--[[
Balanced Random Weapon
Every turn, each hog gets 1-3 random weapons. Weapons are reset every turn.
= CUSTOMIZATION =
The weapon chances are chosen with the weapons scheme.
The "ammo count" tab is used to set the probability level that you get
equipped with the ammo at the start of a turn:
* infinity = always get this weapon
* 3-8 bullets = high probability (more bullets don't make it more likely)
* 2 bullets = medium probability
* 1 bullet = low probability
* 0 bullets = never
For utilities, the low and medium probabilities are the same.
The "probabilities" tab is, as usual, for crate probabilities.
The "ammo in crate" and "delay" tabs also work as expected.
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
local weapons = {}
local weapons_values = {}
local weapons_count = 0
local airweapons = {}
local airweapons_values = {}
local utilities = {}
local utilities_values = {}
local isUtility, isAirWeapon
function randomAmmo()
--[[
= WEAPON SELECTION ALGORITHM =
Each turn, a team gets 3 "points". Each ammo that has been activated
has a "cost" of 1-3 which is derived from the ammo probability specified
from the ammo menu (see getCost).
Utilities are forced to have a cost of 1-2.
Steps:
1. Add a random weapon to ammo and subtract cost
2. If there's still points left:
a. Forget any item in mind
b. Choose a random weapon and keep it in mind (but don't add it to the ammo yet)
c. Choose a random utility and keep it in mind (but don't add it to the ammo yet)
d. Forget any items which are either too expensive or have already been taken by this hedgehog
e. Randomly add one of the items which are still in mind to the hedgehog's ammo and substract cost
f. Return to step 2
If 0 points are left, the algorithm terminates.
]]
local n = 3 --"points" to be allocated on weapons
--pick random weapon and subtract cost
local r = GetRandom(weapons_count) + 1
local picked_items = {}
table.insert(picked_items, weapons[r])
n = n - weapons_values[r]
--choose any weapons or utilities to use up remaining n
while n > 0 do
local items = {}
local items_values = {}
local items_count = 0
for i, w in pairs(weapons_values) do
local used = false
if w <= n then
--check that this weapon hasn't been given already
for j, k in pairs(picked_items) do
if weapons[i] == k then
used = true
end
end
if not used then
table.insert(items_values, w)
table.insert(items, weapons[i])
items_count = items_count + 1
end
end
end
for i, w in pairs(utilities_values) do
local used = false
if w <= n then
--check that this weapon hasn't been given already
for j, k in pairs(picked_items) do
if utilities[i] == k then
used = true
end
end
if not used then
table.insert(items_values, w)
table.insert(items, utilities[i])
items_count = items_count + 1
end
end
end
if items_count > 0 then
local r = GetRandom(items_count) + 1
table.insert(picked_items, items[r])
n = n - items_values[r]
else
break
end
end
return picked_items
end
function assignAmmo(hog)
local name = GetHogTeamName(hog)
local processed = getTeamValue(name, "processed")
if processed == nil or not processed then
local ammo = getTeamValue(name, "ammo")
if ammo == nil then
ammo = randomAmmo()
setTeamValue(name, "ammo", ammo)
end
for i, w in pairs(ammo) do
AddAmmo(hog, w, 1)
end
setTeamValue(name, "processed", true)
end
end
function reset(hog)
setTeamValue(GetHogTeamName(hog), "processed", false)
end
function onGameInit()
DisableGameFlags(gfPerHogAmmo)
EnableGameFlags(gfResetWeps)
Goals = loc("Each turn you get 1-3 random weapons")
isUtility = {
[amTeleport] = true,
[amGirder] = true,
[amSwitch] = true,
[amLowGravity] = true,
[amResurrector] = true,
[amRope] = true,
[amParachute] = true,
[amJetpack] = true,
[amPortalGun] = true,
[amRubber] = true,
[amTardis] = true,
[amLandGun] = true,
[amExtraTime] = true,
[amVampiric] = true,
[amLaserSight] = true,
[amExtraDamage] = true,
[amInvulnerable] = true,
-- unusual classification
[amSnowball] = true,
}
isAirWeapon = {
[amAirAttack] = true,
[amMineStrike] = true,
[amNapalm] = true,
[amDrillStrike] = true,
[amPiano] = true,
}
end
local function getCost(ammoType, ammoCount)
if ammoCount == 0 or ammoCount == 9 then
return 0
else
local max
if isUtility[ammoType] then
-- Force-limit cost of utilities to 2 because utilities with
-- a cost of 3 could never be "paid"
max = 2
else
max = 3
end
return math.max(1, math.min(max, 4 - ammoCount))
end
end
function onGameStart()
trackTeams()
if MapHasBorder() == false then
for a = 0, AmmoTypeMax do
if a ~= amNothing and a ~= amSkip then
local ammoCount = GetAmmo(a)
local cost = getCost(a, ammoCount)
if cost > 0 and isAirWeapon[a] then
table.insert(airweapons, a)
table.insert(airweapons_values, cost)
end
end
end
end
end
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
for a=0, AmmoTypeMax do
if a ~= amNothing and a ~= amSkip then
local ammoCount, prob, delay, ammoInCrate = GetAmmo(a)
local cost = getCost(a, ammoCount)
if (not isAirWeapon[a]) then
if cost > 0 then
if isUtility[a] then
table.insert(utilities, a)
table.insert(utilities, cost)
else
table.insert(weapons, a)
table.insert(weapons_values, cost)
weapons_count = weapons_count + 1
end
end
else
prob = 0
end
local realAmmoCount
if ammoCount ~= 9 then
realAmmoCount = 0
else
realAmmoCount = 1
end
SetAmmo(a, realAmmoCount, prob, delay, ammoInCrate)
end
end
end
function onNewTurn()
runOnGears(assignAmmo)
runOnGears(reset)
setTeamValue(GetHogTeamName(CurrentHedgehog), "ammo", nil)
end
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
trackGear(gear)
end
end
function onGearDelete(gear)
trackDeletion(gear)
end