-- Hedgewars SniperRifle Training
-- Scripting Example
-- Lines such as this one are comments - they are ignored
-- by the game, no matter what kind of text is in there.
-- It's also possible to place a comment after some real
-- instruction as you see below. In short, everything
-- following "--" is ignored.
---------------------------------------------------------------
-- At first we implement the localization library using loadfile.
-- This allows us to localize strings without needing to think
-- about translations.
-- We can use the function loc(text) to localize a string.
HedgewarsScriptLoad("/Scripts/Locale.lua")
-- This variable will hold the number of destroyed targets.
local score = 0
-- This variable will hold the number of shots from the sniper rifle
local shots = 0
-- This variable represents the number of targets to destroy.
local score_goal = 31
-- This variable controls how many milliseconds/ticks we'd
-- like to wait before we end the round once all targets
-- have been destroyed.
local end_timer = 1000 -- 1000 ms = 1 s
-- This variable is set to true if the game is lost (i.e.
-- time runs out).
local game_lost = false
-- This variable will point to the hog's gear
local player = nil
-- This variable will grab the time left at the end of the round
local time_goal = 0
local target = nil
local last_hit_time = 0
local cinematic = false
-- This is a custom function to make it easier to
-- spawn more targets with just one line of code
-- You may define as many custom functions as you
-- like.
function spawnTarget(x, y)
-- add a new target gear
target = AddGear(x, y, gtTarget, 0, 0, 0, 0)
-- have the camera move to the target so the player knows where it is
FollowGear(target)
end
function blowUp(x, y)
if cinematic == false then
cinematic = true
SetCinematicMode(true)
end
-- adds some TNT
gear = AddGear(x, y, gtDynamite, 0, 0, 0, 0)
end
function onNewTurn()
SetWeapon(amSniperRifle)
end
-- This function is called before the game loads its
-- resources.
-- It's one of the predefined function names that will
-- be called by the game. They give you entry points
-- where you're able to call your own code using either
-- provided instructions or custom functions.
function onGameInit()
-- At first we have to overwrite/set some global variables
-- that define the map, the game has to load, as well as
-- other things such as the game rules to use, etc.
-- Things we don't modify here will use their default values.
-- The base number for the random number generator
Seed = 0
-- Game settings and rules
GameFlags = gfMultiWeapon + gfOneClanMode + gfArtillery
-- The time the player has to move each round (in ms)
TurnTime = 150000
-- The frequency of crate drops
CaseFreq = 0
-- The number of mines being placed
MinesNum = 0
-- The number of explosives being placed
Explosives = 0
-- The delay between each round
Delay = 0
-- The map to be played
Map = "Ropes"
-- The theme to be used
Theme = "Golf"
-- Disable Sudden Death
WaterRise = 0
HealthDecrease = 0
-- Create the player team
AddTeam(loc("Sniperz"), 14483456, "Simple", "Island", "Default", "cm_crosshair")
-- And add a hog to it
player = AddHog(loc("Hunter"), 0, 1, "Sniper")
SetGearPosition(player, 602, 1465)
end
-- This function is called when the round starts
-- it spawns the first target that has to be destroyed.
-- In addition it shows the scenario goal(s).
function onGameStart()
-- Disable graph in stats screen
SendHealthStatsOff()
-- Spawn the first target.
spawnTarget(860,1020)
-- Show some nice mission goals.
-- Parameters are: caption, sub caption, description,
-- extra text, icon and time to show.
-- A negative icon parameter (-n) represents the n-th weapon icon
-- A positive icon paramter (n) represents the (n+1)-th mission icon
-- A timeframe of 0 is replaced with the default time to show.
ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission."), -amSniperRifle, 0)
end
-- This function is called every game tick.
-- Note that there are 1000 ticks within one second.
-- You shouldn't try to calculate too complicated
-- code here as this might slow down your game.
function onGameTick20()
if game_lost then
return
end
-- after a target is destroyed, show hog, then target
if (target ~= nil) and (TurnTimeLeft + 1300 < last_hit_time) then
-- move camera to the target
FollowGear(target)
elseif TurnTimeLeft + 300 < last_hit_time then
-- move camera to the hog
FollowGear(player)
end
-- If time's up, set the game to be lost.
-- We actually check the time to be "1 ms" as it
-- will be at "0 ms" right at the start of the game.
if TurnTimeLeft < 40 and TurnTimeLeft > 0 and score < score_goal and game_lost == false then
game_lost = true
-- ... and show a short message.
AddCaption(loc("Time's up!"))
ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0)
-- and generate the stats and go to the stats screen
generateStats()
EndGame()
-- Just to be sure set the goal time to 1 ms
time_goal = 1
end
-- If the goal is reached or we've lost ...
if score == score_goal or game_lost then
-- ... check to see if the time we'd like to
-- wait has passed and then ...
if end_timer == 0 then
-- ... end the game ...
generateStats()
EndGame()
else
-- ... or just lower the timer by 1.
-- Reset the time left to stop the timer
TurnTimeLeft = time_goal
end
end_timer = end_timer - 20
end
end
-- This function is called when the game is initialized
-- to request the available ammo and probabilities
function onAmmoStoreInit()
-- add an unlimited supply of shotgun ammo
SetAmmo(amSniperRifle, 9, 0, 0, 0)
end
-- This function is called when a new gear is added.
-- We use it to count the number of shots, which we
-- in turn use to calculate the final score and stats
function onGearAdd(gear)
if GetGearType(gear) == gtSniperRifleShot then
shots = shots + 1
end
end
-- This function is called before a gear is destroyed.
-- We use it to count the number of targets destroyed.
function onGearDelete(gear)
local gt = GetGearType(gear)
if gt == gtCase then
game_lost = true
return
end
if (gt == gtDynamite) and cinematic then
cinematic = false
SetCinematicMode(false)
return
end
if gt == gtTarget then
-- remember when the target was hit for adjusting the camera
last_hit_time = TurnTimeLeft
-- Add one point to our score/counter
score = score + 1
-- If we haven't reached the goal ...
if score < score_goal then
-- ... spawn another target.
if score == 1 then
spawnTarget(1520,1350)
elseif score == 2 then
spawnTarget(1730,1040)
elseif score == 3 then
spawnTarget(2080,780)
elseif score == 4 then
AddCaption(loc("Good so far!") .. " " .. loc("Keep it up!"));
blowUp(1730,1226)
blowUp(1440,1595)
blowUp(1527,1575)
blowUp(1614,1595)
blowUp(1420,1675)
blowUp(1527,1675)
blowUp(1634,1675)
blowUp(1440,1755)
blowUp(1527,1775)
blowUp(1614,1755)
spawnTarget(1527,1667)
elseif score == 5 then
spawnTarget(1527,1667)
elseif score == 6 then
spawnTarget(2175,1300)
elseif score == 7 then
spawnTarget(2250,940)
elseif score == 8 then
spawnTarget(2665,1540)
elseif score == 9 then
spawnTarget(3040,1160)
elseif score == 10 then
spawnTarget(2930,1500)
elseif score == 11 then
AddCaption(loc("This one's tricky."));
spawnTarget(700,720)
elseif score == 12 then
AddCaption(loc("Well done."));
blowUp(914,1222)
blowUp(1050,1222)
blowUp(1160,1008)
blowUp(1160,1093)
blowUp(1160,1188)
blowUp(375,911)
blowUp(510,911)
blowUp(640,911)
blowUp(780,911)
blowUp(920,911)
blowUp(1060,913)
blowUp(1198,913)
spawnTarget(1200,730)
elseif score == 13 then
spawnTarget(1200,830)
elseif score == 14 then
spawnTarget(1430,450)
elseif score == 15 then
spawnTarget(796,240)
elseif score == 16 then
spawnTarget(300,10)
elseif score == 17 then
spawnTarget(2080,820)
elseif score == 18 then
AddCaption(loc("Demolition is fun!"));
blowUp(2110,920)
blowUp(2210,920)
blowUp(2200,305)
blowUp(2300,305)
blowUp(2300,400)
blowUp(2300,500)
blowUp(2300,600)
blowUp(2300,700)
blowUp(2300,800)
blowUp(2300,900)
blowUp(2401,305)
blowUp(2532,305)
blowUp(2663,305)
spawnTarget(2300,760)
elseif score == 19 then
spawnTarget(2300,760)
elseif score == 20 then
spawnTarget(2738,190)
elseif score == 21 then
spawnTarget(2590,-100)
elseif score == 22 then
AddCaption(loc("Will this ever end?"));
blowUp(2790,305)
blowUp(2930,305)
blowUp(3060,305)
blowUp(3190,305)
blowUp(3310,305)
blowUp(3393,613)
blowUp(2805,370)
blowUp(2805,500)
blowUp(2805,630)
blowUp(2805,760)
blowUp(2805,890)
blowUp(3258,370)
blowUp(3258,475)
blowUp(3264,575)
spawnTarget(3230,240)
elseif score == 23 then
spawnTarget(3230,290)
elseif score == 24 then
spawnTarget(3670,250)
elseif score == 25 then
spawnTarget(2620,-100)
elseif score == 26 then
spawnTarget(2870,300)
elseif score == 27 then
spawnTarget(3850,900)
elseif score == 28 then
spawnTarget(3780,300)
elseif score == 29 then
spawnTarget(3670,0)
elseif score == 30 then
AddCaption(loc("Last Target!"));
spawnTarget(3480,1200)
end
else
if not game_lost then
-- Otherwise show that the goal was accomplished
ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Congratulations! You've eliminated all targets|within the allowed time frame."), 0, 0)
-- Also let the hogs shout "victory!"
PlaySound(sndVictory)
-- Save the time left so we may keep it.
time_goal = TurnTimeLeft
end
end
end
end
-- This function calculates the final score of the player and provides some texts and
-- data for the final stats screen
function generateStats()
local accuracy = (score/shots)*100
local end_score_targets = (score * 200)
local end_score_overall
if not game_lost then
local end_score_time = math.ceil(time_goal/5)
local end_score_accuracy = math.ceil(accuracy * 100)
end_score_overall = end_score_time + end_score_targets + end_score_accuracy
SendStat(siGameResult, loc("You have successfully finished the sniper rifle training!"))
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets))
SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots))
SendStat(siCustomAchievement, string.format(loc("Accuracy bonus: +%d points"), end_score_accuracy))
SendStat(siCustomAchievement, string.format(loc("You had %.2fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time))
else
SendStat(siGameResult, loc("You lose!"))
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets))
SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots))
end_score_overall = end_score_targets
end
SendStat(siPlayerKills, tostring(end_score_overall), loc("Sniperz"))
SendStat(siPointType, loc("points"))
end