--[[
A Classic Fairytale: The Journey Back
= SUMMARY =
This is a very complex and heavily scripted mission with
2 major gameplay variants and 2 sub-variants each.
This mission is mostly about movement and overcoming obstacles,
and not much about fighting.
The player has either 1 or 2 hogs (depending on previous mission)
and must reach the left coast. The cyborg will show up from time
to time and constantly annoys the heroes with obstacles and additional
challenges.
The mission's gameplay is affected by whether Dense Cloud survived
in the previous mission. The mission's dialogues are affected by
the decision of the player in the previous mission.
= GOALS =
- Collect the crate at the left coast
- (Need to accomplish various sub-goals before this is possible)
- Then kill the cyborg
= FLOW CHART =
== Linear events ==
Note: This mission's gameplay is significantly affected by the choices of the previous mission (The Shadow Falls).
There are two major paths, and each of them has two variants.
=== PATH ONE (AL) ===
Condition: Cyborg's offer in ACF2 accepted and Dense Cloud survived.
- Mission starts with Dense Cloud and Leaks a Lot
- Mines time: 5s
- Cut scene: startAnimAL (initial instructions)
- Hog moves past flower (via teamwork)
- Animation: pastFlowerAnimAL
- Player jumps up the tree
- Cut scene: outPutAnimAL
- Cyborg teleports one hog to the pit, while the other hog remains
- TBS
- Trapped hog walks out of pit
- Cut scene: midAnimAL
- Trapped hog is teleported below bridge (and trapped again)
- A huge barricade at the bridge is erected, and mines spawn on bridge
- Now any hog needs to collect the final crate
- TBS
- Final crate collected
- Cut scene: endAnimAL
- Cyborg and princess apear, player must kill cyborg
| Cyborg killed
- Cut scene: winAnim
> Victory
| Princess killed
- Cut scene: endFailAnim
> Game over
=== PATH TWO (AD) ===
Condition: Cyborg's offer in ACF2 accepted, but Dense Cloud died afterwards.
- Mission starts with Leaks a Lot only
- Cut scene: startAnimAD (initial instructions)
- Hog moves past flower (via blowtorch)
- Animation: pastFlowerAnimAD
- TBS
- Hog proceeds all the way to the bridge
- Cut scene: outPutAnimAD (the “Princess Game”)
- Hog is teleported to the pit
- TBS
- Hog must reach goal crate within a given number of turns
| Hog reaches goal crate within the turn limit
- Cut scene: endAnimAD
- Cyborg and princess spawn
| Cyborg killed
- Cut scene: winAnim
> Victory
| Princess killed
- Cut scene: endFailAnim
> Game over
| Turn limit exceeded
- Cut scene: failAnimAD (princess is caged and killed by cyborg)
> Game over
=== PATH THREE (RL) ===
Condition: Cyborg's offer in ACF2 rejected.
This is almost identical to Path One, only the dialogues differ.
All AL animations are replaced with RL animations.
=== PATH FOUR (attacked) ===
Condition: Cyborg from ACF2 was attacked.
This is almost identical to Path Two, only the dialogues differ.
Uses startAnim and midAnim from SetupAnimAttacked.
== Non-linear events ==
- Any of the Natives dies
> Game over
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
--///////////////////////////////CONSTANTS///////////////////////////
choiceAccepted = 1
choiceRefused = 2
choiceAttacked = 3
endStage = 1
cannibalNum = 8
cannibalNames = {loc("John"), loc("Flesh for Brainz"), loc("Eye Chewer"), loc("Torn Muscle"),
loc("Nom-Nom"), loc("Vedgies"), loc("Brain Blower"), loc("Gorkij")}
cannibalPos = {{2471, 1174}, {939, 1019}, {1953, 902}, {3055, 1041},
{1121, 729}, {1150, 718}, {1149, 680}, {1161, 773}}
startLeaksPosDuo = {3572, 1426}
startEventXDuo = 3300
startDensePosDuo = {3454, 1471}
startCyborgPosDuo = {3202, 1307}
midDensePosDuo = {1464, 1410}
midCyborgPosDuo = {1264, 1390}
--///////////////////////////////VARIABLES///////////////////////////
m2Choice = 0
m2DenseDead = 0
TurnsLeft = 0
stage = 0
nativesTeamName = nil
princessTeamName = nil
cannibalsTeamName = nil
cyborgTeamName = nil
startAnimStarted = false
blowTaken = false
gravityTaken = false
sniperTaken = false
leaksDead = false
denseDead = false
princessDead = false
cyborgDead = false
victory = false
cannibalDead = {}
hedgeHidden = {}
startAnim = {}
startAnimAD = {}
startAnimAL = {}
startAnimRL = {}
pastFlowerAnimAL = {}
pastFlowerAnimRL = {}
pastFlowerAnim = {}
outPitAnimAL = {}
outPitAnimRL = {}
outPitAnim = {}
midAnim = {}
midAnimAD = {}
failAnim = {}
failAnimAD = {}
endAnim = {}
endAnimAD = {}
endAnimAL = {}
endAnimRL = {}
endFailAnim = {}
winAnim = {}
winAnimAD = {}
--/////////////////////////Animation Functions///////////////////////
function AfterMidFailAnim()
EndTurn(true)
end
function AfterMidAnimAlone()
SetupCourse()
for i = 5, 8 do
RestoreHedge(cannibals[i])
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
end
AddAmmo(cannibals[5], amDEagle, 0)
AddEvent(CheckOnFirstGirder, {}, DoOnFirstGirder, {}, 0)
AddEvent(CheckTookSniper, {}, DoTookSniper, {}, 0)
AddEvent(CheckFailedCourse, {}, DoFailedCourse, {}, 0)
SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable)))
TurnsLeft = 12
SetTurnTimeLeft(TurnTime)
ShowMission(loc("The Journey Back"), loc("Collateral Damage"),
loc("Save the princess by collecting the crate in under 12 turns!") .. "|" ..
loc("Mines time: 3 seconds"), 7, 6000)
-----------------------///////////////------------
end
function SkipEndAnimAlone()
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimSetGearPosition(cyborg, 437, 1700)
AnimSetGearPosition(princess, 519, 1726)
end
function SkipEndAnimDuo()
RestoreHedge(cyborg)
RestoreHedge(princess)
if princessHidden then
RestoreHog(princess)
princessHidden = false
end
AnimSetGearPosition(cyborg, 437, 1700)
AnimSetGearPosition(princess, 519, 1726)
AnimSetGearPosition(leaks, 763, 1760)
AnimSetGearPosition(dense, 835, 1519)
HogTurnLeft(leaks, true)
HogTurnLeft(dense, true)
end
function AfterEndAnimAlone()
stage = endStage
SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable)))
AnimSwitchHog(leaks)
SetTurnTimeLeft(MAX_TURN_TIME)
ShowMission(loc("The Journey Back"), loc("Collateral Damage II"), loc("Save Fell From Heaven!"), 1, 4000)
AddEvent(CheckLost, {}, DoLost, {}, 0)
AddEvent(CheckWon, {}, DoWon, {}, 0)
RemoveEventFunc(CheckFailedCourse)
end
function AfterEndAnimDuo()
stage = endStage
SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable)))
AnimSwitchHog(leaks)
SetTurnTimeLeft(MAX_TURN_TIME)
ShowMission(loc("The Journey Back"), loc("Collateral Damage II"), loc("Save Fell From Heaven!"), 1, 4000)
AddEvent(CheckLost, {}, DoLost, {}, 0)
AddEvent(CheckWon, {}, DoWon, {}, 0)
end
function SkipMidAnimAlone()
AnimSetGearPosition(leaks, 2656, 1845)
AnimSwitchHog(leaks)
AnimWait(dense, 1)
AddFunction({func = HideHedge, args = {princess}})
AddFunction({func = HideHedge, args = {cyborg}})
end
function AfterStartAnim()
SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable)))
SetTurnTimeLeft(TurnTime)
local goal = loc("Get the crate on the other side of the island.")
local hint = loc("Hint: You might want to stay out of sight and take all the crates ...")
local stuck = loc("If you get stuck, use your Desert Eagle or restart the mission!")
local conds = loc("Leaks A Lot must survive!")
if m2DenseDead == 0 then
conds = loc("Your hogs must survive!")
end
ShowMission(loc("The Journey Back"), loc("Adventurous"), goal .. "|" .. hint .. "|" .. stuck .. "|" .. conds, 1, 7000)
end
function SkipStartAnim()
AnimTurn(leaks, "Left")
AnimSwitchHog(leaks)
end
function PlaceCratesDuo()
SpawnSupplyCrate(3090, 827, amBaseballBat)
girderCrate1 = SpawnSupplyCrate(2366, 1814, amGirder)
girderCrate2 = SpawnSupplyCrate(2630, 1278, amGirder)
SpawnSupplyCrate(2322, 1810, amParachute)
SpawnSupplyCrate(3157, 1009, amLowGravity)
sniperCrate = SpawnSupplyCrate(784, 1715, amSniperRifle)
end
function PlaceMinesDuo()
AddGear(2920, 1448, gtMine, 0, 0, 0, 0)
AddGear(2985, 1338, gtMine, 0, 0, 0, 0)
AddGear(3005, 1302, gtMine, 0, 0, 0, 0)
AddGear(3030, 1270, gtMine, 0, 0, 0, 0)
AddGear(3046, 1257, gtMine, 0, 0, 0, 0)
AddGear(2954, 1400, gtMine, 0, 0, 0, 0)
AddGear(2967, 1385, gtMine, 0, 0, 0, 0)
AddGear(2849, 1449, gtMine, 0, 0, 0, 0)
AddGear(2811, 1436, gtMine, 0, 0, 0, 0)
AddGear(2773, 1411, gtMine, 0, 0, 0, 0)
AddGear(2732, 1390, gtMine, 0, 0, 0, 0)
AddGear(2700, 1362, gtMine, 0, 0, 0, 0)
AddGear(2642, 1321, gtMine, 0, 0, 0, 0)
AddGear(2172, 1417, gtMine, 0, 0, 0, 0)
AddGear(2190, 1363, gtMine, 0, 0, 0, 0)
AddGear(2219, 1332, gtMine, 0, 0, 0, 0)
AddGear(1201, 1207, gtMine, 0, 0, 0, 0)
AddGear(1247, 1205, gtMine, 0, 0, 0, 0)
AddGear(1295, 1212, gtMine, 0, 0, 0, 0)
AddGear(1356, 1209, gtMine, 0, 0, 0, 0)
AddGear(1416, 1201, gtMine, 0, 0, 0, 0)
AddGear(1466, 1201, gtMine, 0, 0, 0, 0)
AddGear(1678, 1198, gtMine, 0, 0, 0, 0)
AddGear(1738, 1198, gtMine, 0, 0, 0, 0)
AddGear(1796, 1198, gtMine, 0, 0, 0, 0)
AddGear(1637, 1217, gtMine, 0, 0, 0, 0)
AddGear(1519, 1213, gtMine, 0, 0, 0, 0)
end
function AfterPastFlowerAnim()
PlaceMinesDuo()
AddEvent(CheckDensePit, {}, DoDensePit, {}, 0)
SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable)))
SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable)))
EndTurn(true)
ShowMission(loc("The Journey Back"), loc("The Savior"),
loc("Get Dense Cloud out of the pit!") .. "|" ..
loc("Your hogs must survive!") .. "|" ..
loc("Beware of mines: They explode after 5 seconds."), 10, 5000)
end
function SkipPastFlowerAnim()
AnimSetGearPosition(dense, 2656, 1845)
AnimTurn(dense, "Left")
AnimSwitchHog(leaks)
AnimWait(leaks, 1)
AddFunction({func = HideHedge, args = {cyborg}})
end
function AfterOutPitAnim()
SetupCourseDuo()
RestoreHedge(cannibals[5])
AddAmmo(cannibals[5], amDEagle, 0)
HideHedge(cannibals[5])
SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable)))
SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable)))
EndTurn(true)
ShowMission(loc("The Journey Back"), loc("They never learn"),
loc("Free Dense Cloud and continue the mission!") .. "|" ..
loc("Collect the weapon crate at the left coast!") .. "|" ..
loc("Your hogs must survive!") .. "|" ..
loc("Mines time: 5 seconds"), 1, 5000)
end
function SkipOutPitAnim()
AnimSetGearPosition(dense, unpack(midDensePosDuo))
AnimSwitchHog(dense)
AnimWait(dense, 1)
AddFunction({func = HideHedge, args = {cyborg}})
end
function RestoreCyborg(x, y, xx, yy)
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimOutOfNowhere(cyborg, x, y)
AnimOutOfNowhere(princess, xx, yy)
HogTurnLeft(princess, false)
return true
end
function RestoreCyborgOnly(x, y)
RestoreHedge(cyborg)
SetState(cyborg, 0)
AnimOutOfNowhere(cyborg, x, y)
return true
end
function TargetPrincess()
SetWeapon(amDEagle)
SetGearMessage(cyborg, gmUp)
return true
end
function HideCyborg()
HideHedge(cyborg)
HideHedge(princess)
end
function HideCyborgOnly()
HideHedge(cyborg)
end
function SetupKillRoom()
PlaceGirder(2342, 1814, 2)
PlaceGirder(2294, 1783, 0)
PlaceGirder(2245, 1814, 2)
end
function SetupCourseDuo()
PlaceGirder(1083, 1152, 6)
PlaceGirder(1087, 1150, 6)
PlaceGirder(1133, 1155, 0)
PlaceGirder(1135, 1152, 0)
PlaceGirder(1135, 1078, 0)
PlaceGirder(1087, 1016, 2)
PlaceGirder(1018, 921, 5)
PlaceGirder(1016, 921, 5)
PlaceGirder(962, 782, 6)
PlaceGirder(962, 662, 2)
PlaceGirder(962, 661, 2)
PlaceGirder(962, 650, 2)
PlaceGirder(962, 630, 2)
PlaceGirder(1033, 649, 0)
PlaceGirder(952, 650, 0)
SpawnSupplyCrate(1846, 1100, amFirePunch, AMMO_INFINITE)
SpawnSupplyCrate(1900, 1100, amPickHammer)
SpawnSupplyCrate(950, 674, amDynamite)
SpawnSupplyCrate(994, 825, amRope)
SpawnSupplyCrate(570, 1357, amLowGravity)
end
local trackedGears = {}
-- Remove mines and crates for the princess cage scene.
-- Some annoying gears might get in the way for this scene, like a dropped
-- mine, or the crate on the leaf.
function ClearTrashForPrincessCage()
for gear, _ in pairs(trackedGears) do
if GetY(gear) > 1600 and GetX(gear) > 1800 and GetX(gear) < 2700 then
DeleteGear(gear)
end
end
end
-- Dump mines in princess cage
function DumpMines(t)
if not t then
t = 0
end
AddGear(2261, 1835, gtMine, 0, 0, 0, t)
AddGear(2280, 1831, gtMine, 0, 0, 0, t)
AddGear(2272, 1809, gtMine, 0, 0, 0, t)
AddGear(2290, 1815, gtMine, 0, 0, 0, t)
AddGear(2278, 1815, gtMine, 0, 0, 0, t)
AddGear(2307, 1811, gtMine, 0, 0, 0, t)
AddGear(2286, 1820, gtMine, 0, 0, 0, t)
AddGear(2309, 1813, gtMine, 0, 0, 0, t)
AddGear(2303, 1822, gtMine, 0, 0, 0, t)
AddGear(2317, 1827, gtMine, 0, 0, 0, t)
AddGear(2312, 1816, gtMine, 0, 0, 0, t)
AddGear(2316, 1812, gtMine, 0, 0, 0, t)
AddGear(2307, 1802, gtMine, 0, 0, 0, t)
AddGear(2276, 1818, gtMine, 0, 0, 0, t)
AddGear(2284, 1816, gtMine, 0, 0, 0, t)
AddGear(2292, 1811, gtMine, 0, 0, 0, t)
AddGear(2295, 1814, gtMine, 0, 0, 0, t)
AddGear(2306, 1811, gtMine, 0, 0, 0, t)
AddGear(2292, 1815, gtMine, 0, 0, 0, t)
AddGear(2314, 1815, gtMine, 0, 0, 0, t)
AddGear(2286, 1813, gtMine, 0, 0, 0, t)
AddGear(2275, 1813, gtMine, 0, 0, 0, t)
AddGear(2269, 1814, gtMine, 0, 0, 0, t)
AddGear(2273, 1812, gtMine, 0, 0, 0, t)
AddGear(2300, 1808, gtMine, 0, 0, 0, t)
AddGear(2322, 1812, gtMine, 0, 0, 0, t)
AddGear(2323, 1813, gtMine, 0, 0, 0, t)
AddGear(2311, 1811, gtMine, 0, 0, 0, t)
AddGear(2303, 1809, gtMine, 0, 0, 0, t)
AddGear(2287, 1808, gtMine, 0, 0, 0, t)
AddGear(2282, 1808, gtMine, 0, 0, 0, t)
AddGear(2277, 1809, gtMine, 0, 0, 0, t)
AddGear(2296, 1809, gtMine, 0, 0, 0, t)
AddGear(2314, 1818, gtMine, 0, 0, 0, t)
end
function SetupAnimRefusedDied()
SetupAnimAcceptedDied()
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I just wonder where Ramon and Spiky disappeared..."), SAY_THINK, 6000}})
end
function SetupAnimAttacked()
SetupAnimAcceptedDied()
startAnim = {}
table.insert(startAnim, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnim, {func = AnimTurn, args = {leaks, "Left"}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I wonder where Dense Cloud is..."), SAY_THINK, 4000}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("He must be in the village already."), SAY_THINK, 4000}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I'd better get going myself."), SAY_THINK, 4000}})
AddSkipFunction(startAnim, SkipStartAnim, {})
midAnim = {}
table.insert(midAnim, {func = AnimWait, args = {leaks, 500}})
table.insert(midAnim, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {1300, 1200, 1390, 1200}}})
table.insert(midAnim, {func = AnimSwitchHog, args = {cyborg}})
table.insert(midAnim, {func = AnimCustomFunction, args = {cyborg, TargetPrincess, {}}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Welcome, Leaks A Lot!"), SAY_SAY, 3000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("I want to play a game..."), SAY_SAY, 3000}})
table.insert(midAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("If you can get that crate fast enough, your beloved \"princess\" may go free."), SAY_SAY, 7000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("However, if you fail to do so, she dies a most violent death! Muahahaha!"), SAY_SAY, 8000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Good luck...or else!"), SAY_SAY, 4000}})
table.insert(midAnim, {func = AnimTeleportGear, args = {leaks, 2656, 1845}})
table.insert(midAnim, {func = AnimCustomFunction, args = {cyborg, HideCyborg, {}}, swh = false})
table.insert(midAnim, {func = AnimSay, args = {leaks, loc("Hey! This is cheating!"), SAY_SHOUT, 4000}})
AddSkipFunction(midAnim, SkipMidAnimAlone, {})
end
function SetupAnimAcceptedDied()
table.insert(startAnimAD, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnimAD, {func = AnimTurn, args = {leaks, "Left"}})
table.insert(startAnimAD, {func = AnimSay, args = {leaks, loc("I need to get to the other side of this island, fast!"), SAY_THINK, 5000}})
table.insert(startAnimAD, {func = AnimSay, args = {leaks, loc("With Dense Cloud on the land of shadows, I'm the village's only hope..."), SAY_THINK, 7000}})
AddSkipFunction(startAnimAD, SkipStartAnim, {})
table.insert(midAnimAD, {func = AnimWait, args = {leaks, 500}})
table.insert(midAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {1300, 1200, 1390, 1200}}})
table.insert(midAnimAD, {func = AnimSwitchHog, args = {cyborg}})
table.insert(midAnimAD, {func = AnimCustomFunction, args = {cyborg, TargetPrincess, {}}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("Welcome, Leaks A Lot!"), SAY_SAY, 3000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("I want to play a game..."), SAY_SAY, 3000}})
table.insert(midAnimAD, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("If you can get that crate fast enough, your beloved \"princess\" may go free."), SAY_SAY, 7000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("However, if you fail to do so, she dies a most violent death, just like your friend! Muahahaha!"), SAY_SAY, 8000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("Good luck...or else!"), SAY_SAY, 4000}})
table.insert(midAnimAD, {func = AnimTeleportGear, args = {leaks, 2656, 1845}})
table.insert(midAnimAD, {func = AnimCustomFunction, args = {cyborg, HideCyborg, {}}, swh = false})
table.insert(midAnimAD, {func = AnimSay, args = {leaks, loc("Hey! This is cheating!"), SAY_SHOUT, 4000}})
AddSkipFunction(midAnimAD, SkipMidAnimAlone, {})
table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, ClearTrashForPrincessCage, {}}})
table.insert(failAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {2299, 1687, 2294, 1845}}})
table.insert(failAnimAD, {func = AnimTeleportGear, args = {leaks, 2090, 1845}})
table.insert(failAnimAD, {func = AnimCustomFunction, swh = false, args = {cyborg, SetupKillRoom, {}}})
table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {cyborg, "Left"}})
table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {princess, "Left"}})
table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {leaks, "Right"}})
table.insert(failAnimAD, {func = AnimWait, args = {cyborg, 1000}})
table.insert(failAnimAD, {func = AnimSay, args = {cyborg, loc("You have failed to complete your task, young one!"), SAY_SAY, 6000}})
table.insert(failAnimAD, {func = AnimSay, args = {cyborg, loc("It's time you learned that your actions have consequences!"), SAY_SAY, 7000}})
table.insert(failAnimAD, {func = AnimSay, args = {princess, loc("No! Please, help me!"), SAY_SAY, 4000}})
table.insert(failAnimAD, {func = AnimSwitchHog, args = {cyborg}})
table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, DumpMines, {}}})
table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, KillPrincess, {}}})
table.insert(failAnimAD, {func = AnimWait, args = {cyborg, 500}})
table.insert(failAnimAD, {func = AnimSay, args = {leaks, loc("No! What have I done?! What have YOU done?!"), SAY_SHOUT, 3000}})
table.insert(failAnimAD, {func = AnimSwitchHog, args = {princess}})
AddSkipFunction(failAnimAD, SkipFailAnimAlone, {})
table.insert(endAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1726}}})
table.insert(endAnimAD, {func = AnimTurn, swh = false, args = {cyborg, "Right"}})
table.insert(endAnimAD, {func = AnimTurn, swh = false, args = {princess, "Right"}})
table.insert(endAnimAD, {func = AnimSay, args = {princess, loc("Help me, Leaks!"), SAY_SHOUT, 3000}})
table.insert(endAnimAD, {func = AnimSay, args = {leaks, loc("But you said you'd let her go!"), SAY_SHOUT, 5000}})
table.insert(endAnimAD, {func = AnimSay, args = {cyborg, loc("And you believed me? Oh, god, that's cute!"), SAY_SHOUT, 7000}})
table.insert(endAnimAD, {func = AnimSay, args = {leaks, loc("I won't let you kill her!"), SAY_SHOUT, 4000}})
AddSkipFunction(endAnimAD, SkipEndAnimAlone, {})
table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}})
table.insert(winAnimAD, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}})
table.insert(winAnimAD, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, Leaks A Lot!"), SAY_SAY, 5000}})
table.insert(winAnimAD, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}})
table.insert(winAnimAD, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying for me than seeing you share your beauty with the world every morning, my princess!"), SAY_SAY, 10000}})
table.insert(winAnimAD, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}})
table.insert(winAnimAD, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}})
startAnim = startAnimAD
midAnim = midAnimAD
failAnim = failAnimAD
endAnim = endAnimAD
winAnim = winAnimAD
end
function SetupAnimAcceptedLived()
table.insert(startAnimAL, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnimAL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}})
table.insert(startAnimAL, {func = AnimSay, args = {leaks, loc("All right, we just need to get to the other side of the island!"), SAY_SAY, 8000}})
table.insert(startAnimAL, {func = AnimSay, args = {dense, loc("We have no time to waste..."), SAY_SAY, 4000}})
table.insert(startAnimAL, {func = AnimSwitchHog, args = {leaks}})
AddSkipFunction(startAnimAL, SkipStartAnim, {})
table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(startCyborgPosDuo)}}, swh = false})
table.insert(pastFlowerAnimAL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Well, well! Isn't that the cutest thing you've ever seen?"), SAY_SAY, 7000}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Two little hogs cooperating, getting past obstacles..."), SAY_SAY, 7000}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Let me test your skills a little, will you?"), SAY_SAY, 6000}})
table.insert(pastFlowerAnimAL, {func = AnimWait, args = {cyborg, 2000}})
table.insert(pastFlowerAnimAL, {func = AnimTeleportGear, args = {cyborg, 2456, 1845}})
table.insert(pastFlowerAnimAL, {func = AnimTeleportGear, args = {dense, 2656, 1845}})
table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {dense, loc("Why are you doing this?"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("To help you, of course!"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimAL, {func = AnimSwitchHog, args = {leaks}})
table.insert(pastFlowerAnimAL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(pastFlowerAnimAL, SkipPastFlowerAnim, {})
table.insert(outPitAnimAL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(midCyborgPosDuo)}}, swh = false})
table.insert(outPitAnimAL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(outPitAnimAL, {func = AnimTeleportGear, args = {dense, unpack(midDensePosDuo)}})
table.insert(outPitAnimAL, {func = AnimTurn, args = {dense, "Left"}})
table.insert(outPitAnimAL, {func = AnimSay, args = {dense, loc("OH, COME ON!"), SAY_SHOUT, 3000}})
table.insert(outPitAnimAL, {func = AnimSay, args = {cyborg, loc("Let's see what your comrade does now!"), SAY_SAY, 5000}})
table.insert(outPitAnimAL, {func = AnimSwitchHog, args = {dense}})
table.insert(outPitAnimAL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(outPitAnimAL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(outPitAnimAL, SkipOutPitAnim, {})
table.insert(endAnim, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1726}}})
table.insert(endAnim, {func = AnimTeleportGear, args = {leaks, 763, 1760}})
table.insert(endAnim, {func = AnimTeleportGear, args = {dense, 835, 1519}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {leaks, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {dense, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {cyborg, "Right"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {princess, "Right"}})
table.insert(endAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("What are you doing? Let her go!"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {cyborg, loc("Yeah? Watcha gonna do? Cry?"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("We won't let you hurt her!"), SAY_SHOUT, 4000}})
AddSkipFunction(endAnim, SkipEndAnimDuo, {})
table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}})
table.insert(winAnim, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, my heroes!"), SAY_SAY, 5000}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying to us than seeing you share your beauty..."), SAY_SAY, 7000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("... share your beauty with the world every morning, my princess!"), SAY_SAY, 7000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}})
table.insert(winAnim, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}})
startAnim = startAnimAL
pastFlowerAnim = pastFlowerAnimAL
outPitAnim = outPitAnimAL
end
function SetupAnimRefusedLived()
table.insert(startAnimRL, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnimRL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}})
table.insert(startAnimRL, {func = AnimSay, args = {leaks, loc("All right, we just need to get to the other side of the island!"), SAY_SAY, 7000}})
table.insert(startAnimRL, {func = AnimSay, args = {dense, loc("Dude, can you see Ramon and Spiky?"), SAY_SAY, 5000}})
table.insert(startAnimRL, {func = AnimSay, args = {leaks, loc("No...I wonder where they disappeared?!"), SAY_SAY, 5000}})
AddSkipFunction(startAnimRL, SkipStartAnim, {})
table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(startCyborgPosDuo)}}, swh = false})
table.insert(pastFlowerAnimRL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Well, well! Isn't that the cutest thing you've ever seen?"), SAY_SAY, 7000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Two little hogs cooperating, getting past obstacles..."), SAY_SAY, 7000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Let me test your skills a little, will you?"), SAY_SAY, 6000}})
table.insert(pastFlowerAnimRL, {func = AnimWait, args = {cyborg, 2000}})
table.insert(pastFlowerAnimRL, {func = AnimTeleportGear, args = {cyborg, 2456, 1845}})
table.insert(pastFlowerAnimRL, {func = AnimTeleportGear, args = {dense, 2656, 1845}})
table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {dense, loc("Why are you doing this?"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("You couldn't possibly believe that after refusing my offer I'd just let you go!"), SAY_SAY, 9000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("You're funny!"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimRL, {func = AnimSwitchHog, args = {dense}})
table.insert(pastFlowerAnimRL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(pastFlowerAnimRL, SkipPastFlowerAnim, {})
table.insert(outPitAnimRL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(midCyborgPosDuo)}}, swh = false})
table.insert(outPitAnimRL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(outPitAnimRL, {func = AnimTeleportGear, args = {dense, unpack(midDensePosDuo)}})
table.insert(outPitAnimRL, {func = AnimTurn, args = {dense, "Left"}})
table.insert(outPitAnimRL, {func = AnimSay, args = {dense, loc("OH, COME ON!"), SAY_SHOUT, 3000}})
table.insert(outPitAnimRL, {func = AnimSay, args = {cyborg, loc("Let's see what your comrade does now!"), SAY_SAY, 5000}})
table.insert(outPitAnimRL, {func = AnimSwitchHog, args = {dense}})
table.insert(outPitAnimRL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(outPitAnimRL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(outPitAnimRL, SkipOutPitAnim, {})
table.insert(endAnim, {func = AnimCustomFunction, args = {leaks, RestoreCyborg, {437, 1700, 519, 1726}}})
table.insert(endAnim, {func = AnimTeleportGear, args = {leaks, 763, 1760}})
table.insert(endAnim, {func = AnimTeleportGear, args = {dense, 835, 1519}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {leaks, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {dense, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {cyborg, "Right"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {princess, "Right"}})
table.insert(endAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("What are you doing? Let her go!"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {cyborg, loc("Yeah? Watcha gonna do? Cry?"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("We won't let you hurt her!"), SAY_SHOUT, 4000}})
AddSkipFunction(endAnim, SkipEndAnimDuo, {})
table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}})
table.insert(winAnim, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, my heroes!"), SAY_SAY, 5000}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying to us than seeing you share your beauty with the world every morning, my princess!"), SAY_SAY, 10000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}})
table.insert(winAnim, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}})
startAnim = startAnimRL
pastFlowerAnim = pastFlowerAnimRL
outPitAnim = outPitAnimRL
end
function KillPrincess()
EndTurn(true)
end
--/////////////////////////////Misc Functions////////////////////////
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 CondNeedToTurn(hog1, hog2)
local 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
function NeedToTurn(hog1, hog2)
local xl, xd = GetX(hog1), GetX(hog2)
if xl > xd then
AnimTurn(hog1, "Left")
AnimTurn(hog2, "Right")
elseif xl < xd then
AnimTurn(hog2, "Left")
AnimTurn(hog1, "Right")
end
end
function SetupPlaceAlone()
------ AMMO CRATE LIST ------
SpawnSupplyCrate(3124, 952, amBaseballBat)
SpawnSupplyCrate(2508, 1110, amFirePunch)
------ UTILITY CRATE LIST ------
blowCrate = SpawnSupplyCrate(3675, 1480, amBlowTorch)
gravityCrate = SpawnSupplyCrate(3448, 1349, amLowGravity)
SpawnSupplyCrate(3212, 1256, amGirder)
SpawnSupplyCrate(3113, 911, amParachute)
sniperCrate = SpawnSupplyCrate(784, 1715, amSniperRifle)
------ MINE LIST ------
AddGear(3328, 1399, gtMine, 0, 0, 0, 0)
AddGear(3028, 1262, gtMine, 0, 0, 0, 0)
AddGear(2994, 1274, gtMine, 0, 0, 0, 0)
AddGear(2956, 1277, gtMine, 0, 0, 0, 0)
AddGear(2925, 1282, gtMine, 0, 0, 0, 0)
AddGear(2838, 1276, gtMine, 0, 0, 0, 0)
AddGear(2822, 1278, gtMine, 0, 0, 0, 0)
AddGear(2786, 1283, gtMine, 0, 0, 0, 0)
AddGear(2766, 1270, gtMine, 0, 0, 0, 0)
AddGear(2749, 1231, gtMine, 0, 0, 0, 0)
AddGear(2717, 1354, gtMine, 0, 0, 0, 0)
AddGear(2167, 1330, gtMine, 0, 0, 0, 0)
AddGear(2201, 1321, gtMine, 0, 0, 0, 0)
AddGear(2239, 1295, gtMine, 0, 0, 0, 0)
AnimSetGearPosition(leaks, 3781, 1583)
AddAmmo(cannibals[1], amShotgun, AMMO_INFINITE)
AddAmmo(leaks, amSwitch, 0)
end
function SetupPlaceDuo()
PlaceCratesDuo()
AnimSetGearPosition(leaks, unpack(startLeaksPosDuo))
AnimSetGearPosition(dense, unpack(startDensePosDuo))
end
function SetupEventsDuo()
AddEvent(CheckPastFlower, {}, DoPastFlower, {}, 0)
AddEvent(CheckLeaksDead, {}, DoLeaksDead, {}, 0)
AddEvent(CheckDenseDead, {}, DoDenseDead, {}, 0)
AddEvent(CheckTookSniper2, {}, DoTookSniper2, {}, 0)
end
function SetupEventsAlone()
AddEvent(CheckLeaksDead, {}, DoLeaksDead, {}, 0)
AddEvent(CheckTookBlowTorch, {}, DoTookBlowTorch, {}, 0)
AddEvent(CheckTookLowGravity, {}, DoTookLowGravity, {}, 0)
AddEvent(CheckOnBridge, {}, DoOnBridge, {}, 0)
end
function StartMission()
if m2DenseDead == 1 then
DeleteGear(dense)
if m2Choice == choiceAccepted then
SetupAnimAcceptedDied()
elseif m2Choice == choiceRefused then
SetupAnimRefusedDied()
else
SetupAnimAttacked()
end
SetupPlaceAlone()
SetupEventsAlone()
else
if m2Choice == choiceAccepted then
SetupAnimAcceptedLived()
else
SetupAnimRefusedLived()
end
SetupPlaceDuo()
SetupEventsDuo()
end
HideHedge(cyborg)
HideHedge(princess)
for i = 5, 8 do
HideHedge(cannibals[i])
end
end
function SetupCourse()
------ GIRDER LIST ------
PlaceGirder(1091, 1150, 6)
PlaceGirder(1091, 989, 6)
PlaceGirder(1091, 829, 6)
PlaceGirder(1091, 669, 6)
PlaceGirder(1091, 668, 6)
PlaceGirder(1091, 669, 6)
PlaceGirder(1088, 667, 6)
PlaceGirder(1091, 658, 6)
PlaceGirder(1091, 646, 6)
PlaceGirder(1091, 607, 6)
PlaceGirder(1091, 571, 6)
PlaceGirder(1376, 821, 6)
PlaceGirder(1145, 1192, 1)
PlaceGirder(1169, 1076, 3)
PlaceGirder(1351, 1082, 4)
PlaceGirder(1469, 987, 3)
PlaceGirder(1386, 951, 0)
PlaceGirder(1465, 852, 3)
PlaceGirder(1630, 913, 0)
PlaceGirder(1733, 856, 7)
PlaceGirder(1688, 713, 5)
PlaceGirder(1556, 696, 2)
PlaceGirder(1525, 696, 2)
PlaceGirder(1457, 697, 2)
PlaceGirder(1413, 700, 3)
PlaceGirder(1270, 783, 2)
PlaceGirder(1207, 825, 2)
PlaceGirder(1135, 775, 1)
------ UTILITY CRATE LIST ------
SpawnSupplyCrate(1590, 628, amParachute)
SpawnSupplyCrate(1540, 100, amDynamite)
SpawnSupplyCrate(2175, 1815, amLowGravity)
SpawnSupplyCrate(2210, 1499, amFirePunch)
girderCrate = SpawnSupplyCrate(2300, 1663, amGirder)
SpawnSupplyCrate(610, 1394, amPickHammer)
------ BARREL LIST ------
SetHealth(AddGear(1148, 736, gtExplosives, 0, 0, 0, 0), 20)
end
function PlaceCourseMines()
AddGear(1215, 1193, gtMine, 0, 0, 0, 0)
AddGear(1259, 1199, gtMine, 0, 0, 0, 0)
AddGear(1310, 1198, gtMine, 0, 0, 0, 0)
AddGear(1346, 1196, gtMine, 0, 0, 0, 0)
AddGear(1383, 1192, gtMine, 0, 0, 0, 0)
AddGear(1436, 1196, gtMine, 0, 0, 0, 0)
AddGear(1487, 1199, gtMine, 0, 0, 0, 0)
AddGear(1651, 1209, gtMine, 0, 0, 0, 0)
AddGear(1708, 1209, gtMine, 0, 0, 0, 0)
AddGear(1759, 1190, gtMine, 0, 0, 0, 0)
AddGear(1815, 1184, gtMine, 0, 0, 0, 0)
end
--////////////////////////////Event Functions////////////////////////
function CheckDensePit()
if GetHealth(dense) ~= nil then
return GetY(dense) < 1250 and StoppedGear(dense)
else
return false
end
end
function DoDensePit()
EndTurn(true)
RestoreHedge(cyborg)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {outPitAnim}})
AddFunction({func = AddFunction, args = {{func = AfterOutPitAnim, args = {}}}})
end
function CheckPastFlower()
if denseDead == true or leaksDead == true then
return false
end
return (GetX(dense) < startEventXDuo and StoppedGear(dense))
or (GetX(leaks) < startEventXDuo and StoppedGear(leaks))
end
function DoPastFlower()
EndTurn(true)
RestoreHedge(cyborg)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {pastFlowerAnim}})
AddFunction({func = AddFunction, args = {{func = AfterPastFlowerAnim, args = {}}}})
end
function CheckLeaksDead()
return leaksDead
end
function DoLeaksDead()
if not princessDead then
EndTurn(true)
AddCaption(loc("The village, unprepared, was destroyed by the cyborgs..."))
DismissTeam(nativesTeamName)
DismissTeam(princessTeamName)
end
end
function CheckDenseDead()
return denseDead
end
function DoDenseDead()
if not princessDead then
EndTurn(true)
AddCaption(loc("The village, unprepared, was destroyed by the cyborgs..."))
DismissTeam(nativesTeamName)
DismissTeam(princessTeamName)
end
end
function CheckTookBlowTorch()
return blowTaken
end
function DoTookBlowTorch()
ShowMission(loc("The Journey Back"), loc("The Tunnel Maker"),
loc("Get past the flower.").."|"..
loc("Hint: Select the blow torch, aim and press [Fire]. Press [Fire] again to stop.").."|"..
loc("Don't blow up the crate."), 2, 6000)
end
function CheckTookLowGravity()
return gravityTaken
end
function DoTookLowGravity()
ShowMission(loc("The Journey Back"), loc("The Moonwalk"),
loc("Hop on top of the next flower and advance to the left coast.").."|"..
loc("Hint: Select the low gravity and press [Fire].") .. "|" ..
loc("Beware of mines: They explode after 3 seconds."), 2, 6000)
end
function CheckOnBridge()
return leaksDead == false and GetX(leaks) < 1651 and StoppedGear(leaks)
end
function DoOnBridge()
EndTurn(true)
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {midAnim}})
AddFunction({func = AddFunction, args = {{func = AfterMidAnimAlone, args = {}}}})
end
function CheckOnFirstGirder()
return leaksDead == false and GetX(leaks) < 1160 and StoppedGear(leaks)
end
function DoOnFirstGirder()
PlaceCourseMines()
ShowMission(loc("The Journey Back"), loc("Slippery"),
loc("Collect the weapon crate at the left coast!") .. "|" ..
loc("You'd better watch your steps...") .. "|" ..
loc("Mines time: 3 seconds"), 7, 4000)
end
function CheckTookSniper()
return sniperTaken and StoppedGear(leaks)
end
function DoTookSniper()
EndTurn(true)
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {endAnim}})
AddFunction({func = AddFunction, args = {{func = AfterEndAnimAlone, args = {}}}})
end
function CheckTookSniper2()
return sniperTaken and leaksDead == false and StoppedGear(leaks) and denseDead == false and StoppedGear(dense)
end
function DoTookSniper2()
EndTurn(true)
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {endAnim}})
AddFunction({func = AddFunction, args = {{func = AfterEndAnimDuo, args = {}}}})
end
function CheckLost()
return princessDead
end
function DoLost()
if not cyborgDead then
SwitchHog(cyborg)
end
if (not (leaksDead or denseDead)) and (TurnsLeft > 0) then
AddAnim(endFailAnim)
end
AddFunction({func = DismissTeam, args = {nativesTeamName}})
AddFunction({func = DismissTeam, args = {princessTeamName}})
AddFunction({func = EndTurn, args = {true}})
end
function CheckWon()
return cyborgDead and not princessDead
end
function DoWon()
victory = true
if progress and progress<3 then
SaveCampaignVar("Progress", "3")
end
AddAnim(winAnim)
AddFunction({func = FinishWon, args = {}})
end
function FinishWon()
SwitchHog(leaks)
DismissTeam(cannibalsTeamName)
DismissTeam(cyborgTeamName)
EndTurn(true)
end
function CheckFailedCourse()
return TurnsLeft == 0
end
function DoFailedCourse()
EndTurn(true)
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {failAnim}})
AddFunction({func = AddFunction, args = {{func = AfterMidFailAnim, args = {}}}})
AddEvent(CheckLost, {}, DoLost, {})
end
function SkipFailAnimAlone()
DumpMines(1)
KillPrincess()
AnimSwitchHog(princess)
end
--////////////////////////////Main Functions/////////////////////////
function onGameInit()
progress = tonumber(GetCampaignVar("Progress"))
m2Choice = tonumber(GetCampaignVar("M2Choice")) or choiceRefused
m2DenseDead = tonumber(GetCampaignVar("M2DenseDead")) or 0
Seed = 0
GameFlags = gfSolidLand + gfDisableWind
TurnTime = 40000
CaseFreq = 0
MinesNum = 0
if m2DenseDead == 1 then
MinesTime = 3000
else
MinesTime = 5000
end
Explosives = 0
Map = "A_Classic_Fairytale_journey"
Theme = "Nature"
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
AnimInit(true)
nativesTeamName = AddMissionTeam(-2)
leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo")
dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood")
princessTeamName = AddTeam(loc("Princess"), -2, "Bone", "Island", "HillBilly_qau", "cm_female")
SetTeamPassive(princessTeamName, true)
princess = AddHog(loc("Fell From Heaven"), 0, 200, "tiara")
cannibalsTeamName = AddTeam(loc("Cannibal Sentry"), -1, "skull", "Island", "Pirate_qau", "cm_vampire")
cannibals = {}
for i = 1, 4 do
cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi")
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
SetEffect(cannibals[i], heArtillery, 1)
end
for i = 5, 8 do
cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi")
AnimSetGearPosition(cannibals[i], 0, 0)
SetEffect(cannibals[i], heArtillery, 1)
end
cyborgTeamName = AddTeam(loc("011101001"), -1, "ring", "UFO", "Robot_qau", "cm_binary")
cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1")
AnimSetGearPosition(dense, 0, 0)
AnimSetGearPosition(leaks, 0, 0)
AnimSetGearPosition(cyborg, 0, 0)
AnimSetGearPosition(princess, 0, 0)
end
function onGameStart()
StartMission()
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
-- Track gears for princess cage cleanup
function onGearAdd(gear)
local gt = GetGearType(gear)
if gt == gtCase or gt == gtMine then
trackedGears[gear] = true
end
end
function onGearDelete(gear)
if trackedGears[gear] then
trackedGears[gear] = nil
end
if gear == blowCrate then
blowTaken = true
elseif gear == gravityCrate then
gravityTaken = true
elseif gear == leaks and not victory then
leaksDead = true
elseif gear == dense and not victory then
denseDead = true
elseif gear == cyborg then
cyborgDead = true
elseif gear == princess and not victory then
princessDead = true
elseif gear == sniperCrate then
sniperTaken = true
else
for i = 1, 4 do
if gear == cannibals[i] then
cannibalDead[i] = true
end
end
end
end
function onAmmoStoreInit()
SetAmmo(amBlowTorch, 0, 0, 0, 1)
SetAmmo(amParachute, 0, 0, 0, 1)
SetAmmo(amGirder, 0, 0, 0, 3)
SetAmmo(amLowGravity, 0, 0, 0, 1)
SetAmmo(amBaseballBat, 0, 0, 0, 1)
SetAmmo(amFirePunch, 1, 0, 0, 1)
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amRope, 0, 0, 0, 1)
SetAmmo(amSniperRifle, 0, 0, 0, 1)
SetAmmo(amDynamite, 0, 0, 0, 1)
SetAmmo(amPickHammer, 0, 0, 0, 1)
end
function onNewTurn()
if not startAnimStarted then
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
startAnimStarted = true
end
if AnimInProgress() then
SetTurnTimeLeft(MAX_TURN_TIME)
elseif victory then
EndTurn(true)
elseif stage == endStage then
if GetHogTeamName(CurrentHedgehog) == nativesTeamName and CurrentHedgehog ~= leaks then
AnimSwitchHog(leaks)
SetTurnTimeLeft(MAX_TURN_TIME)
else
SkipTurn()
end
elseif GetHogTeamName(CurrentHedgehog) ~= nativesTeamName then
SetTurnTimeLeft(20000)
else
TurnsLeft = TurnsLeft - 1
if TurnsLeft >= 1 then
AddCaption(string.format(loc("Turns left: %d"), TurnsLeft), capcolDefault, capgrpGameState)
end
end
end
function onPrecise()
if GameTime > 2500 and AnimInProgress() then
SetAnimSkip(true)
return
end
end
function onGameResult(winner)
if winner == GetTeamClan(nativesTeamName) then
SendStat(siGameResult, loc("Mission succeeded!"))
else
SendStat(siGameResult, loc("Mission failed!"))
end
end