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 =
{
"\16\7\0\225\132\15\200\1\40\0\15\200\1\40\132\15\105\8\81\0\16\14\1\64\143\15\200\7\249\0\13\50\7\252\132\12\243\7\172\0",
"\12\236\7\168\132\12\127\6\192\0\12\127\6\192\132\11\52\6\223\0\11\52\6\223\132\10\62\8\35\0\8\201\8\4\132\8\63\7\126\0",
"\8\63\7\126\132\8\4\6\58\0\8\0\6\65\132\7\147\6\241\0\7\133\6\195\132\7\20\4\151\0\7\143\6\195\132\7\140\6\234\0",
"\7\17\4\151\132\5\191\4\222\0\5\191\4\222\132\3\136\3\252\0\3\136\3\252\132\2\12\4\151\0\2\12\4\151\132\1\138\5\15\0",
"\1\138\5\15\132\1\54\5\156\0\1\54\5\156\132\0\130\5\64\0\0\130\5\64\132\255\214\5\135\0\8\141\1\85\179\8\141\1\85\0",
"\10\30\2\220\139\10\30\2\220\0\11\77\1\142\131\11\77\1\142\0\10\188\0\113\129\10\188\0\113\0\255\235\0\162\132\0\130\0\225\0",
"\0\130\0\229\0\0\127\0\236\132\255\231\0\250\0\0\28\0\215\136\0\4\0\211\0\0\95\5\212\154\0\95\7\238\0\0\246\6\2\154",
"\1\71\8\0\0\1\205\5\145\154\2\132\4\239\0\3\98\4\141\154\1\135\5\216\0\3\179\4\151\154\6\213\5\247\0\6\223\5\124\151",
"\6\185\5\22\0\6\181\5\29\151\6\37\5\64\0\0\179\5\198\148\0\179\5\198\0\6\216\4\253\148\6\216\4\253\0\1\230\7\147\153",
"\8\32\8\18\0\1\187\6\174\153\7\179\7\108\0\2\199\5\177\179\6\128\6\167\0\7\231\7\10\143\7\231\6\202\0\12\148\8\4\156",
"\10\241\8\11\0\11\112\7\101\156\12\56\7\91\0\1\89\5\223\199\4\11\5\208\0\4\67\5\212\200\4\172\6\58\0\4\172\6\58\200",
"\5\36\5\212\0\5\40\5\194\200\4\169\5\57\0\4\169\5\57\200\4\42\5\205\0\4\130\5\142\200\4\218\5\205\0\4\137\5\194\200",
"\4\179\5\251\0\255\245\1\198\133\0\77\1\198\0\0\77\1\198\133\0\102\1\226\0\0\102\1\230\133\255\221\1\244\0\255\245\0\148\195",
"\255\231\1\11\0\0\32\0\162\195\255\231\0\169\0\0\60\0\158\195\0\32\0\172\0\0\21\0\176\195\255\242\0\222\0\255\245\0\215\195",
"\0\7\0\246\0\255\245\0\243\195\0\11\1\33\0\0\4\1\4\195\0\56\1\36\0\255\245\1\173\195\0\35\1\110\0\255\242\1\180\195",
"\255\224\2\9\0\255\238\1\240\195\0\28\2\30\0\0\21\2\19\195\0\102\2\23\0\16\18\1\1\195\16\35\0\222\0\16\14\1\11\195",
"\16\7\2\9\0\16\0\2\16\195\16\35\3\34\0\16\11\2\252\195\16\11\4\208\0\16\11\4\208\195\16\0\6\55\0\16\0\6\55\195",
"\16\14\8\25\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
denseScene = 1
princessScene = 2
waterScene = 3
cyborgScene = 4
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")
}
nativeSaveNames = {"M8DeployedDead", "M8RamonDead", "M8SpikyDead", "M8PrincessDead"}
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 = {{1474, 1188}, {923, 986}, {564, 1120}, {128, 1315}}
nativesNum = 4
nativesLeft = 4
cyborgNames = {loc("Artur Detour"), loc("Led Heart"), loc("Orlando Boom!"), loc("Nilarian"),
loc("Steel Eye"), loc("Rusty Joe"), loc("Hatless Jerry"), loc("Gas Gargler")}
cyborgsDif = {2, 2, 2, 2, 2, 2, 2, 2}
cyborgsHealth = {100, 100, 100, 100, 100, 100, 100, 100}
cyborgPos = {1765, 1145}
cyborgsTeamNum = {4, 3}
cyborgsNum = 7
cyborgsPos = {{2893, 1717}, {2958, 1701}, {3027, 1696}, {3096, 1698},
{2584, 655}, {2047, 1534}, {115, 179}, {2162, 1916}}
cyborgsDir = {"Left", "Left", "Left", "Left", "Left", "Left", "Right", "Left"}
crateConsts = {}
reactions = {}
enemyPos = {4078, 195}
-----------------------------Variables---------------------------------
natives = {}
origNatives = {}
cyborgs = {}
cyborg = nil
gearDead = {}
hedgeHidden = {}
scene = 0
enemyFled = "0"
deployedLeader = "0"
princessLeader = "0"
startAnim = {}
fleeAnim = {}
finalAnim = {}
leaderDeadAnim = {}
-----------------------------Animations--------------------------------
function EmitDenseClouds(dir)
local dif
if dir == "Left" then
dif = 10
else
dif = -10
end
if dir == nil then
dx, dy = GetGearVelocity(dense)
if dx < 0 then
dif = 10
else
dif = -10
end
end
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
end
function AnimationSetup()
table.insert(startAnim, {func = AnimWait, args = {enemy, 3000}})
table.insert(startAnim, {func = AnimCaption, swh = false, args = {natives[1], "The team continued their quest of finding the rest of the tribe.", 4000}})
table.insert(startAnim, {func = AnimCaption, swh = false, args = {natives[1], "They stumbled upon a pile of weapons, they seemed to be getting closer.", 4500}})
if scene == denseScene then
if m5DeployedNum == denseNum then
deployedLeader = "1"
SetupDenseAnimDeployed()
else
SetupDenseAnim()
end
elseif scene == waterScene then
if m5DeployedNum == waterNum then
deployedLeader = "1"
SetupWaterAnimDeployed()
else
SetupWaterAnim()
end
elseif scene == princessScene then
princessLeader = "1"
SetupPrincessAnim()
else
SetupCyborgAnim()
end
AddSkipFunction(startAnim, SkipAnim, {startAnim})
AddSkipFunction(fleeAnim, SkipAnim, {fleeAnim})
AddSkipFunction(leaderDeadAnim, SkipAnim, {leaderDeadAnim})
end
function SetupLeaderDeadAnim()
local gear = nil
if CheckCyborgsDead() then
return
end
for i = nativesLeft, 1, -1 do
if band(GetState(natives[i]), gstDrowning) == 0 then
gear = natives[i]
end
end
if gear == nil then
return
end
table.insert(leaderDeadAnim, {func = AnimFollowGear, args = {gear}})
table.insert(leaderDeadAnim, {func = AnimSay, args = {gear, "That traitor won't be killing us anymore!", SAY_THINK, 6000}})
end
function SetupDenseAnim()
table.insert(startAnim, {func = AnimSay, args = {enemy, "Yo, dude! Get away from our weapons!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Dense Cloud?! What are you doing?!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "What does it look like?", SAY_SHOUT, 3500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Are you helping the aliens?!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Lolz, I love the look on your face!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Did you really think that I'd changed?", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "But why did you betray us?!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Yo, the aliens gave me plants...medicinal plants...lots of it.", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You never give me plants!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Besides, why would I choose certain death?", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Do you have any idea how bad an exploding arrow hurts?", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Dude, it's unbearable!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're a coward!", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You endangered your whole tribe, you bastard!", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Yeah, well, for some dude to be happy, some other dude has to suffer.", SAY_SHOUT, 11000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "That's just the way it works, you know.", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're some piece of hypocrite junkie!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Why do you always have to call me names?", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, EmitDenseClouds, {}}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Make fun of me when I fart...", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "IT'S A SERIOUS MEDICAL CONDITION!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You don't deserve my sacrifice!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "I won't let you kill the tribe!", SAY_SHOUT, 5000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Dude, this is boring!", SAY_SAY, 3000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I ain't gonna sit around no more!", SAY_SAY, 5000}})
table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Yo, escort my buttocks!", SAY_SHOUT, 3500}})
table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
end
function SetupDenseAnimDeployed()
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, EmitDenseClouds, {}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm afraid I can't let you proceed!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "???", SAY_THINK, 0}})
table.insert(startAnim, {func = AnimSay, args = {natives[2], "???", SAY_THINK, 0}})
table.insert(startAnim, {func = AnimSay, args = {natives[3], "???", SAY_THINK, 1000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Dude, wow, you're so cute!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Did you really think I'd change?", SAY_SHOUT, 4500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm still with the aliens.", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimTeleportGear, args = {enemy, unpack(enemyPos)}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "WHAT?!", SAY_THINK, 1000}})
table.insert(startAnim, {func = AnimSay, args = {natives[3], "But you saved me!", SAY_THINK, 2500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Haha, that was just a coincidence!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I was heading home, you see!", SAY_SHOUT, 3500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We were your home! Your family...", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "How could you betray us?!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Yo, the aliens gave me plants...medicinal plants...lots of it.", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You never give me plants!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Besides, why would I choose certain death?", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Do you have any idea how bad an exploding arrow hurts?", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Dude, it's unbearable!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're a coward!", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You endangered your whole tribe, you bastard!", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Yeah, well, for some dude to be happy, some other dude has to suffer.", SAY_SHOUT, 11000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "That's just the way it works, you know.", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're some piece of hypocrite junkie!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Why do you always have to call me names?", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, EmitDenseClouds, {}}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Make fun of me when I fart...", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "IT'S A SERIOUS MEDICAL CONDITION!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You don't deserve my sacrifice!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "I won't let you kill the tribe!", SAY_SHOUT, 5000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Dude, this is boring!", SAY_SAY, 3000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I ain't gonna sit around no more!", SAY_SAY, 5000}})
table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Yo, escort my buttocks!", SAY_SHOUT, 3500}})
table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
end
function SetupWaterAnim()
table.insert(startAnim, {func = AnimSay, args = {enemy, "Stay there, comrades!", SAY_SHOUT, 2500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Come closer and die...burp!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Fiery Water?! Are you drunk again?", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Drunk with power, perhappss!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "The power of love! No, wait, the power of the aliens!", SAY_SHOUT, 7500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We trusted you, you fool!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why do you keep betraying us?", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Why, why, why, why!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I grew sick of the oppression! I brock free!", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "What oppression?! You were the most unoppressed member of the tribe!", SAY_SHOUT, 10000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "The opression of the elders, of course!", SAY_SHOUT, 6500}})
if m5DeployedNum == leaksNum then
table.insert(startAnim, {func = AnimSay, args = {enemy, "You should know this more than anyone, Leaks!", SAY_SHOUT, 7000}})
elseif m5LeaksDead == 1 then
table.insert(startAnim, {func = AnimSay, args = {enemy, "Just look at Leaks, may he rest in peace!", SAY_SHOUT, 6500}})
end
table.insert(startAnim, {func = AnimSay, args = {enemy, "We, the youth, have to constantly prove our value...", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "We work and work until we sweat blood...", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "We risk our lives going through challenges...", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "All this to please our beloved 'elders'...hick...", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "And what do they do in the meantime? NOTHING!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "All they do is sit around and judge us!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You have never worked a bit in your life!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "All *you* do is take long walks when everyone else works.", SAY_SHOUT, 9000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Anyway, the aliens accept me for who I am.", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We won't accept you destroying our village!", SAY_SHOUT, 7000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Argh, the borrdommm!", SAY_SAY, 3000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I have more important things to do!", SAY_SAY, 5000}})
table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Comrades! Sail me away!", SAY_SHOUT, 3500}})
table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
end
function SetupWaterAnimDeployed()
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Stop, comrades!", SAY_SHOUT, 2500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I cannot let you go any farther...burp!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Fiery Water?! Are you drunk again?", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Drunk with power, perhappss!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "The power of love! No, wait, the power of the aliens!", SAY_SHOUT, 7500}})
table.insert(startAnim, {func = AnimTeleportGear, args = {enemy, unpack(enemyPos)}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We trusted you, you fool!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why do you keep betraying us?", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Why, why, why, why!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I grew sick of the oppression! I brock free!", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "What oppression?! You were the most unoppressed member of the tribe!", SAY_SHOUT, 10000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "The opression of the elders, of course!", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Just look at Leaks, may he rest in peace!", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "We, the youth, have to constantly prove our value...", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "We work and work until we sweat blood...", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "We risk our lives going through challenges...", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "All this to please our beloved 'elders'...hick...", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "And what do they do in the meantime? NOTHING!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "All they do is sit around and judge us!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "You have never worked a bit in your life!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "All *you* do is take long walks when everyone else works.", SAY_SHOUT, 9000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Anyway, the aliens accept me for who I am.", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We won't accept you destroying our village!", SAY_SHOUT, 7000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Argh, the borrdommm!", SAY_SAY, 3000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I have more important things to do!", SAY_SAY, 5000}})
table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Comrades! Sail me away!", SAY_SHOUT, 3500}})
table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
end
function SetupPrincessAnim()
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Oh, my! I forgot something!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "We need to go back!", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "What could you possibly forget in that cage?", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I don't like your tone! You're hurting me!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "I'm terribly sorry!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "What is it that you forgot?", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Uhmm, it's...uhm...my ring!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "It's precious to me!", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We don't have time for that now!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We have to find our folk!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "But I want my sandals!", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Sandals?! I thought you left your ring!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "All right, you got me...", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Got you? You're acting weird...", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You just can't let it go, can you!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "All right, I'll admit it!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Admit what?", SAY_SHOUT, 2000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You give me no choice!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I can't let you go further because...", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm the spy! I've been giving you out!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimTeleportGear, args = {enemy, unpack(enemyPos)}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "But...they kidnapped you!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Oh, that. We were just having fun!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "It's an ancient ritual of theirs.", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why did you do this?", SAY_SHOUT, 4000}})
if m5ChiefDead == 1 then
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why did you kill your father?", SAY_SHOUT, 5000}})
end
table.insert(startAnim, {func = AnimSay, args = {enemy, "Do you have any idea what it's like in the village for a woman?", SAY_SHOUT, 10000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "How would you like being discriminated against?", SAY_SHOUT, 7000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Not being able to fight, hunt...", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Gathering fruits all day long...", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Doing stuff a monkey could do...", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Always being considered weak and fragile...", SAY_SHOUT, 6000}})
if m5DeployedNum == girlNum then
table.insert(startAnim, {func = AnimSay, args = {natives[1], "In case you haven't noticed, I'm a woman, too!", SAY_SHOUT, 8000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Yes, but you're...different!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Of course I am...", SAY_SHOUT, 3000}})
end
table.insert(startAnim, {func = AnimSay, args = {enemy, "The aliens respect me, even worship me!", SAY_SHOUT, 6000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm living a dream!", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Well, you're about to wake up!", SAY_SHOUT, 5000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Hmm...it's going slower than expected.", SAY_SAY, 5000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I am going to leave the kids play by themselves.", SAY_SAY, 6000}})
table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Alien! I wish to be moved!", SAY_SHOUT, 4000}})
table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
end
function SetupCyborgAnim()
table.insert(startAnim, {func = AnimSay, args = {enemy, "Stop right there, puny worms!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Stay away from our weapons!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We come in peace! Just let our friends go!", SAY_SHOUT, 5500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm afraid we cannot afford that...", SAY_SHOUT, 4500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You see, hedgehog spikes are very very valuable.", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Very valuable, haha!", SAY_SHOUT, 3500}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Don't you dare harm our tribe!", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "It's a shame, really!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "I regret to end your little odyssey.", SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "It was fun to watch...", SAY_SHOUT, 3500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "The way you handled your little internal conflicts...", SAY_SHOUT, 6500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "Did you really think that we needed the help of one of you?", SAY_SHOUT, 7500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "You should have known that we don't rely on meatbags!", SAY_SHOUT, 7500}})
table.insert(startAnim, {func = AnimSay, args = {enemy, "It was fun to watch though...", SAY_SHOUT, 3500}})
if m5Choice == choiceEliminate then
table.insert(startAnim, {func = AnimSay, args = {enemy, "Heck, you even executed one of your own!", SAY_SHOUT, 6000}})
end
table.insert(startAnim, {func = AnimSay, args = {natives[1], "It was all a trick?!", SAY_SHOUT, 3000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "Some sick game of yours?!", SAY_SHOUT, 4000}})
table.insert(startAnim, {func = AnimSay, args = {natives[1], "We won't let you hurt any more of us!", SAY_SHOUT, 6000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Entered boredom phase! Discrepancies detected...", SAY_SAY, 5000}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Initiate escape wish!", SAY_SAY, 6000}})
table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Running displacement algorithm...", SAY_SHOUT, 4000}})
table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
end
function SetupFinalAnim()
local found = 0
local gears = {}
for i = nativesLeft, 1, -1 do
if band(GetState(natives[i]), gstDrowning) == 0 then
found = found + 1
gears[found] = natives[i]
end
end
if found == 0 then
return
else
for i = 1, found do
table.insert(finalAnim, {func = AnimCustomFunction, args = {gears[1], CondNeedToTurn, {cyborg, gears[i]}}})
end
table.insert(finalAnim, {func = AnimSay, args = {cyborg, "Nice work, meatbags!", SAY_SAY, 3000}})
table.insert(finalAnim, {func = AnimSay, args = {cyborg, "You're on your way to freeing your tribe!", SAY_SAY, 5500}})
table.insert(finalAnim, {func = AnimSay, args = {gears[1], "Do you know where they are?", SAY_SAY, 4000}})
table.insert(finalAnim, {func = AnimSay, args = {gears[found], "We need to hurry!", SAY_SAY, 3000}})
table.insert(finalAnim, {func = AnimSay, args = {cyborg, "Haha! Come!", SAY_SAY, 2000}})
table.insert(finalAnim, {func = AnimJump, args = {cyborg, "high"}})
table.insert(finalAnim, {func = AnimDisappear, args = {cyborg, GetGearPosition(cyborg)}})
for i = 1, found do
table.insert(finalAnim, {func = HideHedge, swh = false, args = {gears[i]}})
end
table.insert(finalAnim, {func = SetState, swh = false, args = {cyborg, gstInvisible}})
end
end
--------------------------Anim skip functions--------------------------
function AfterStartAnim()
SetGearMessage(natives[1], 0)
ShowMission("Long Live The Queen", "Closing in", "Defeat the enemy!|The leader seems scared, he will probably flee.", 1, 0)
SetHealth(SpawnHealthCrate(2207, 44), 25)
SetHealth(SpawnHealthCrate(519, 1519), 25)
SetHealth(SpawnHealthCrate(826, 895), 25)
SpawnUtilityCrate(701, 1046, amGirder, 3)
TurnTimeLeft = TurnTime
end
function SkipAnim(anim)
if anim == startAnim then
SetGearPosition(enemy, unpack(enemyPos))
end
if GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
TurnTimeLeft = 0
end
AnimWait(enemy, 1)
end
function AfterFleeAnim()
SetHealth(SpawnHealthCrate(130, 455), 25)
SetHealth(SpawnHealthCrate(2087, 50), 25)
SetHealth(SpawnHealthCrate(2143, 54), 25)
SetHealth(SpawnHealthCrate(70, 1308), 25)
SetGearMessage(CurrentHedgehog, 0)
HideHedge(enemy)
ShowMission("Long Live The Queen", "Coward", "The leader escaped. Defeat the rest of the aliens!", 1, 0)
TurnTimeLeft = TurnTime
end
function AfterLeaderDeadAnim()
SetHealth(SpawnHealthCrate(130, 455), 25)
SetHealth(SpawnHealthCrate(2087, 50), 25)
SetHealth(SpawnHealthCrate(2143, 54), 25)
SetHealth(SpawnHealthCrate(70, 1308), 25)
ShowMission("Long Live The Queen", "Bullseye", "Good Job! Defeat the rest of the aliens!", 1, 0)
TurnTimeLeft = 0
end
-----------------------------Events------------------------------------
function CheckTurnsOver()
return TotalRounds > 6
end
function DoTurnsOver()
SetGearMessage(CurrentHedgehog, 0)
enemyFled = "1"
AddAnim(fleeAnim)
AddFunction({func = AfterFleeAnim, args = {}})
RemoveEventFunc(CheckGearDead, {enemy})
end
function CheckNativesDead()
return nativesLeft == 0
end
function DoNativesDead()
RemoveEventFunc(CheckTurnsOver)
RemoveEventFunc(CheckGearDead)
RemoveEventFunc(CheckCyborgsDead)
AddCaption("...and the cyborgs took over the island.")
TurnTimeLeft = 0
end
function CheckCyborgsDead()
return (cyborgsLeft == 0 and (gearDead[enemy] == true or enemyFled == "1"))
end
function KillEnemy()
if enemyFled == "1" then
ParseCommand("teamgone " .. loc("Leaderbot"))
end
ParseCommand("teamgone " .. loc("011101001"))
TurnTimeLeft = 0
end
function DoCyborgsDead()
SaveCampaignVariables()
RestoreHedge(cyborg)
PlaceGirder(3292, 922, 4)
SetGearPosition(cyborg, 3290, 902)
SetupFinalAnim()
AddAnim(finalAnim)
AddFunction({func = KillEnemy, args = {}})
end
function DoLeaderDead()
leaderDead = true
SetGearMessage(CurrentHedgehog, 0)
SetupLeaderDeadAnim()
AddAnim(leaderDeadAnim)
AddFunction({func = AfterLeaderDeadAnim, args = {}})
RemoveEventFunc(CheckTurnsOver)
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
-----------------------------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"))
m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
m4DenseDead = tonumber(GetCampaignVar("M4DenseDead"))
m5DenseDead = tonumber(GetCampaignVar("M5DenseDead"))
m4LeaksDead = tonumber(GetCampaignVar("M4LeaksDead"))
m5LeaksDead = tonumber(GetCampaignVar("M5LeaksDead"))
m4ChiefDead = tonumber(GetCampaignVar("M4ChiefDead"))
m5ChiefDead = tonumber(GetCampaignVar("M5ChiefDead"))
m4WaterDead = tonumber(GetCampaignVar("M4WaterDead"))
m5WaterDead = tonumber(GetCampaignVar("M5WaterDead"))
m4BuffaloDead = tonumber(GetCampaignVar("M4BuffaloDead"))
m5BuffaloDead = tonumber(GetCampaignVar("M5BuffaloDead"))
m5WiseDead = tonumber(GetCampaignVar("M5WiseDead"))
m5GirlDead = tonumber(GetCampaignVar("M5GirlDead"))
end
function SaveCampaignVariables()
for i = 1, 4 do
if gearDead[origNatives[i]] ~= true then
SaveCampaignVar(nativeSaveNames[i], "0")
else
SaveCampaignVar(nativeSaveNames[i], "1")
end
end
SaveCampaignVar("M8DeployedLeader", deployedLeader)
SaveCampaignVar("M8PrincessLeader", princessLeader)
SaveCampaignVar("M8EnemyFled", enemyFled)
SaveCampaignVar("M8Scene", "" .. scene)
SaveCampaignVar("Progress", "8")
end
function SetupPlace()
HideHedge(cyborg)
SetHogHat(natives[1], nativeHats[m5DeployedNum])
SetHogName(natives[1], nativeNames[m5DeployedNum])
if m5DeployedNum == denseNum then
dense = natives[1]
else
dense = enemy
end
if m2Choice == choiceAccepted and m5Choice ~= choiceEliminate then
scene = denseScene
SetHogHat(enemy, nativeHats[denseNum])
SetHogName(enemy, nativeNames[denseNum])
dense = enemy
elseif m2Choice == choiceAccepted then
scene = cyborgScene
SetHogHat(enemy, "cyborg2")
SetHogName(enemy, loc("Nancy Screw"))
elseif m5Choice == choiceEliminate then
scene = princessScene
SetHogHat(enemy, "tiara")
SetHogName(enemy, loc("Fell From Heaven"))
else
scene = waterScene
SetHogHat(enemy, nativeHats[waterNum])
SetHogName(enemy, nativeNames[waterNum])
end
for i = 1, 4 do
if GetHogName(natives[i]) == GetHogName(enemy) then
AnimSetGearPosition(enemy, GetGearPosition(natives[i]))
DeleteGear(natives[i])
DeleteGear(cyborgs[cyborgsLeft])
end
end
SpawnAmmoCrate(34, 395, amBee, 2)
SpawnAmmoCrate(33, 374, amRCPlane, 1)
SpawnAmmoCrate(74, 393, amAirAttack, 3)
SpawnAmmoCrate(1313, 1481, amBazooka, 8)
SpawnAmmoCrate(80, 360, amSniperRifle, 4)
SpawnAmmoCrate(1037, 1494, amShotgun, 7)
SpawnAmmoCrate(1037, 1472, amMolotov, 3)
SpawnAmmoCrate(1146, 1503, amMortar, 8)
SpawnUtilityCrate(1147, 1431, amPortalGun, 2)
SpawnUtilityCrate(1219, 1542, amRope, 5)
SpawnUtilityCrate(1259, 1501, amJetpack, 2)
end
function SetupEvents()
AddNewEvent(CheckNativesDead, {}, DoNativesDead, {}, 0)
AddNewEvent(CheckGearDead, {enemy}, DoLeaderDead, {}, 0)
AddNewEvent(CheckTurnsOver, {}, DoTurnsOver, {}, 0)
AddNewEvent(CheckCyborgsDead, {}, DoCyborgsDead, {}, 0)
end
function SetupAmmo()
AddAmmo(natives[1], amPickHammer, 2)
AddAmmo(natives[1], amBazooka, 0)
AddAmmo(natives[1], amGrenade, 0)
AddAmmo(natives[1], amShotgun, 0)
AddAmmo(natives[1], amAirStrike, 0)
AddAmmo(natives[1], amMolotov, 0)
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])
origNatives[i-6] = natives[i-6]
end
natives[4] = AddHog(loc("Fell From Heaven"), 0, 133, "tiara")
origNatives[4] = natives[4]
nativesLeft = nativesNum
AddTeam(loc("Beep Loopers"), 14483456, "ring", "UFO", "Robot", "cm_star")
for i = 1, cyborgsTeamNum[1] do
cyborgs[i] = AddHog(cyborgNames[i], cyborgsDif[i], cyborgsHealth[i], "cyborg2")
end
AddTeam(loc("Corporationals"), 14483456, "ring", "UFO", "Robot", "cm_star")
for i = cyborgsTeamNum[1] + 1, cyborgsNum do
cyborgs[i] = AddHog(cyborgNames[i], cyborgsDif[i], cyborgsHealth[i], "cyborg2")
end
cyborgsLeft = cyborgsTeamNum[1] + cyborgsTeamNum[2]
AddTeam(loc("Leaderbot"), 14483456, "ring", "UFO", "Robot", "cm_star")
enemy = AddHog(loc("Name"), 2, 200, "cyborg1")
AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
SetGearPosition(cyborg, 0, 0)
for i = 1, nativesNum do
AnimSetGearPosition(natives[i], unpack(nativePos[i]))
end
AnimSetGearPosition(enemy, unpack(enemyPos))
AnimTurn(enemy, "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 > 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 = gfDisableGirders + gfDisableLandObjects
TurnTime = 60000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Delay = 10
MapGen = 2
Theme = "Hell"
SuddenDeathTurns = 20
for i = 1, #map do
ParseCommand('draw ' .. map[i])
end
GetVariables()
AnimInit()
AddHogs()
end
function onGameStart()
SetupAmmo()
SetupPlace()
AnimationSetup()
SetupEvents()
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
local toRemove = nil
gearDead[gear] = true
if GetGearType(gear) == gtHedgehog then
if GetHogTeamName(gear) == loc("Beep Loopers") or GetHogTeamName(gear) == loc("Corporationals") then
cyborgsLeft = cyborgsLeft - 1
elseif GetHogTeamName(gear) == loc("Natives") then
for i = 1, nativesLeft do
if natives[i] == gear then
toRemove = i
end
end
table.remove(natives, toRemove)
nativesLeft = nativesLeft - 1
end
end
end
function onAmmoStoreInit()
SetAmmo(amBaseballBat, 9, 0, 0, 0)
SetAmmo(amFirePunch, 9, 0, 0, 0)
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amBazooka, 9, 0, 0, 0)
SetAmmo(amGrenade, 9, 0, 0, 0)
SetAmmo(amAirStrike, 1, 0, 0, 0)
SetAmmo(amMolotov, 5, 0, 0, 0)
SetAmmo(amShotgun, 9, 0, 0, 0)
end
function onNewTurn()
if AnimInProgress() then
TurnTimeLeft = -1
return
end
if GetHogTeamName(CurrentHedgehog) == loc("011101001") then
TurnTimeLeft = 0
end
end
function onPrecise()
if GameTime > 2500 and AnimInProgress() then
SetAnimSkip(true)
-- else
-- DeleteGear(cyborgs[1])
-- table.remove(cyborgs, 1)
-- if cyborgsLeft == 0 then
-- DeleteGear(enemy)
-- end
end
end