, amGrenade, 3)
end
function CheckNeedToHide()
if gearDead[princess] == true then
return false
end
return TurnTimeLeft == 0
end
function DoNeedToHide()
HideHedge(princess)
end
-----------------------------Misc--------------------------------------
function HideHedge(hedge)
if hedgeHidden[hedge] ~= true then
HideHog(hedge)
hedgeHidden[hedge] = true
end
end
function RestoreHedge(hedge)
if hedgeHidden[hedge] == true then
RestoreHog(hedge)
hedgeHidden[hedge] = false
end
end
function GetVariables()
m5DeployedNum = tonumber(GetCampaignVar("M5DeployedNum"))
m2Choice = tonumber(GetCampaignVar("M2Choice"))
m5Choice = tonumber(GetCampaignVar("M5Choice"))
end
function SetupPlace()
SetHogHat(natives[1], nativeHats[m5DeployedNum])
SetHogName(natives[1], nativeNames[m5DeployedNum])
if m2Choice ~= choiceAccepted or m5Choice ~= choiceEliminate then
DeleteGear(cyborgs[cyborgsNum])
cyborgsNum = cyborgsNum - 1
end
HideHedge(cyborg)
end
function SetupAmmo()
AddAmmo(cyborgs[1], amBazooka, 100)
AddAmmo(cyborgs[1], amGrenade, 100)
AddAmmo(cyborgs[1], amClusterBomb, 100)
AddAmmo(cyborgs[1], amSniperRifle, 1)
AddAmmo(cyborgs[1], amDynamite, 100)
AddAmmo(cyborgs[1], amBaseballBat, 100)
AddAmmo(cyborgs[1], amMolotov, 100)
AddAmmo(cyborgs[1], amWatermelon, 1)
AddAmmo(cyborgs[1], amAirStrike, 2)
AddAmmo(cyborgs[1], amDrillStrike, 1)
end
function AddHogs()
AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
for i = 7, 9 do
natives[i-6] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
gearDead[natives[i-6]] = false
end
AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
princess = AddHog(loc("Fell From Heaven"), 0, 333, "tiara")
gearDead[cyborg] = false
gearDead[princess] = false
AddTeam(loc("Biomechanic Team"), 14483456, "ring", "UFO", "Robot", "cm_star")
for i = 1, cyborgsNum do
cyborgs[i] = AddHog(cyborgNames[i], cyborgsDif[i], cyborgsHealth[i], "cyborg2")
gearDead[cyborgs[i]] = false
end
cyborgsLeft = cyborgsNum
for i = 1, 3 do
AnimSetGearPosition(natives[i], unpack(nativePos[i]))
end
AnimSetGearPosition(cyborg, unpack(cyborgPos))
AnimSetGearPosition(princess, unpack(princessPos))
AnimTurn(princess, "Left")
for i = 1, cyborgsNum do
AnimSetGearPosition(cyborgs[i], unpack(cyborgsPos[i]))
AnimTurn(cyborgs[i], cyborgsDir[i])
end
end
function CondNeedToTurn(hog1, hog2)
xl, xd = GetX(hog1), GetX(hog2)
if xl == nil or xd == nil then
return
end
if xl > xd then
AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
elseif xl < xd then
AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
end
end
-----------------------------Main Functions----------------------------
function onGameInit()
Seed = 0
GameFlags = gfSolidLand + gfDisableLandObjects + gfDisableGirders
TurnTime = 60000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Delay = 10
MapGen = 2
Theme = "Hell"
SuddenDeathTurns = 35
for i = 1, #map do
ParseCommand('draw ' .. map[i])
end
AddHogs()
AnimInit()
end
function onGameStart()
GetVariables()
SetupAmmo()
SetupPlace()
AnimationSetup()
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
gearDead[gear] = true
if GetGearType(gear) == gtHedgehog then
if GetHogTeamName(gear) == loc("Biomechanic Team") then
cyborgsLeft = cyborgsLeft - 1
end
end
end
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amBazooka, 0, 0, 0, 8)
SetAmmo(amClusterBomb,0, 0, 0, 8)
SetAmmo(amBee, 0, 0, 0, 3)
SetAmmo(amGrenade, 0, 0, 0, 8)
SetAmmo(amWatermelon, 0, 0, 0, 2)
SetAmmo(amSniperRifle, 0, 0, 0, 3)
SetAmmo(amPickHammer, 0, 0, 0, 1)
SetAmmo(amGirder, 0, 0, 0, 3)
SetAmmo(amPortalGun, 0, 0, 0, 1)
end
function onNewTurn()
if AnimInProgress() then
TurnTimeLeft = -1
return
end
if GetHogTeamName(CurrentHedgehog) == loc("011101001") then
if CheckCyborgsDead() ~= true then
for i = 1, 3 do
if gearDead[natives[i]] ~= true then
HideHedge(natives[i])
end
end
end
TurnTimeLeft = 0
else
for i = 1, 3 do
if gearDead[natives[i]] ~= true then
RestoreHedge(natives[i])
end
end
end
end
function onPrecise()
if GameTime > 2500 and AnimInProgress() then
SetAnimSkip(true)
return
end
-- HideHedge(princess)
-- for i = 1, 5 do
-- DeleteGear(cyborgs[i])
-- end
-- AddAmmo(natives[1], amTeleport, 100)
end