Add team score next to team bars for CTF_Blizard, Control, CTF, Mutant, Space Invasion
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-- HIGHLANDER / HOGS OF WAR
-- by mikade
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-- Ancient changelog:
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--0.1
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-- concept test
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--0.2
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-- remove tardis till Henek fixes his tracker
-- change wep crates to health crates
-- reset arb turntimevalue
-- include randomOrder
-- Until fixed .17 methods come out, remove switches and resurrector
-- on request, removed kamikaze and piano weapons
-- provisional fixing of bugs that can't actually be fixed yet
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--0.3
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-- meh, update incorrect display
-- may change this in the future to have switches
-- but for now people are used to it without, so~
-- mudball is now counted as a utility
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--0.3b
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-- cleaned up code and got rid of unneccessary vars
-- mudball is a weapon again
-- landgun is now a utility
-- extra time, vampirism utility removed
-- hammer wep removed
-- all hogs have kamikaze
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--0.3c
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-- restructured some code
-- added napalm (whoops) to list of possible weapons you can get
-- hogs no longer recieve airstrike-related weps on border maps
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--0.4
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-- fix same name/blank weapon transfer bug (issue 541)
-- show next hog ammo set in full (issue 312)
-- allow mid-kill multi-shot weapon transfers (issue 503)
-- allow users to configure hog health
-- remove 'switched to' message
-- remove some extraeneous code
-- add more whitespace
-- break everything
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--0.4b
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-- as per request, add ice-gun
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-- ideas for the future
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-- add structure
-- allow switcher, resurrector
-- add abuse
-- nerf teleport
-- allow more customization
-- poison hogs using the default team? :/
-- balance weapon distribution across entire team / all teams
-- add other inequalities/bonuses like... ???
-- some hogs start off with an extra 25 health?
-- some hogs start off poisoned?
-- some hogs start off with a rope and 2 drills but die after their turn?
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-- derp, script follows
-------------------------------
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")
-- These define weps allowed by the script.
-- These were arbitrarily defined out-of-order in initial script, so that was preserved here, resulting
-- in a moderately odd syntax.
local atkWeps = {
[amBazooka]=true, [amBee]=true, [amMortar]=true, [amDrill]=true, [amSnowball]=true,
[amGrenade]=true, [amClusterBomb]=true, [amMolotov]=true, [amWatermelon]=true,
[amHellishBomb]=true, [amGasBomb]=true, [amShotgun]=true, [amDEagle]=true,
[amFlamethrower]=true, [amSniperRifle]=true, [amSineGun]=true, [amMinigun]=true,
[amFirePunch]=true, [amWhip]=true, [amBaseballBat]=true, [amKamikaze]=true,
[amSeduction]=true, [amHammer]=true, [amMine]=true, [amDynamite]=true, [amCake]=true,
[amBallgun]=true, [amSMine]=true, [amRCPlane]=true, [amBirdy]=true, [amKnife]=true,
[amAirAttack]=true, [amMineStrike]=true, [amNapalm]=true, [amDrillStrike]=true, [amPiano]=true, [amAirMine] = true,
[amDuck]=true,
}
local utilWeps = {
[amBlowTorch]=true, [amPickHammer]=true, [amGirder]=true, [amPortalGun]=true,
[amRope]=true, [amParachute]=true, [amTeleport]=true, [amJetpack]=true,
[amInvulnerable]=true, [amLaserSight]=true, [amVampiric]=true,
[amLowGravity]=true, [amExtraDamage]=true, [amExtraTime]=true,
[amLandGun]=true, [amRubber]=true, [amIceGun]=true,
}
-- Intentionally left out:
-- * Resurrector (guaranteed to screw up the game)
-- * Time Box
-- * Switch Hedgehog (not sure why)
local wepArray = {}
local atkChoices = {}
local utilChoices = {}
local currHog
local lastHog
local started = false
local switchStage = 0
local lastWep = amNothing
local shotsFired = 0
local probability = {1,2,5,10,20,50,200,500,1000000};
local atktot = 0
local utiltot = 0
local someHog = nil -- just for looking up the weps
-- Script parameter stuff
local mode = nil
-- If true, killing hogs of your own clan doesn't give you their weapons.
-- Otherwise, killing any hog gives you their weapons.
local loyal = false
function onParameters()
parseParams()
mode = params["mode"]
loyal = params["loyal"] == "true"
end
function CheckForWeaponSwap()
if GetCurAmmoType() ~= lastWep then
shotsFired = 0
end
lastWep = GetCurAmmoType()
end
function onSlot()
CheckForWeaponSwap()
end
function onSetWeapon()
CheckForWeaponSwap()
end
function onHogAttack()
CheckForWeaponSwap()
shotsFired = shotsFired + 1
end
function StartingSetUp(gear)
for i = 0, AmmoTypeMax do
if i ~= amNothing then
setGearValue(gear,i,0)
end
end
for w,c in pairs(wepArray) do
if c == 9 and (atkWeps[w] or utilWeps[w]) then
setGearValue(gear,w,1)
end
end
setGearValue(gear,amSkip,100)
local r = 0
if atktot > 0 then
r = GetRandom(atktot)+1
for i = 0, AmmoTypeMax do
if i ~= amNothing then
if atkChoices[i] >= r then
setGearValue(gear,i,1)
break
end
end
end
end
if utiltot > 0 then
r = GetRandom(utiltot)+1
for i = 0, AmmoTypeMax do
if i ~= amNothing then
if utilChoices[i] >= r then
setGearValue(gear,i,1)
break
end
end
end
end
end
--[[function SaveWeapons(gear)
-- er, this has no 0 check so presumably if you use a weapon then when it saves you wont have it
for i = 1, (#wepArray) do
setGearValue(gear, wepArray[i], GetAmmoCount(gear, wepArray[i]) )
--AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) )
end
end]]
function ConvertValues(gear)
for w,c in pairs(wepArray) do
AddAmmo(gear, w, getGearValue(gear,w) )
end
end
-- this is called when a hog dies
function TransferWeps(gear)
if CurrentHedgehog ~= nil and CurrentHedgehog ~= gear and (not loyal or (GetHogClan(CurrentHedgehog) ~= GetHogClan(gear))) then
local x,y,color
local vgear
local vgtX, vgtY, vgtdX, vgtdY, vgtAngle, vgtFrame, vgtFrameTicks, vgtState, vgtTimer, vgtTint
local dspl = IsHogLocal(CurrentHedgehog)
local ammolist = ''
if dspl then
x,y = GetGearPosition(CurrentHedgehog)
color = GetClanColor(GetHogClan(CurrentHedgehog))
end
for w,c in pairs(wepArray) do
val = getGearValue(gear,w)
if val ~= 0 and (mode == "orig" or (wepArray[w] ~= 9 and getGearValue(CurrentHedgehog, w) == 0)) then
setGearValue(CurrentHedgehog, w, val)
-- if you are using multi-shot weapon, gimme one more
if (GetCurAmmoType() == w) and (shotsFired ~= 0) then
AddAmmo(CurrentHedgehog, w, val+1)
-- assign ammo as per normal
else
AddAmmo(CurrentHedgehog, w, val)
end
if dspl then
if ammolist == '' then
ammolist = GetAmmoName(w)
else
ammolist = ammolist .. ' • ' .. GetAmmoName(w)
end
x = x + 2
y = y + 32
vgear = AddVisualGear(x, y, vgtAmmo, 0, true)
if vgear ~= nil then
vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint = GetVisualGearValues(vgear)
vgtFrame = w
SetVisualGearValues(vgear,vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint)
end
end
end
end
if dspl and ammolist ~= '' then
PlaySound(sndShotgunReload);
AddCaption(ammolist, color, capgrpAmmoinfo)
end
end
end
function onGameInit()
EnableGameFlags(gfInfAttack, gfRandomOrder, gfPerHogAmmo)
DisableGameFlags(gfResetWeps, gfSharedAmmo)
HealthCaseProb = 100
if loyal then
Goals = loc("Loyal Highlander: Eliminate enemy hogs to take their weapons") .. "|"
else
Goals = loc("Highlander: Eliminate hogs to take their weapons") .. "|"
end
Goals = Goals .. loc("Replenishment: Weapons are restocked on turn start of a new hog") .. "|" ..
loc("Ammo Limit: Hogs can’t have more than 1 ammo per type")
end
function onGameStart()
utilChoices[amSkip] = 0
local c = 0
for i = 0, AmmoTypeMax do
if i ~= amNothing then
atkChoices[i] = 0
utilChoices[i] = 0
if i ~= 7 then
wepArray[i] = 0
c = GetAmmoCount(someHog, i)
if c > 8 then c = 9 end
wepArray[i] = c
if c < 9 and c > 0 then
if atkWeps[i] then
--WriteLnToConsole('a c: '..c..' w:'..i)
atktot = atktot + probability[c]
atkChoices[i] = atktot
elseif utilWeps[i] then
--WriteLnToConsole('u c: '..c..' w:'..i)
utiltot = utiltot + probability[c]
utilChoices[i] = utiltot
end
end
end
end
end
--WriteLnToConsole('utiltot:'..utiltot..' atktot:'..atktot)
runOnGears(StartingSetUp)
runOnGears(ConvertValues)
end
function CheckForHogSwitch()
--[[ Restock the weapons of the hog on turn start, provided it is not the same hog as before.
This exception is done do avoid a single hog receiving tons of weapons when it is the only unfrozen
hog and takes consecutive turns. ]]
if (CurrentHedgehog ~= nil) then
currHog = CurrentHedgehog
if currHog ~= lastHog then
-- re-assign ammo to this guy, so that his entire ammo set will
-- be visible during another player's turn
if lastHog ~= nil then
ConvertValues(lastHog)
end
-- give the new hog what he is supposed to have, too
ConvertValues(CurrentHedgehog)
end
lastHog = currHog
end
end
function onNewTurn()
CheckForHogSwitch()
end
--function onGameTick20()
--CheckForHogSwitch()
-- if we use gfPerHogAmmo is this even needed? Err, well, weapons reset, so... yes?
-- orrrr, should we rather call the re-assignment of weapons onNewTurn()? probably not because
-- then you cant switch hogs... unless we add a thing in onSwitch or whatever
-- ye, that is probably better actually, but I'll add that when/if I add switch
--end
--[[function onHogHide(gear)
-- waiting for Henek
end
function onHogRestore(gear)
-- waiting for Henek
end]]
function onGearAdd(gear)
--if GetGearType(gear) == gtSwitcher then
-- SaveWeapons(CurrentHedgehog)
--end
if (GetGearType(gear) == gtHedgehog) then
trackGear(gear)
if someHog == nil then someHog = gear end
end
end
function onGearDelete(gear)
if (GetGearType(gear) == gtHedgehog) then --or (GetGearType(gear) == gtResurrector) then
TransferWeps(gear)
trackDeletion(gear)
end
end