Fix team colors of most teams in A Space Adventure to denote correct ally status
A Space Adventure often gave different colors to allied teams, which is wrong!
A few exceptions remain for technical reasons.
------------------- ABOUT ----------------------
--
-- This is the mission to acquire the last part.
-- This mission is the cameo of Professor Hogevil
-- who has took hostages H and Dr. Cornelius.
-- Hog Solo has to defeat him and his thugs.
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local missionName = loc("The last encounter")
-- dialogs
local dialog01 = {}
-- missions objectives
local goals = {
[dialog01] = {missionName, loc("The final part"), loc("Defeat Professor Hogevil!") .. "|" .. loc("Mines time: 1.5 seconds"), 1, 4500},
}
-- crates
local teleportCrate = {x = 1935, y = 1830}
local drillCrate = {x = 3810, y = 1705}
local batCrate = {x = 1975, y = 1830}
local blowtorchCrate = {x = 1520, y = 1950}
local cakeCrate = {x = 325, y = 1500}
local ropeCrate = {x = 1860, y = 500}
local pickHammerCrate = {x = 1900, y = 400}
-- hogs
local hero = {}
local paoth1 = {}
local paoth2 = {}
local professor = {}
local thug1 = {}
local thug2 = {}
local thug3 = {}
local thug4 = {}
local thug5 = {}
local thug6 = {}
local thug7 = {}
local thugs = { thug1, thug2, thug3, thug4, thug5, thug6, thug7 }
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 520
hero.y = 845
hero.dead = false
paoth1.name = loc("H")
paoth1.x = 3730
paoth1.y = 1480
paoth2.name = loc("Dr. Cornelius")
paoth2.x = 3800
paoth2.y = 1480
professor.name = loc("Prof. Hogevil")
professor.dead = false
thug1.x = 1265
thug1.y = 1400
thug1.health = 70
thug2.x = 2035
thug2.y = 1320
thug2.health = 95
thug3.x = 1980
thug3.y = 815
thug3.health = 35
thug3.turnLeft = true
thug4.x = 2830
thug4.y = 1960
thug4.health = 80
thug5.x = 2890
thug5.y = 1960
thug5.health = 80
thug6.x = 2940
thug6.y = 1960
thug6.health = 80
thug7.x = 2990
thug7.y = 1960
thug7.health = 80
teamA.name = loc("Hog Solo")
teamA.color = 0x38D61C -- green
teamB.name = loc("PAotH")
-- FIXME: PAotH should share color with Hog Solo
teamB.color = 0x0072FF -- blue because otherwise enemies attack them
teamC.name = loc("Professor")
teamC.color = 0x0072FF -- blue
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 1
TurnTime = 25000
CaseFreq = 0
MinesNum = 3
MinesTime = 1500
Explosives = 2
Delay = 3
HealthCaseAmount = 50
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
Map = "death01_map"
Theme = "Hell"
-- Hog Solo
AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "hedgewars")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
-- PAotH
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_galaxy")
paoth1.gear = AddHog(paoth1.name, 0, 100, "hair_yellow")
AnimSetGearPosition(paoth1.gear, paoth1.x, paoth1.y)
HogTurnLeft(paoth1.gear, true)
paoth2.gear = AddHog(paoth2.name, 0, 100, "Glasses")
AnimSetGearPosition(paoth2.gear, paoth2.x, paoth2.y)
HogTurnLeft(paoth2.gear, true)
-- Professor and Thugs
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_sine")
professor.human = AddHog(professor.name, 0, 300, "tophats")
AnimSetGearPosition(professor.human, hero.x + 70, hero.y)
HogTurnLeft(professor.human, true)
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_sine")
professor.bot = AddHog(professor.name, 1, 300, "tophats")
AnimSetGearPosition(professor.bot, paoth1.x - 100, paoth1.y)
HogTurnLeft(professor.bot, true)
professor.gear = professor.bot
for i=1,table.getn(thugs) do
thugs[i].gear = AddHog(string.format(loc("Thug #%d"), i), 1, thugs[i].health, "war_desertgrenadier1")
AnimSetGearPosition(thugs[i].gear, thugs[i].x, thugs[i].y)
HogTurnLeft(thugs[i].gear, not thugs[i].turnLeft)
end
initCheckpoint("death01")
AnimInit(true)
AnimationSetup()
end
function onGameStart()
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onEnemiesDeath, {hero.gear}, enemiesDeath, {hero.gear}, 0)
-- add crates
SpawnUtilityCrate(teleportCrate.x, teleportCrate.y, amTeleport)
SpawnUtilityCrate(drillCrate.x, drillCrate.y, amTeleport)
SpawnAmmoCrate(drillCrate.x, drillCrate.y, amDrill)
SpawnAmmoCrate(batCrate.x, batCrate.y, amBaseballBat)
SpawnAmmoCrate(blowtorchCrate.x, blowtorchCrate.y, amBlowTorch)
SpawnAmmoCrate(cakeCrate.x, cakeCrate.y, amCake)
SpawnUtilityCrate(ropeCrate.x, ropeCrate.y, amRope)
SpawnAmmoCrate(pickHammerCrate.x, pickHammerCrate.y, amPickHammer)
SpawnHealthCrate(cakeCrate.x + 40, cakeCrate.y)
SpawnHealthCrate(blowtorchCrate.x + 40, blowtorchCrate.y)
-- add explosives
AddGear(1900, 850, gtExplosives, 0, 0, 0, 0)
AddGear(1900, 800, gtExplosives, 0, 0, 0, 0)
AddGear(1900, 750, gtExplosives, 0, 0, 0, 0)
AddGear(1900, 710, gtExplosives, 0, 0, 0, 0)
-- add mines
AddGear(3520, 1650, gtMine, 0, 0, 0, 0)
AddGear(3480, 1680, gtMine, 0, 0, 0, 0)
AddGear(3440, 1690, gtMine, 0, 0, 0, 0)
AddGear(3400, 1710, gtMine, 0, 0, 0, 0)
AddGear(2100, 1730, gtMine, 0, 0, 0, 0)
AddGear(2150, 1730, gtMine, 0, 0, 0, 0)
AddGear(2200, 1750, gtMine, 0, 0, 0, 0)
-- add girders
PlaceGirder(3770, 1370, 4)
PlaceGirder(3700, 1460, 6)
PlaceGirder(3840, 1460, 6)
-- add ammo
-- hero ammo
AddAmmo(hero.gear, amRope, 2)
AddAmmo(hero.gear, amBazooka, 3)
AddAmmo(hero.gear, amParachute, 1)
AddAmmo(hero.gear, amGrenade, 6)
AddAmmo(hero.gear, amDEagle, 4)
AddAmmo(hero.gear, amSkip, 100)
local bonus = tonumber(getBonus(3))
if bonus > 0 then
SetHealth(hero.gear, 120)
AddAmmo(hero.gear, amLaserSight, 1)
saveBonus(3, bonus-1)
end
-- evil ammo
AddAmmo(professor.gear, amRope, 4)
AddAmmo(professor.gear, amBazooka, 8)
AddAmmo(professor.gear, amSwitch, 100)
AddAmmo(professor.gear, amGrenade, 8)
AddAmmo(professor.gear, amDEagle, 8)
HideHog(professor.bot)
AddAnim(dialog01)
SendHealthStatsOff()
end
function onNewTurn()
if CurrentHedgehog == paoth1.gear or CurrentHedgehog == paoth2.gear then
AnimSwitchHog(hero.gear)
EndTurn(true)
end
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onAmmoStoreInit()
SetAmmo(amCake, 0, 0, 0, 1)
SetAmmo(amTeleport, 0, 0, 0, 1)
SetAmmo(amBaseballBat, 0, 0, 0, 4)
SetAmmo(amBlowTorch, 0, 0, 0, 1)
SetAmmo(amRope, 0, 0, 0, 2)
SetAmmo(amPickHammer, 0, 0, 0, 1)
SetAmmo(amDrill, 0, 0, 0, 1)
end
function onGearDelete(gear)
if gear == hero.gear then
hero.dead = true
elseif gear == professor.gear then
professor.dead = true
end
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
-------------- EVENTS ------------------
function onHeroDeath(gear)
if hero.dead then
return true
end
return false
end
function onEnemiesDeath(gear)
local allDead = true
if GetHealth(hero.gear) and professor.dead then
for i=1,table.getn(thugs) do
if GetHealth(thugs[i]) then
allDead = false
break
end
end
else
allDead = false
end
return allDead
end
-------------- ACTIONS ------------------
function heroDeath(gear)
SendStat(siGameResult, loc("Hog Solo lost, try again!"))
SendStat(siCustomAchievement, loc("To win the game you have to eliminate all your enemies."))
sendSimpleTeamRankings({teamC.name, teamA.name})
EndGame()
end
function enemiesDeath(gear)
saveCompletedStatus(6)
SendStat(siGameResult, loc("Congratulations, you won!"))
SendStat(siCustomAchievement, loc("You have successfully eliminated Professor Hogevil."))
SendStat(siCustomAchievement, loc("You have rescued H and Dr. Cornelius."))
SendStat(siCustomAchievement, loc("You have acquired the last device part."))
SendStat(siCustomAchievement, loc("Now go and play the menu mission to complete the campaign."))
sendSimpleTeamRankings({teamA.name, teamC.name})
EndGame()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
startBattle()
end
function AnimationSetup()
local profDiedOnMoon = GetCampaignVar("ProfDiedOnMoon") == "1"
-- DIALOG01, GAME START, INTRODUCTION
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere on the uninhabitable Death Planet ..."), 5000}})
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("Welcome Hog Solo, surprised to see me?"), SAY_SAY, 4000}})
if profDiedOnMoon then
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("After you left the moon, my other loyal minions came and resurrected me so I could complete my master plan."), SAY_SAY, 6000}})
else
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("As you can see I have survived our last encounter and I had time to plot my master plan!"), SAY_SAY, 4000}})
end
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("I've thought that the best way to get the device is to let you collect most of the parts for me!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("So, now I got the last part and I have your friends captured."), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("Will you give me the other parts?"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I will never hand you the parts!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimWait, args = {professor.human, 3000}})
if profDiedOnMoon then
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("Then prepare for battle!"), SAY_SHOUT, 4000}})
else
table.insert(dialog01, {func = AnimSay, args = {professor.human, loc("Then prepare for battle!"), SAY_SAY, 4000}})
end
table.insert(dialog01, {func = startBattle, args = {}})
end
-------------- OTHER FUNCTIONS -----------------
function startBattle()
ShowMission(unpack(goals[dialog01]))
DeleteGear(professor.human)
RestoreHog(professor.bot)
AnimSwitchHog(professor.gear)
EndTurn(true)
end