share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/journey.lua
author Wuzzy <almikes@aol.com>
Tue, 26 Sep 2017 22:04:09 +0200
changeset 12542 9d069efefe52
parent 12512 b1c2b0a8a43e
child 12543 9fda510f0bc4
permissions -rw-r--r--
ACF, mission 3: Put in 3 girders per girder crate

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
m2RamonDead = 0
m2SpikyDead = 0

TurnsLeft = 0
stage = 0

blowTaken = false
fireTaken = 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()
  DismissTeam(loc("Natives"))
  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, 0)
  TurnsLeft = 12
  TurnTimeLeft = 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"), 0, 6000)
  -----------------------///////////////------------
end

function SkipEndAnimAlone()
  RestoreHedge(cyborg)
  RestoreHedge(princess)
  AnimSetGearPosition(cyborg, 437, 1700)
  AnimSetGearPosition(princess, 519, 1722)
end

function SkipEndAnimDuo()
  RestoreHedge(cyborg)
  RestoreHedge(princess)
  if princessHidden then
    RestoreHog(princess)
    princessHidden = false
  end
  AnimSetGearPosition(cyborg, 437, 1700)
  AnimSetGearPosition(princess, 519, 1722)
  AnimSetGearPosition(leaks, 763, 1760)
  AnimSetGearPosition(dense, 835, 1519)
  HogTurnLeft(leaks, true)
  HogTurnLeft(dense, true)
end

function AfterEndAnimAlone()
  stage = endStage
  SwitchHog(leaks)
  SetGearMessage(leaks, 0)
  TurnTimeLeft = -1
  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
  SwitchHog(leaks)
  SetGearMessage(leaks, 0)
  SetGearMessage(dense, 0)
  TurnTimeLeft = -1
  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, 1842)
  AnimSwitchHog(leaks)
  SetInputMask(0xFFFFFFFF)
  AnimWait(dense, 1)
  AddFunction({func = HideHedge, args = {princess}})
  AddFunction({func = HideHedge, args = {cyborg}})
end

function AfterStartAnim()
  SetGearMessage(leaks, 0)
  TurnTimeLeft = 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, 0, 7000)
end

function SkipStartAnim()
  AnimSwitchHog(leaks)
end

function PlaceCratesDuo()
  SpawnAmmoCrate(3090, 827, amBaseballBat)
  girderCrate1 = SpawnUtilityCrate(2466, 1814, amGirder)
  girderCrate2 = SpawnUtilityCrate(2630, 1278, amGirder)
  SpawnUtilityCrate(2422, 1810, amParachute)
  SpawnUtilityCrate(3157, 1009, amLowGravity)
  sniperCrate = SpawnAmmoCrate(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(leaks, 0)
  SetGearMessage(dense, 0)
  EndTurn(0)
  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."), 1, 5000)
end

function SkipPastFlowerAnim()
  AnimSetGearPosition(dense, 2656, 1842)
  AnimSwitchHog(dense)
  AnimWait(dense, 1)
  AddFunction({func = HideHedge, args = {cyborg}})
end

function AfterOutPitAnim()
  SetupCourseDuo()
  RestoreHedge(cannibals[5])
  AddAmmo(cannibals[5], amDEagle, 0)
  HideHedge(cannibals[5])
  AddEvent(CheckTookFire, {}, DoTookFire, {}, 0)
  SetGearMessage(leaks, 0)
  SetGearMessage(dense, 0)
  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)

  fireCrate = SpawnAmmoCrate(1846, 1100, amFirePunch)
  SpawnAmmoCrate(1900, 1100, amPickHammer)
  SpawnAmmoCrate(950, 674, amDynamite)
  SpawnUtilityCrate(994, 825, amRope)
  SpawnUtilityCrate(570, 1357, amLowGravity)
end

function DumpMines()
  AddGear(2261, 1835, gtMine, 0, 0, 0, 0)
  AddGear(2280, 1831, gtMine, 0, 0, 0, 0)
  AddGear(2272, 1809, gtMine, 0, 0, 0, 0)
  AddGear(2290, 1815, gtMine, 0, 0, 0, 0)
  AddGear(2278, 1815, gtMine, 0, 0, 0, 0)
  AddGear(2307, 1811, gtMine, 0, 0, 0, 0)
  AddGear(2286, 1820, gtMine, 0, 0, 0, 0)
  AddGear(2309, 1813, gtMine, 0, 0, 0, 0)
  AddGear(2303, 1822, gtMine, 0, 0, 0, 0)
  AddGear(2317, 1827, gtMine, 0, 0, 0, 0)
  AddGear(2312, 1816, gtMine, 0, 0, 0, 0)
  AddGear(2316, 1812, gtMine, 0, 0, 0, 0)
  AddGear(2307, 1802, gtMine, 0, 0, 0, 0)
  AddGear(2276, 1818, gtMine, 0, 0, 0, 0)
  AddGear(2284, 1816, gtMine, 0, 0, 0, 0)
  AddGear(2292, 1811, gtMine, 0, 0, 0, 0)
  AddGear(2295, 1814, gtMine, 0, 0, 0, 0)
  AddGear(2306, 1811, gtMine, 0, 0, 0, 0)
  AddGear(2292, 1815, gtMine, 0, 0, 0, 0)
  AddGear(2314, 1815, gtMine, 0, 0, 0, 0)
  AddGear(2286, 1813, gtMine, 0, 0, 0, 0)
  AddGear(2275, 1813, gtMine, 0, 0, 0, 0)
  AddGear(2269, 1814, gtMine, 0, 0, 0, 0)
  AddGear(2273, 1812, gtMine, 0, 0, 0, 0)
  AddGear(2300, 1808, gtMine, 0, 0, 0, 0)
  AddGear(2322, 1812, gtMine, 0, 0, 0, 0)
  AddGear(2323, 1813, gtMine, 0, 0, 0, 0)
  AddGear(2311, 1811, gtMine, 0, 0, 0, 0)
  AddGear(2303, 1809, gtMine, 0, 0, 0, 0)
  AddGear(2287, 1808, gtMine, 0, 0, 0, 0)
  AddGear(2282, 1808, gtMine, 0, 0, 0, 0)
  AddGear(2277, 1809, gtMine, 0, 0, 0, 0)
  AddGear(2296, 1809, gtMine, 0, 0, 0, 0)
  AddGear(2314, 1818, gtMine, 0, 0, 0, 0)
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}})

  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, 1842}})
  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}})

  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, 1842}})
  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, swh = false, args = {leaks, RestoreCyborg, {2299, 1687, 2294, 1841}}})
  table.insert(failAnimAD, {func = AnimTeleportGear, args = {leaks, 2090, 1841}})
  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, 12000}})
  table.insert(failAnimAD, {func = AnimSay, args = {leaks, loc("No! What have I done?! What have YOU done?!"), SAY_SHOUT, 6000}})

  table.insert(endAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1722}}})
  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 = AnimTeleportGear, args = {cyborg, 2456, 1842}})
  table.insert(pastFlowerAnimAL, {func = AnimTeleportGear, args = {dense, 2656, 1842}})
  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 = {dense}})
  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, 1722}}})
  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 = AnimTeleportGear, args = {cyborg, 2456, 1842}})
  table.insert(pastFlowerAnimRL, {func = AnimTeleportGear, args = {dense, 2656, 1842}})
  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, 1722}}})
  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()
  DismissTeam(loc("Cannibal Sentry"))
  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)
  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 SetupPlaceAlone()
  ------ AMMO CRATE LIST ------
  SpawnAmmoCrate(3124, 952, amBaseballBat)
  SpawnAmmoCrate(2508, 1110, amFirePunch)
  ------ UTILITY CRATE LIST ------
  blowCrate = SpawnAmmoCrate(3675, 1480, amBlowTorch)
  gravityCrate = SpawnUtilityCrate(3448, 1349, amLowGravity)
  SpawnUtilityCrate(3212, 1256, amGirder)
  SpawnUtilityCrate(3113, 911, amParachute)
  sniperCrate = SpawnAmmoCrate(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, 100)
  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()
    AddAnim(startAnim)
    AddFunction({func = AfterStartAnim, args = {}})
  else
    if m2Choice == choiceAccepted then
      SetupAnimAcceptedLived()
    else
      SetupAnimRefusedLived()
    end
    SetupPlaceDuo()
    SetupEventsDuo()
    AddAnim(startAnim)
    AddFunction({func = AfterStartAnim, args = {}})
  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 ------
  SpawnUtilityCrate(1590, 628, amParachute)
  SpawnAmmoCrate(1540, 100, amDynamite)
  SpawnUtilityCrate(2175, 1815, amLowGravity)
  SpawnAmmoCrate(2210, 1499, amFirePunch)
  girderCrate = SpawnUtilityCrate(2300, 1663, amGirder)
  SpawnAmmoCrate(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 CheckTookFire()
  return fireTaken
end

function DoTookFire()
  AddAmmo(leaks, amFirePunch, 100)
end

function CheckDensePit()
  if GetHealth(dense) ~= nil then
    return GetY(dense) < 1250 and StoppedGear(dense)
  else
    return false
  end
end

function DoDensePit()
  EndTurn(0)
  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(loc("Natives"))
  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(loc("Natives"))
  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."), 0, 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."), 0, 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..."), 0, 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 StoppedGear(leaks) 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
  AddAnim(endFailAnim)
  AddFunction({func = DismissTeam, args = {loc("Natives")}})
  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(loc("Cannibal Sentry"))
  DismissTeam(loc("011101001"))
  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 = {}}}})
end

--////////////////////////////Main Functions/////////////////////////

function onGameInit()
  progress = tonumber(GetCampaignVar("Progress"))
  m2Choice = tonumber(GetCampaignVar("M2Choice"))
  m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
  m2RamonDead = tonumber(GetCampaignVar("M2RamonDead"))
  m2SpikyDead = tonumber(GetCampaignVar("M2SpikyDead"))

	Seed = 0
	GameFlags = gfSolidLand + gfDisableWind
	TurnTime = 40000 
	CaseFreq = 0
	MinesNum = 0

	if m2DenseDead == 1 then
		MinesTime = 3000
	else
		MinesTime = 5000
	end
	Explosives = 0
	Delay = 5
    Map = "A_Classic_Fairytale_journey"
    Theme = "Nature"

    -- Disable Sudden Death
    HealthDecrease = 0
    WaterRise = 0

	AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
	leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo")
  dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood")

  AddTeam(loc("Cannibal Sentry"), 14483456, "Skull", "Island", "Pirate","cm_vampire")
  cannibals = {}
  for i = 1, 4 do
    cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi")
    AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
  end

  for i = 5, 8 do
    cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi")
    AnimSetGearPosition(cannibals[i], 0, 0)
  end

  AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_binary")
  cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1")
  princess = AddHog(loc("Fell From Heaven"), 0, 200, "tiara")

  AnimSetGearPosition(dense, 0, 0)
  AnimSetGearPosition(leaks, 0, 0)
  AnimSetGearPosition(cyborg, 0, 0)
  AnimSetGearPosition(princess, 0, 0)
  
  AnimInit()
end

function onGameStart()
  StartMission()
end

function onGameTick()
  AnimUnWait()
  if ShowAnimation() == false then
    return
  end
  ExecuteAfterAnimations()
  CheckEvents()
end

function onGearDelete(gear)
  if gear == blowCrate then
    blowTaken = true
  elseif gear == fireCrate then
    fireTaken = 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 AnimInProgress() then
    TurnTimeLeft = -1
  elseif victory then
    EndTurn(true)
  elseif stage == endStage and CurrentHedgehog ~= leaks then
    AnimSwitchHog(leaks)
    SetGearMessage(leaks, 0)
    TurnTimeLeft = -1
  elseif GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
    for i = 1, 4 do
      if cannibalDead[i] ~= true and leaksDead ~= true then
        if GetX(cannibals[i]) < GetX(leaks) then
          HogTurnLeft(cannibals[i], false)
        else
          HogTurnLeft(cannibals[i], true)
        end
      end
    end
    SetInputMask(band(0xFFFFFFFF, bnot(gmLeft + gmRight + gmLJump + gmHJump)))
    TurnTimeLeft = 20000
  else
    SetInputMask(0xFFFFFFFF)
    TurnsLeft = TurnsLeft - 1
  end
end

function onPrecise()
  if GameTime > 2500 and AnimInProgress() then
    SetAnimSkip(true)
    return
  end
end