------------------- ABOUT ----------------------
--
-- This map works as a menu for the hero hog to
-- navigate through planets. It portrays the hogs
-- planet and above the planets that he'll later
-- visit.
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local missionName = loc("Spacetrip")
local timeForGuard1ToTurn = 1000 * 5 -- 5 sec
local timeForGuard1ToTurnLeft = timeForGuard1ToTurn
local saucerAcquired = false
local status
local checkPointReached = 1 -- 1 is start of the game
local objectives = loc("Go to the moon by using the flying saucer and complete the main mission").."|"..
loc("Come back to this mission and visit the other planets to collect the crates").."|"..
loc("Visit the Death Planet after completing all the other planets' main missions").."|"..
loc("Come back to this mission after collecting all the device parts")
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
local dialog05 = {}
local dialog06 = {}
local dialog07 = {}
local dialog08 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Getting ready"), loc("Go and collect the crate").."|"..loc("Try not to get spotted by the guards!"), 1, 4500},
[dialog02] = {missionName, loc("The adventure begins!"), loc("Use the saucer and fly to the moon").."|"..loc("Travel carefully as your fuel is limited"), 1, 4500},
[dialog03] = {missionName, loc("An unexpected event!"), loc("Use the saucer and fly away").."|"..loc("Beware, any damage taken will stay until you complete the moon's main mission"), 1, 7000},
[dialog04] = {missionName, loc("Objectives"), objectives, 1, 7000},
[dialog05] = {missionName, loc("Objectives"), objectives, 1, 7000},
[dialog07] = {missionName, loc("Searching the stars!"), loc("Use the saucer and fly away").."|"..loc("Visit the planets of Ice, Desert and Fruit before you proceed to the Death Planet"), 1, 6000},
[dialog08] = {missionName, loc("Saving Hogera"), loc("Fly to the meteorite and detonate the explosives"), 1, 7000}
}
-- crates
local saucerX = 3270
local saucerY = 1500
-- hogs
local hero = {}
local director = {}
local doctor = {}
local guard1 = {}
local guard2 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- to check if flying saucer is active
local saucerGear = nil
-- if player abandoned any incomplete planet mission
local abandonedPlanetMission = false
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1450
hero.y = 1550
director.name = loc("H")
director.x = 1350
director.y = 1550
doctor.name = loc("Dr. Cornelius")
doctor.x = 1300
doctor.y = 1550
guard1.name = loc("Bob")
guard1.x = 3350
guard1.y = 1800
guard1.turn = false
guard1.keepTurning = true
guard2.name = loc("Sam")
guard2.x = 3400
guard2.y = 1800
teamA.name = loc("PAotH")
teamA.color = tonumber("FF0000",16) -- red
teamB.name = loc("Guards")
teamB.color = tonumber("0072FF",16) -- blue
teamC.name = loc("Hog Solo")
teamC.color = tonumber("38D61C",16) -- green
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 35
GameFlags = gfSolidLand + gfDisableWind
TurnTime = 40000
CaseFreq = 0
MinesNum = 0
Explosives = 0
Delay = 5
-- Disable Sudden Death
WaterRise = 0
HealthDecrease = 0
-- completed main missions
status = getCompletedStatus()
if status.death01 then
Map = "cosmos2_map"
else
Map = "cosmos_map" -- custom map included in file
end
Theme = "Nature"
-- I had originally hero in PAotH team and changed it, may reconsider though
-- PAotH
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "hedgewars")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
HogTurnLeft(hero.gear, true)
AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_galaxy")
director.gear = AddHog(director.name, 0, 100, "hair_yellow")
AnimSetGearPosition(director.gear, director.x, director.y)
doctor.gear = AddHog(doctor.name, 0, 100, "Glasses")
AnimSetGearPosition(doctor.gear, doctor.x, doctor.y)
-- Guards
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_swordshield2")
guard1.gear = AddHog(guard1.name, 1, 100, "policecap")
AnimSetGearPosition(guard1.gear, guard1.x, guard1.y)
guard2.gear = AddHog(guard2.name, 1, 100, "policecap")
AnimSetGearPosition(guard2.gear, guard2.x, guard2.y)
-- get the check point
if tonumber(GetCampaignVar("CosmosCheckPoint")) then
checkPointReached = tonumber(GetCampaignVar("CosmosCheckPoint"))
end
-- Whether to start with an animation
local startSequence
-- do checkpoint stuff needed before game starts
if checkPointReached == 1 then
-- Start of the game
startSequence = true
elseif checkPointReached == 2 then
-- Hero on the column, just took space ship unnoticed
startSequence = true
AnimSetGearPosition(hero.gear, saucerX, saucerY)
elseif checkPointReached == 3 then
-- Hero near column, without space ship unnoticed
startSequence = true
elseif checkPointReached == 4 then
-- Hero visited moon for fuels
startSequence = true
AnimSetGearPosition(hero.gear, 1110, 850)
elseif checkPointReached == 5 then
startSequence = false
-- Hero has visited a planet, he has plenty of fuels and can change planet
if GetCampaignVar("Planet") == "moon" then
AnimSetGearPosition(hero.gear, 1110, 850)
elseif GetCampaignVar("Planet") == "desertPlanet" then
AnimSetGearPosition(hero.gear, 3670, 270)
elseif GetCampaignVar("Planet") == "fruitPlanet" then
AnimSetGearPosition(hero.gear, 2400, 375)
elseif GetCampaignVar("Planet") == "icePlanet" then
AnimSetGearPosition(hero.gear, 1440, 260)
elseif GetCampaignVar("Planet") == "deathPlanet" then
AnimSetGearPosition(hero.gear, 620, 530)
elseif GetCampaignVar("Planet") == "meteorite" then
AnimSetGearPosition(hero.gear, 3080, 850)
end
end
AnimInit(startSequence)
-- Reset checkpoint of other missions when entering this mission.
-- The player has left the planet, so we count that “abandoning” any incomplete missions.
-- This also allows the player (indirectly) to reset the checkpointed missions.
abandonedPlanetMission = resetCheckpoint()
AnimationSetup()
end
function onGameStart()
-- wait for the first turn to start
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
ShowMission(loc("Spacetrip"), loc("Getting ready"), loc("Help Hog Solo to find all the parts of the anti-gravity device.")..
"|"..loc("Travel to all the neighbor planets and collect all the pieces"), -amSkip, 0)
-- do checkpoint stuff needed after game starts
if checkPointReached == 1 then
AddAnim(dialog01)
AddAmmo(hero.gear, amRope, 1)
AddAmmo(guard1.gear, amDEagle, 2)
AddAmmo(guard2.gear, amDEagle, 2)
SpawnUtilityCrate(saucerX, saucerY, amJetpack)
-- EVENT HANDLERS
AddEvent(onHeroBeforeTreePosition, {hero.gear}, heroBeforeTreePosition, {hero.gear}, 0)
AddEvent(onHeroAtSaucerPosition, {hero.gear}, heroAtSaucerPosition, {hero.gear}, 0)
AddEvent(onHeroOutOfGuardSight, {hero.gear}, heroOutOfGuardSight, {hero.gear}, 0)
elseif checkPointReached == 2 then
AddAmmo(hero.gear, amJetpack, 1)
AddAnim(dialog02)
elseif checkPointReached == 3 then
-- Hero near column, without space ship unnoticed
elseif checkPointReached == 4 then
-- Hero visited moon for fuels
AddAnim(dialog05)
elseif checkPointReached == 5 then
-- Hero has visited a planet, he has plenty of fuels and can change planet
AddAmmo(hero.gear, amJetpack, 100)
end
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onNoFuelAtLand, {hero.gear}, noFuelAtLand, {hero.gear}, 0)
-- always check for landings
if GetCampaignVar("Planet") ~= "moon" then
AddEvent(onMoonLanding, {hero.gear}, moonLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "desertPlanet" then
AddEvent(onDesertPlanetLanding, {hero.gear}, desertPlanetLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "fruitPlanet" then
AddEvent(onFruitPlanetLanding, {hero.gear}, fruitPlanetLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "icePlanet" then
AddEvent(onIcePlanetLanding, {hero.gear}, icePlanetLanding, {hero.gear}, 0)
end
if GetCampaignVar("Planet") ~= "deathPlanet" then
AddEvent(onDeathPlanetLanding, {hero.gear}, deathPlanetLanding, {hero.gear}, 0)
end
if status.death01 and not status.final then
AddAnim(dialog08)
if GetCampaignVar("Planet") ~= "meteorite" then
AddEvent(onMeteoriteLanding, {hero.gear}, meteoriteLanding, {hero.gear}, 0)
end
end
SendHealthStatsOff()
end
function onGameTick()
-- maybe alert this to avoid timeForGuard1ToTurnLeft overflow
if timeForGuard1ToTurnLeft == 0 and guard1.keepTurning then
guard1.turn = not guard1.turn
HogTurnLeft(guard1.gear, guard1.turn)
timeForGuard1ToTurnLeft = timeForGuard1ToTurn
end
timeForGuard1ToTurnLeft = timeForGuard1ToTurnLeft - 1
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGameTick20()
setFoundDeviceVisual()
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
function onAmmoStoreInit()
SetAmmo(amJetpack, 0, 0, 0, 1)
end
local abandonCheck = false
function onNewTurn()
if not abandonCheck and checkPointReached == 5 then
if abandonedPlanetMission then
HogSay(hero.gear, loc("I just forgot all checkpoints of incomplete missions."), SAY_THINK)
end
abandonCheck = false
end
if guard1.keepTurning then
AnimSwitchHog(hero.gear)
TurnTimeLeft = -1
end
end
-------------- EVENTS ------------------
function onHeroBeforeTreePosition(gear)
if GetHealth(hero.gear) and GetX(gear) > 2350 then
return true
end
return false
end
function onHeroAtSaucerPosition(gear)
if GetHealth(hero.gear) and GetX(gear) >= saucerX-25 and GetX(gear) <= saucerX+32 and GetY(gear) >= saucerY-32 and GetY(gear) <= saucerY+32 then
saucerAcquired = true
end
if saucerAcquired and GetHealth(hero.gear) and StoppedGear(gear) then
return true
end
return false
end
function onGearAdd(gear)
if GetGearType(gear) == gtJetpack then
saucerGear = gear
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtCase and band(GetGearMessage(gear), gmDestroy) ~= 0 then
heroAtSaucerPosition()
elseif GetGearType(gear) == gtJetpack then
saucerGear = nil
end
end
function onHeroOutOfGuardSight(gear)
if GetHealth(hero.gear) and GetX(gear) < 3100 and GetY(gear) > saucerY-25 and StoppedGear(gear) and not guard1.keepTurning then
return true
end
return false
end
function onMoonLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 1010 and GetX(gear) < 1220 and GetY(gear) < 1300 and GetY(gear) > 750 and StoppedGear(gear) then
return true
end
return false
end
function onFruitPlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 2240 and GetX(gear) < 2540 and GetY(gear) < 1100 and StoppedGear(gear) then
return true
end
return false
end
function onDesertPlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 3568 and GetX(gear) < 4052 and GetY(gear) < 500 and StoppedGear(gear) then
return true
end
return false
end
function onIcePlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 1330 and GetX(gear) < 1650 and GetY(gear) < 500 and StoppedGear(gear) then
return true
end
return false
end
function onDeathPlanetLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 280 and GetX(gear) < 700 and GetY(gear) < 720 and StoppedGear(gear) then
return true
end
return false
end
function onMeteoriteLanding(gear)
if GetHealth(hero.gear) and GetX(gear) > 2990 and GetX(gear) < 3395 and GetY(gear) < 940 and StoppedGear(gear) then
return true
end
return false
end
function onNoFuelAtLand(gear)
if checkPointReached > 1 and GetHealth(hero.gear) and GetY(gear) > 1400 and
GetAmmoCount(gear, amJetpack) == 0 and saucerGear == nil and StoppedGear(gear) then
return true
end
return false
end
function onHeroDeath(gear)
if not GetHealth(hero.gear) then
return true
end
return false
end
-------------- ACTIONS ------------------
function heroBeforeTreePosition(gear)
AnimSay(gear,loc("Now I have to climb these trees"), SAY_SAY, 4000)
AnimCaption(hero.gear, loc("Use the rope to get to the crate"), 4000)
end
function heroAtSaucerPosition(gear)
if not saucerAcquired then
EndTurn(true)
-- save check point
SaveCampaignVar("CosmosCheckPoint", "2")
checkPointReached = 2
AddAnim(dialog02)
-- check if he was spotted by the guard
if guard1.turn and GetX(hero.gear) > saucerX-150 then
guard1.keepTurning = false
AddAnim(dialog03)
end
saucerAcquired = true
end
end
function heroOutOfGuardSight(gear)
guard1.keepTurning = true
AddAnim(dialog04)
end
function moonLanding(gear)
if checkPointReached == 1 then
-- player climbed the moon with rope
FollowGear(doctor.gear)
AnimSay(doctor.gear, loc("One does not simply rope to the moon!"), SAY_SHOUT, 4000)
SendStat(siGameResult, loc("This is the wrong way!"))
SendStat(siCustomAchievement, loc("Collect the crate with the flying saucer!"))
SendStat(siCustomAchievement, loc("Fly to the moon."))
SendStat(siPlayerKills,'0',teamC.name)
EndGame()
else
if checkPointReached ~= 5 then
SaveCampaignVar("CosmosCheckPoint", "4")
SaveCampaignVar("HeroHealth",GetHealth(hero.gear))
end
AnimCaption(hero.gear,loc("Welcome to the moon!"))
SaveCampaignVar("HeroHealth", GetHealth(hero.gear))
SaveCampaignVar("Planet", "moon")
SaveCampaignVar("UnlockedMissions", "3")
SaveCampaignVar("Mission1", "2")
SaveCampaignVar("Mission2", "13")
SaveCampaignVar("Mission3", "1")
sendStats(loc("Hog Solo arrived at the moon!"))
end
end
function fruitPlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
else
AnimCaption(hero.gear,loc("Welcome to the Fruit Planet!"))
SaveCampaignVar("Planet", "fruitPlanet")
if status.fruit02 then
SaveCampaignVar("UnlockedMissions", "4")
SaveCampaignVar("Mission1", "3")
SaveCampaignVar("Mission2", "8")
SaveCampaignVar("Mission3", "10")
SaveCampaignVar("Mission4", "1")
else
SaveCampaignVar("UnlockedMissions", "3")
SaveCampaignVar("Mission1", "3")
SaveCampaignVar("Mission2", "10")
SaveCampaignVar("Mission3", "1")
end
sendStats(loc("Hog Solo arrived at the Fruit Planet!"))
end
end
function desertPlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
else
AnimCaption(hero.gear,loc("Welcome to the Desert Planet!"))
SaveCampaignVar("Planet", "desertPlanet")
SaveCampaignVar("UnlockedMissions", "4")
SaveCampaignVar("Mission1", "4")
SaveCampaignVar("Mission2", "7")
SaveCampaignVar("Mission3", "12")
SaveCampaignVar("Mission4", "1")
sendStats(loc("Hog Solo arrived at the Desert Planet!"))
end
end
function icePlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
else
AnimCaption(hero.gear,loc("Welcome to the Planet of Ice!"))
SaveCampaignVar("Planet", "icePlanet")
SaveCampaignVar("UnlockedMissions", "3")
SaveCampaignVar("Mission1", "5")
SaveCampaignVar("Mission2", "6")
SaveCampaignVar("Mission3", "1")
sendStats(loc("Hog Solo arrived at the Ice Planet!"))
end
end
function deathPlanetLanding(gear)
if checkPointReached < 5 then
AddAnim(dialog06)
elseif not (status.fruit02 and status.ice01 and status.desert01) then
AddAnim(dialog07)
else
AnimCaption(hero.gear,loc("Welcome to the Death Planet!"))
SaveCampaignVar("Planet", "deathPlanet")
SaveCampaignVar("UnlockedMissions", "3")
SaveCampaignVar("Mission1", "9")
SaveCampaignVar("Mission2", "11")
SaveCampaignVar("Mission3", "1")
sendStats(loc("Hog Solo arrived at the Planet of Death!"))
end
end
function meteoriteLanding(gear)
-- first two conditionals are not possible but I'll leave it there...
if checkPointReached < 5 then
AddAnim(dialog06)
elseif not (status.fruit02 and status.ice01 and status.desert01) then
AddAnim(dialog07)
else
AnimCaption(hero.gear,loc("Welcome to the meteorite!"))
SaveCampaignVar("Planet", "meteorite")
SaveCampaignVar("UnlockedMissions", "2")
SaveCampaignVar("Mission1", "14")
SaveCampaignVar("Mission2", "1")
sendStats(loc("Hog Solo arrived at the meteorite!"))
end
end
function noFuelAtLand(gear)
AddAnim(dialog06)
end
function heroDeath(gear)
sendStatsOnRetry()
end
function setFoundDeviceVisual()
--WriteLnToConsole("status: "..status.fruit01.." - "..status.fruit02)
if status.moon01 then
vgear = AddVisualGear(1116, 848, vgtBeeTrace, 0, false)
if status.moon02 then
vgear = AddVisualGear(1116, 828, vgtBeeTrace, 0, false)
end
end
if status.ice01 then
vgear = AddVisualGear(1512, 120, vgtBeeTrace, 0, false)
if status.ice02 then
vgear = AddVisualGear(1512, 100, vgtBeeTrace, 0, false)
end
end
if status.desert01 then
vgear = AddVisualGear(4015, 316, vgtBeeTrace, 0, false)
if status.desert02 and status.desert03 then
vgear = AddVisualGear(4015, 296, vgtBeeTrace, 0, false)
end
end
if status.fruit01 and status.fruit02 then
vgear = AddVisualGear(2390, 384, vgtBeeTrace, 0, false)
if status.fruit03 then
vgear = AddVisualGear(2390, 364, vgtBeeTrace, 0, false)
end
end
if status.death01 then
vgear = AddVisualGear(444, 400, vgtBeeTrace, 0, false)
if status.death02 then
vgear = AddVisualGear(444, 380, vgtBeeTrace, 0, false)
end
end
if status.final then
vgear = AddVisualGear(3070, 810, vgtBeeTrace, 0, false)
vgear = AddVisualGear(3070, 790, vgtBeeTrace, 0, false)
end
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
if CurrentHedgehog ~= hero.gear and anim ~= dialog03 then
AnimSwitchHog(hero.gear)
elseif anim == dialog03 then
startCombat()
elseif anim == dialog05 or anim == dialog06 then
sendStatsOnRetry()
end
end
function AnimationSetup()
-- DIALOG 01 - Start
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {doctor.gear, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near Secret Base 17 of PAotH in the rural Hogland ..."), 4000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("So Hog Solo, here we are ..."), SAY_SAY, 2000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Behind these trees on the east side there is Secret Base 17."), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("You have to continue alone from now on."), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Be careful, the future of Hogera is in your hands!"), SAY_SAY, 7200}})
table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("We'll use our communicators to contact you."), SAY_SAY, 2600}})
table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("In am also entrusting you with some rope."), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("You may find it handy."), SAY_SAY, 2300}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Thank you, Dr. Cornelius."), SAY_SAY, 1600}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I'll make good use of it."), SAY_SAY, 4500}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("It would be wiser to steal the space ship while the PAotH guards are taking a brake!"), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Remember! Many will seek the anti-gravity device! Now go, hurry up!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 02 - Hero got the saucer
AddSkipFunction(dialog02, Skipanim, {dialog02})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 500}})
table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Checkpoint reached!"), 4000}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Got the saucer!"), SAY_SHOUT, 2000}})
table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Nice!"), SAY_SHOUT, 1000}})
table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Now use it and go to the moon PAotH station to get more fuel!"), SAY_SHOUT, 5000}})
table.insert(dialog02, {func = AnimGearWait, args = {hero.gear, 500}})
-- DIALOG 03 - Hero got spotted by guard
AddSkipFunction(dialog03, Skipanim, {dialog03})
table.insert(dialog03, {func = AnimWait, args = {guard1.gear, 4000}})
table.insert(dialog03, {func = AnimCaption, args = {guard1.gear, loc("Prepare to flee!"), 4000}})
table.insert(dialog03, {func = AnimSay, args = {guard1.gear, string.format(loc("Hey, %s! Look, someone is stealing the saucer!"), guard2.name), SAY_SHOUT, 4000}})
table.insert(dialog03, {func = AnimSay, args = {guard2.gear, loc("I'll get him!"), SAY_SAY, 4000}})
table.insert(dialog03, {func = startCombat, args = {guard1.gear}})
-- DIALOG 04 - Hero out of sight
AddSkipFunction(dialog04, Skipanim, {dialog04})
table.insert(dialog04, {func = AnimCaption, args = {guard1.gear, loc("You are out of danger, time to go to the moon!"), 4000}})
table.insert(dialog04, {func = AnimSay, args = {guard1.gear, loc("I guess we lost him!"), SAY_SAY, 3000}})
table.insert(dialog04, {func = AnimSay, args = {guard2.gear, loc("We should better report this and continue our watch!"), SAY_SAY, 5000}})
table.insert(dialog04, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 05 - Hero returned from moon without fuels
AddSkipFunction(dialog05, Skipanim, {dialog05})
table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("I guess I can't go far without fuel!"), SAY_THINK, 6000}})
if abandonedPlanetMission then
-- Hog solo is mad he has to play the moon main mission from start. Very sarcastic tone. ;-)
table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("And I just forgot the checkpoint of my main mission. Great, just great!"), SAY_THINK, 7000}})
end
table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Got to go back."), SAY_THINK, 2000}})
table.insert(dialog05, {func = sendStatsOnRetry, args = {hero.gear}})
-- DIALOG 06 - Landing on wrong planet or on earth if not enough fuels
AddSkipFunction(dialog06, Skipanim, {dialog06})
table.insert(dialog06, {func = AnimSay, args = {hero.gear, loc("Hm ... Now I ran out of fuel."), SAY_THINK, 3000}})
table.insert(dialog06, {func = AnimCaption, args = {hero.gear, loc("You have to try again!"), 0}})
table.insert(dialog06, {func = sendStatsOnRetry, args = {hero.gear}})
-- DIALOG 07 - Hero lands on Death Planet but isn't allowed yet to play this map
AddSkipFunction(dialog07, Skipanim, {dialog07})
table.insert(dialog07, {func = AnimCaption, args = {hero.gear, loc("This planet seems dangerous!"), 5000}})
table.insert(dialog07, {func = AnimSay, args = {hero.gear, loc("I am not ready for this planet yet. I should visit it when I have found all the other device parts."), SAY_THINK, 4000}})
-- DIALOG 08 - Hero wins death01
AddSkipFunction(dialog08, Skipanim, {dialog08})
table.insert(dialog08, {func = AnimCaption, args = {hero.gear, loc("Under the meteorites shadow ..."), 4000}})
table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("You did great, Hog Solo! However, we aren't out of danger yet!"), SAY_SHOUT, 4500}})
table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("The meteorite has come too close and the anti-gravity device isn't powerful enough to stop it now."), SAY_SHOUT, 5000}})
table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("We need it to get split into at least two parts."), SAY_SHOUT, 3000}})
table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("PAotH has sent explosives but unfortunately the trigger mechanism seems to be faulty!"), SAY_SHOUT, 5000}})
table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("We need you to go there and detonate them yourself! Good luck!"), SAY_SHOUT, 500}})
table.insert(dialog08, {func = AnimWait, args = {doctor.gear, 3000}})
table.insert(dialog08, {func = AnimSwitchHog, args = {hero.gear}})
end
------------------- custom "animation" functions --------------------------
function startCombat()
-- use this so guard2 will gain control
AnimSwitchHog(hero.gear)
EndTurn(true)
end
function sendStats(planetMsg)
SendStat(siGameResult, planetMsg)
SendStat(siCustomAchievement, loc("Return to the mission menu by pressing the \"Go back\" button."))
SendStat(siCustomAchievement, loc("You can choose another planet by replaying this mission."))
SendStat(siCustomAchievement, loc("Planets with completed main missions will be marked with a flower."))
SendStat(siCustomAchievement, loc("Planets with all missions completed will be marked with two flowers."))
if GetCampaignVar("Won") == "true" and GetCampaignVar("Mission1Won") ~= "true" then
SendStat(siCustomAchievement, loc("Complete all main and side missions to complete the spacetrip mission."))
end
SendStat(siPlayerKills,'1',teamC.name)
EndGame()
end
function sendStatsOnRetry()
SendStat(siGameResult, loc("You have to travel again"))
SendStat(siCustomAchievement, loc("Your first destination is the moon in order to get more fuel."))
SendStat(siCustomAchievement, loc("You have to complete the main mission on moon in order to travel to other planets."))
SendStat(siCustomAchievement, loc("You have to be careful and must not die!"))
SendStat(siPlayerKills,'0',teamC.name)
EndGame()
end