HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")
HedgewarsScriptLoad("/Scripts/Utils.lua")
--[[
Space Invasion
=== DOCUMENTATION ===
== SCRIPT CONFIGURATION ==
You can configure this script a little bit, you only have to edit the game scheme.
The script makes heavy use of the script parameters, but you can also use some,
but not all, of the other settings in a game scheme.
You CAN use the following options:
- disable girders (highly recommended!)
- disable land objects
- random order
- solid land
- low gravity (makes this game much easier, but this script is probably not optimized for it yet)
- bottom border
- fort mode (just changes the landscape)
- teams start at opposite parts of land
- wind affects almost everything
Those options are also possible, but have no real gameplay effect:
- disable wind
- tag team
- king mode (here it only changes hats, so this is just for fun)
- vampiric (has no real gameplay effect; just for the grapical effect)
- full border (it’s techincally possible, but the script is currently not very well optimized for this mode)
You CANNOT use any other of the on/off options in the game scheme. Those settings are simply discarded by the script.
You also can change the following settings in the game scheme:
- time per round (very important)
- script parameters, see below
The other settings are technically possible, but their effect is limited:
- damage percentage
- mines/air mines (they don’t harm the active hedgehog, however)
- number of barrels
All other variables are discarded, the script forces its own settings.
There will be never Sudden Death, any crate drops, any mines and any
barrels.
== SCRIPT PARAMETERS ==
This script can be configured mostly with the script parameters.
The script parameters are specified in a key=value format each,
and each pair is delimeted by a comma.
All values must be integer of 0 or higher. All values are optional
and have a default if unspecified
List of parameters:
- rounds: Number of rounds (default: 3)
- shield: Amount of shield you start with (default: 30)
- barrels: Amount of ammo (barrels) you start with (default: 5)
- pings: How many time you can use the radar per round (default: 2)
- barrelbonus: How many barrels you get for collecting/destroning a green invader (default: 3)
- shieldbonus: How much shield you get for collecting/destroying a purple invader (default: 30)
- timebonus: How many seconds you get for killing a drone (red) (default: 4)
- forcetheme: If set to false, the game will use your chosen theme instead of forcing EarthRise
- Please note that the game may not be able to be played in some themes if the sky
color is very bright (i.e. Bath)
Example input for the field “Script parameters”:
rounds=5
>>> 5 rounds, everything else is default
forcetheme=false
>>> Makes the game use whatever thme
shield=0, barrels=3, pings=0
>>> no shield, no radar pings and only 3 barrels (could be some hard mode)
(empty string)
>>> Use defaults for everything
]]
--------------------------
-- TODO list: notes for later
--------------------------
-- imitate winning animation at end instead of just ending the game
-- add support for other world edges (they are currently disabled)
-- if more weapons are added, replace primshotsfired all over the place
-- look for derp and let invaders shoot again
-- more weapons? flamer/machineballgun,
-- some kind of bomb that just drops straight down
-- "fire and forget" missile
-- shockwave
-- some kind of ability-meter that lets you do something awesome when you are
-- doing really well in a given round.
-- probably new kind of shield that pops any invaders who come near
-- new invader: golden snitch, doesn't show up on your radar
-- maybe replace (48/100*SI.vCircRadius[i])/2 with something better
-------------------
-- CAPTION TYPES --
-------------------
--[[
The captions have been carefully assigned to avoid overlapping.
capgrpMessage: Basic bonuses for a simple action, rounds complete
capgrpMessage2: Extended bonus, awarded for repeating a basic bonus
capgrpVolume: X-Hit Combo
capgrpGameState: End of turn information, kamikaze achievements
capgrpAmmoinfo: Ammo type at start of turn; Multi-shot, Shield Miser
capgrpAmmostate: Remaining ammo, depleted ammo; Accuracy Bonus, Sniper, They Call Me Bullseye, Point Blank Combo
]]
------- CODE FOLLOWS -------
----------------------------------
-- so I herd u liek wariables
----------------------------------
-- The table that holds the Space Invasion variables
local SI = {}
SI.fMod = 1000000 -- use this for dev and .16+ games
-- Tag IDs
SI.TAG_TIME = 0
SI.TAG_BARRELS = 1
SI.TAG_SHIELD = 2
SI.TAG_ROUND_SCORE = 4
-- some console stuff
SI.shellID = 0
SI.explosivesID = 0
-- gaudyRacer
SI.boosterOn = false
SI.preciseOn = false
SI.roundLimit = 3 -- can be overridden by script parameter "rounds"
SI.roundNumber = 0
SI.lastRound = -1
SI.gameOver = false
SI.gameBegun = false
-- for script parameters
-- NOTE: If you change this, also change the default “Space Invasion” game scheme
SI.startBarrels = 5 -- "barrels"
SI.startShield = 30 -- "shield"
SI.startRadShots = 2 -- "pings"
SI.shieldBonus = 30 -- "shieldbonus"
SI.barrelBonus = 3 -- "barrelbonus"
SI.timeBonus = 4 -- "timebonus"
SI.forceTheme = true -- "forcetheme"
--------------------------
-- hog and team tracking variales
--------------------------
SI.numhhs = 0
SI.hhs = {}
SI.teamNameArr = {}
SI.teamNameArrReverse = {}
SI.teamClan = {}
SI.teamSize = {}
SI.teamIndex = {}
SI.teamScore = {}
SI.teamCircsKilled = {}
SI.teamSurfer = {}
-- stats variables
SI.roundKills = 0
SI.roundScore = 0
SI.RK = 0
SI.GK = 0
SI.BK = 0
SI.OK = 0
SI.SK = 0
SI.shieldMiser = true
SI.fierceComp = false
SI.chainCounter = 0
SI.chainLength = 0
SI.shotsFired = 0
SI.shotsHit = 0
SI.sniperHits = 0
SI.pointBlankHits = 0
---------------------
-- awards (for stats section, just for fun)
---------------------
-- global awards
SI.awardTotalKills=0 -- overall killed invaders (min. 30)
-- hog awards
SI.awardRoundScore = nil -- hog with most score in 1 round (min. 50)
SI.awardRoundKills = nil -- most kills in 1 round (min. 5)
SI.awardAccuracy = nil -- awarded to hog who didn’t miss once in their round, with most kills (min. 5)
SI.awardCombo = nil -- hog with longest combo (min. 5)
-- Taunt trackers
SI.tauntTimer = -1
SI.tauntGear = nil
SI.tauntSound = nil
SI.tauntClanShots = 0 -- hogs of same clans shot in this turn
---------------------
-- tumbler goods
---------------------
SI.moveTimer = 0
SI.leftOn = false
SI.rightOn = false
SI.upOn = false
SI.downOn = false
----------------
-- TUMBLER
SI.wep = {}
SI.wepAmmo = {}
SI.wepIndex = 0
SI.wepCount = 0
----------------
SI.primShotsMax = 5
SI.primShotsLeft = 0
SI.TimeLeftCounter = 0
SI.TimeLeft = 0
SI.stopMovement = false
SI.tumbleStarted = false
SI.beam = false
SI.pShield = nil
SI.shieldHealth = 0
SI.timer100 = 0
SI.vTag = {}
-----------------------------------------------
-- CIRCLY GOODIES
-----------------------------------------------
SI.circlesAreGo = false
SI.playerIsFine = true
SI.targetHit = false
SI.fadeAlpha = 0 -- used to fade the circles out gracefully when player dies
SI.pTimer = 0 -- tracking projectiles following player
SI.circAdjustTimer = 0 -- handle adjustment of circs direction
SI.m2Count = 0 -- handle speed of circs
SI.vCirc = {}
SI.vCCount = 0
SI.rCirc = {}
SI.rCircX = {}
SI.rCircY = {}
SI.rAlpha = 255
SI.rPingTimer = 0
SI.radShotsLeft = 0
SI.vCircActive = {}
SI.vCircHealth = {}
SI.vType = {}
SI.vCounter = {} -- how often this circ gets to "fire" etc
SI.vCounterLim = {} -- when SI.vCounter == SI.vCounterLim circle performs its special
SI.vCircScore = {} -- how many points killing this invader gives
SI.vCircRadMax = {}
SI.vCircRadMin = {}
SI.vCircRadDir = {}
SI.vCircRadCounter = {}
SI.vCircDX = {}
SI.vCircDY = {}
SI.vCircX = {}
SI.vCircY = {}
SI.vCircMinA = {}
SI.vCircMaxA = {}
SI.vCircType = {}
SI.vCircPulse = {}
SI.vCircFuckAll = {}
SI.vCircRadius = {}
SI.vCircWidth = {}
SI.vCircCol = {}
-- Colors
-- Invaders
SI.colorDrone = 0xFF0000FF
SI.colorBoss = 0x0050FFFF
SI.colorBossParticle = SI.colorBoss
SI.colorAmmo = 0x00FF00FF
SI.colorShield = 0xA800FFFF
SI.colorShieldParticle = SI.colorShield
SI.colorDisabled = 0xFFFFFFFF -- disabled invader at end of turn
-- Other SI.colors
SI.colorMsgDepleted = 0xFF0000FF
SI.colorMsgBonus = 0xFFBA00FF
SI.colorTimer = 0xFFEE00FF
SI.colorScore = 0xFFFFFFFF
-------------------------------------------
-- some lazy copypasta/modified methods
-------------------------------------------
function HideTag(i)
SetVisualGearValues(SI.vTag[i],0,0,0,0,0,1,0, 0, 240000, 0xFFFFFF00)
end
function DrawTag(i)
local zoomL = 1.3
local xOffset, yOffset, tValue, tCol
if i == SI.TAG_TIME then
if INTERFACE == "touch" then
xOffset = 60
yOffset = ScreenHeight - 35
else
xOffset = 40
yOffset = 40
end
tCol = SI.colorTimer
tValue = SI.TimeLeft
elseif i == SI.TAG_BARRELS then
zoomL = 1.1
if INTERFACE == "touch" then
xOffset = 126
yOffset = ScreenHeight - 37
else
xOffset = 40
yOffset = 70
end
tCol = SI.colorAmmo
tValue = SI.wepAmmo[SI.wepIndex]
elseif i == SI.TAG_SHIELD then
zoomL = 1.1
if INTERFACE == "touch" then
xOffset = 126 + 35
yOffset = ScreenHeight - 37
else
xOffset = 40 + 35
yOffset = 70
end
tCol = SI.colorShield
tValue = SI.shieldHealth - 80
elseif i == SI.TAG_ROUND_SCORE then
zoomL = 1.1
if INTERFACE == "touch" then
xOffset = 126 + 70
yOffset = ScreenHeight - 37
else
xOffset = 40
yOffset = 100
end
tCol = SI.colorScore
tValue = SI.roundScore
end
DeleteVisualGear(SI.vTag[i])
SI.vTag[i] = AddVisualGear(0, 0, vgtHealthTag, 0, false)
SetVisualGearValues (
SI.vTag[i], --id
-(div(ScreenWidth, 2)) + xOffset, --xoffset
ScreenHeight - yOffset, --yoffset
0, --dx
0, --dy
zoomL, --zoom
1, --~= 0 means align to screen
nil, --frameticks
tValue, --value
240000, --timer
tCol --color
)
end
function RebuildTeamInfo()
-- make a list of individual team names
for i = 0, (TeamsCount-1) do
SI.teamSize[i] = 0
SI.teamIndex[i] = 0
SI.teamScore[i] = 0
SI.teamCircsKilled[i] = 0
SI.teamSurfer[i] = false
end
for i=0, TeamsCount-1 do
local name = GetTeamName(i)
SI.teamNameArr[i] = name
SI.teamNameArrReverse[name] = i
end
-- find out how many hogs per team, and the index of the first hog in SI.hhs
for i = 0, (TeamsCount-1) do
for z = 0, (SI.numhhs-1) do
if GetHogTeamName(SI.hhs[z]) == SI.teamNameArr[i] then
SI.teamClan[i] = GetHogClan(SI.hhs[z])
if SI.teamSize[i] == 0 then
SI.teamIndex[i] = z -- should give starting index
end
SI.teamSize[i] = SI.teamSize[i] + 1
--add a pointer so this hog appears at i in SI.hhs
end
end
end
for i=0, TeamsCount-1 do
SetTeamLabel(SI.teamNameArr[i], SI.teamScore[i])
end
end
-- control
function AwardPoints(p)
SI.roundScore = SI.roundScore + p
DrawTag(SI.TAG_ROUND_SCORE)
for i = 0,(TeamsCount-1) do
if SI.teamClan[i] == GetHogClan(CurrentHedgehog) then
SI.teamScore[i] = SI.teamScore[i] + p
SetTeamLabel(SI.teamNameArr[i], SI.teamScore[i])
end
end
end
function AwardKills(t)
SI.roundKills = SI.roundKills + 1
for i = 0,(TeamsCount-1) do
if SI.teamClan[i] == GetHogClan(CurrentHedgehog) then
SI.teamCircsKilled[i] = SI.teamCircsKilled[i] + 1
SI.awardTotalKills = SI.awardTotalKills + 1
end
end
end
-----------------
function UpdateSimpleAward(oldAward, value, threshold)
local awarded = false
local newAward
if oldAward == nil then
if threshold == nil then
awarded = true
elseif value > threshold then
awarded = true
end
elseif value > oldAward.value then
if threshold == nil then
awarded = true
elseif value > threshold then
awarded = true
end
end
if awarded then
newAward = {
hogName = GetHogName(CurrentHedgehog),
teamName = GetHogTeamName(CurrentHedgehog),
value = value
}
else
newAward = oldAward
end
return newAward
end
-- Update scoreboard and check victory state.
-- Returns 2 bools:
-- 1: true if game over
-- 2: true if game's not over but we're playing now in tie-breaking phase
function CommentOnScore()
local teamStats = {}
for i = 0,(TeamsCount-1) do
table.insert(teamStats, {score = SI.teamScore[i], kills = SI.teamCircsKilled[i], name = SI.teamNameArr[i]})
end
local scorecomp = function (v1, v2)
if v1.score > v2.score then
return true
else
return false
end
end
table.sort(teamStats, scorecomp)
local teamComment = {}
for i = TeamsCount,1,-1 do
local comment
if teamStats[i].name ~= " " then
local comment = teamStats[i].name .. " |" ..
string.format(loc("Score: %d"), teamStats[i].score) .. "|" ..
string.format(loc("Kills: %d"), teamStats[i].kills)
if i < TeamsCount then
comment = comment .. "| |"
end
table.insert(teamComment, comment)
SendStat(siClanHealth, tostring(teamStats[i].score), teamStats[i].name)
else
comment = "|"
end
table.insert(teamComment, comment)
end
local roundLimitHit = SI.roundNumber >= SI.roundLimit
local tie = teamStats[1].score == teamStats[2].score
local lGameOver = roundLimitHit and (not tie)
local entireC = ""
for i = TeamsCount,1,-1 do
entireC = entireC .. teamComment[i]
end
local statusText, scoreText
-- Game is over
if lGameOver then
statusText = loc("Game over!")
scoreText = loc("Final team scores:")
-- Round is over and game is not yet complete
elseif not roundLimitHit then
AddCaption(string.format(loc("Rounds complete: %d/%d"), SI.roundNumber, SI.roundLimit), capcolDefault, capgrpMessage)
return lGameOver, false
-- Teams are tied for the lead at the end
elseif roundLimitHit and tie then
local tieBreakingRound = SI.roundNumber - SI.roundLimit + 1
local msg
if tieBreakingRound == 1 then
msg = loc("Teams are tied! Continue playing rounds until we have a winner!")
else
msg = string.format(loc("Tie-breaking round %d"), tieBreakingRound)
end
AddCaption(msg, capcolDefault, capgrpMessage)
return lGameOver, true
end
local displayTime
if lGameOver then
displayTime = 20000
else
displayTime = 1
end
local icon
if lGameOver then
icon = 4
else
icon = 2
end
ShowMission( loc("Space Invasion"),
statusText,
string.format(loc("Rounds complete: %d/%d"), SI.roundNumber, SI.roundLimit) .. "| " .. "|" ..
scoreText .. " |" ..entireC, icon, displayTime)
if lGameOver then
local winnerTeam = teamStats[1].name
local winText = formatEngineString(GetEngineString("TMsgStrId", sidWinner), winnerTeam)
AddCaption(winText, capcolDefault, capgrpGameState)
SendStat(siGameResult, winText)
for i = 1, TeamsCount do
SendStat(siPointType, "!POINTS")
SendStat(siPlayerKills, tostring(teamStats[i].score), teamStats[i].name)
end
local killscomp = function (v1, v2)
if v1.kills > v2.kills then
return true
else
return false
end
end
--[[ Award some awards (just for fun, its for the stats screen only
and has no effect on the score or game outcome. ]]
local awardsGiven = 0
if SI.roundNumber == SI.roundLimit + 1 then
SendStat(siCustomAchievement,
loc("The teams were tied, so an additional round has been played to determine the winner."))
awardsGiven = awardsGiven + 1
elseif SI.roundNumber > SI.roundLimit then
SendStat(siCustomAchievement,
string.format(loc("The teams were tied, so %d additional rounds have been played to determine the winner."),
SI.roundNumber - SI.roundLimit))
awardsGiven = awardsGiven + 1
end
if SI.awardTotalKills >= 30 then
awardsGiven = awardsGiven + 1
SendStat(siCustomAchievement,
string.format(loc("%d invaders have been destroyed in this game."), SI.awardTotalKills))
end
table.sort(teamStats, killscomp)
local bestKills = teamStats[1].kills
if bestKills > 10 then
awardsGiven = awardsGiven + 1
local text
if bestKills >= 50 then
text = loc("BOOM! BOOM! BOOM! %s are the masters of destruction with %d destroyed invaders.")
elseif bestKills >= 25 then
text = loc("BOOM! %s really didn't like the invaders, so they decided to destroy as much as %d of them.")
else
text = loc("Boom! %s has destroyed %d invaders.")
end
SendStat(siCustomAchievement,
string.format(text,
teamStats[1].name, teamStats[1].kills))
end
if SI.awardRoundKills ~= nil then
awardsGiven = awardsGiven + 1
local text
if SI.awardRoundKills.value >= 33 then
text = loc("%s (%s) has been invited to join the Planetary Association of the Hedgehogs, it destroyed a staggering %d invaders in just one round!")
elseif SI.awardRoundKills.value >= 22 then
if SI.awardRoundKills.hogName == "Rambo" then
text = loc("The hardships of the war turned %s (%s) into a killing machine: %d invaders destroyed in one round!")
else
text = loc("%s (%s) is Rambo in a hedgehog costume! He destroyed %d invaders in one round.")
end
elseif SI.awardRoundKills.value >= 11 then
text = loc("%s (%s) is addicted to killing: %d invaders destroyed in one round.")
else
text = loc("%s (%s) destroyed %d invaders in one round.")
end
SendStat(siCustomAchievement,
string.format(text,
SI.awardRoundKills.hogName, SI.awardRoundKills.teamName, SI.awardRoundKills.value))
end
if SI.awardRoundScore ~= nil then
awardsGiven = awardsGiven + 1
local text
if SI.awardRoundScore.value >= 300 then
text = loc("%s (%s) was undoubtedly the very best professional tumbler in this game: %d points in one round!")
elseif SI.awardRoundScore.value >= 250 then
text = loc("%s (%s) struck like a meteor: %d points in only one round!")
elseif SI.awardRoundScore.value >= 200 then
text = loc("%s (%s) is good at this: %d points in only one round!")
elseif SI.awardRoundScore.value >= 150 then
text = loc("%s (%s) tumbles like no other: %d points in one round.")
elseif SI.awardRoundScore.value >= 100 then
text = loc("%s (%s) is a tumbleweed: %d points in one round.")
else
text = loc("%s (%s) was the best baby tumbler: %d points in one round.")
end
SendStat(siCustomAchievement,
string.format(text,
SI.awardRoundScore.hogName, SI.awardRoundScore.teamName, SI.awardRoundScore.value))
end
if SI.awardAccuracy ~= nil then
awardsGiven = awardsGiven + 1
local text
if SI.awardAccuracy.value >= 20 then
text = loc("The Society of Perfectionists greets %s (%s): No misses and %d hits in its best round.")
elseif SI.awardAccuracy.value >= 10 then
text = loc("%s (%s) is a hardened hunter: No misses and %d hits in its best round!")
else
text = loc("%s (%s) shot %d invaders and never missed in the best round!")
end
SendStat(siCustomAchievement,
string.format(text,
SI.awardAccuracy.hogName, SI.awardAccuracy.teamName, SI.awardAccuracy.value))
end
if SI.awardCombo ~= nil then
awardsGiven = awardsGiven + 1
local text
if SI.awardCombo.value >= 11 then
text = loc("%s (%s) was lightning-fast! Longest combo of %d, absolutely insane!")
elseif SI.awardCombo.value >= 8 then
text = loc("%s (%s) gave short shrift to the invaders: Longest combo of %d!")
else
text = loc("%s (%s) was on fire: Longest combo of %d.")
end
SendStat(siCustomAchievement,
string.format(text,
SI.awardCombo.hogName, SI.awardCombo.teamName, SI.awardCombo.value))
end
if awardsGiven == 0 then
local text
local r = math.random(1,4)
if r == 1 then text = loc("This game wasn’t really exciting.")
elseif r == 2 then text = loc("Did I miss something?")
elseif r == 3 then text = loc("Nothing of interest has happened.")
elseif r == 4 then text = loc("There are no snarky comments this time.")
end
SendStat(siCustomAchievement, text)
end
end
return lGameOver, false
end
function onNewRound()
SI.lastRound = TotalRounds
SI.roundNumber = SI.roundNumber + 1
local lGameOver, lTied = CommentOnScore()
local bestScore = 0
local bestClan = -1
-- Game has been determined to be over, so end it
if lGameOver then
-- Get winning score
for i = 0, (TeamsCount-1) do
if SI.teamScore[i] > bestScore then
bestScore = SI.teamScore[i]
bestClan = SI.teamClan[i]
end
end
-- Kill off all the losers
for i = 0, (SI.numhhs-1) do
if GetHogClan(SI.hhs[i]) ~= bestClan then
SetEffect(SI.hhs[i], heResurrectable, 0)
SetHealth(SI.hhs[i],0)
-- hilarious loser face
SetState(SI.hhs[i], bor(GetState(SI.hhs[i]), gstLoser))
end
end
-- Game over
SI.gameOver = true
EndTurn(true)
SI.TimeLeft = 0
SendStat(siGraphTitle, loc("Score graph"))
-- Round limit passed and teams are tied!
elseif lTied then
-- Enter (or continue) tie-breaking phase...
-- Rules in case of a tie:
-- 1) All teams that are not tied for the lead are killed (they can't play anymore, but they will keep their score and be ranked normally)
-- 2) Another round is played with the remaining teams
-- 3) After this round, scores are checked again to determine a winner. If there's a tie again, this procedure is repeated
-- Get leading teams
for i = 0, (TeamsCount-1) do
if SI.teamScore[i] > bestScore then
bestScore = SI.teamScore[i]
end
end
local tiedForTheLead = {}
for i = 0, (TeamsCount-1) do
if SI.teamScore[i] == bestScore then
tiedForTheLead[i] = true
end
end
local wasCurrent = false
-- Kill teams not in the top
for i = 0, (SI.numhhs-1) do
local hog = SI.hhs[i]
if GetHealth(hog) then -- check if hog is still alive
local team = SI.teamNameArrReverse[GetHogTeamName(hog)]
if team and tiedForTheLead[team] ~= true then
-- hilarious loser face
SetState(hog, bor(GetState(hog), gstLoser))
-- die!
SetEffect(hog, heResurrectable, 0)
SetHealth(hog, 0)
-- Note the death might not trigger immediately since we
-- zero the health at the beginning of a turn rather than
-- the end of one.
-- It's just a minor visual thing, not a big deal.
if hog == CurrentHedgehog then
wasCurrent = true
end
end
end
end
-- if current hedgehog was among the loser, end the turn
if wasCurrent then
EndTurn(true)
end
-- From that point on, the game just continues normally ...
end
end
-- gaudy racer
function CheckForNewRound()
if TotalRounds > 0 and TotalRounds > SI.lastRound then
onNewRound()
end
end
----------------------------------------
-- some tumbler/space invaders methods
----------------------------------------
function isATrackedGear(gear)
if (GetGearType(gear) == gtExplosives) or
(GetGearType(gear) == gtShell) or
(GetGearType(gear) == gtFlame) or
(GetGearType(gear) == gtBall)
then
return(true)
else
return(false)
end
end
function setNewGearValues(gear)
local lfs
if GetGearType(gear) == gtShell then
lfs = 50 -- roughly 5 seconds
SI.shellID = SI.shellID + 1
setGearValue(gear,"ID",SI.shellID)
elseif GetGearType(gear) == gtBall then
lfs = 5 --70 -- 7s
elseif GetGearType(gear) == gtExplosives then
lfs = 15 -- 1.5s
SI.explosivesID = SI.explosivesID + 1
setGearValue(gear,"ID",SI.explosivesID)
setGearValue(gear,"XP", GetX(gear))
setGearValue(gear,"YP", GetY(gear))
elseif GetGearType(gear) == gtFlame then
lfs = 5 -- 0.5s
else
lfs = 100
end
setGearValue(gear,"lifespan",lfs)
end
function HandleLifeSpan(gear)
decreaseGearValue(gear,"lifespan")
if getGearValue(gear,"lifespan") == 0 then
if GetGearType(gear) == gtShell then
AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false)
elseif GetGearType(gear) == gtExplosives then
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
PlaySound(sndExplosion)
elseif GetGearType(gear) == gtFlame then
AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false)
end
DeleteGear(gear)
end
end
-- this prevents ugly barrel clipping sounds when a barrel flies off map limits
function DeleteFarFlungBarrel(gear)
if GetGearType(gear) == gtExplosives then
if (GetX(gear) < -1900) or
(GetX(gear) > 6200) or
(GetY(gear) < -3400)
then
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
DeleteGear(gear)
end
end
end
-----------------------
--EVENT HANDLERS
-- action keys
-----------------------
function ChangeWeapon()
SI.wepIndex = SI.wepIndex + 1
if SI.wepIndex == SI.wepCount then
SI.wepIndex = 0
end
AddCaption(SI.wep[SI.wepIndex], GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo)
end
-- derp tumbler
function onPrecise()
if (CurrentHedgehog ~= nil) and (SI.stopMovement == false) and (SI.tumbleStarted == true) and (SI.wepAmmo[SI.wepIndex] > 0) then
SI.wepAmmo[SI.wepIndex] = SI.wepAmmo[SI.wepIndex] - 1
if SI.wep[SI.wepIndex] == loc("Barrel Launcher") then
SI.shotsFired = SI.shotsFired +1
local morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtExplosives, 0, 0, 0, 1)
CopyPV(CurrentHedgehog, morte)
local x,y = GetGearVelocity(morte)
x = x*2
y = y*2
SetGearVelocity(morte, x, y)
if SI.wepAmmo[SI.wepIndex] == 0 then
PlaySound(sndSuddenDeath)
AddCaption(loc("Ammo depleted!"),SI.colorMsgDepleted,capgrpAmmostate)
else
PlaySound(sndThrowRelease)
end
DrawTag(SI.TAG_BARRELS)
elseif SI.wep[SI.wepIndex] == loc("Mine Deployer") then
local morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtAirBomb, 0, 0, 0, 0)
SetTimer(morte, 1000)
DrawTag(SI.TAG_BARRELS)
end
elseif (SI.wepAmmo[SI.wepIndex] == 0) and (CurrentHedgehog ~= nil) and (SI.stopMovement == false) and (SI.tumbleStarted == true) then
PlaySound(sndDenied)
AddCaption(loc("Ammo depleted!"),SI.colorMsgDepleted,capgrpAmmostate)
end
SI.preciseOn = true
end
function onPreciseUp()
SI.preciseOn = false
end
function onLJump()
if (CurrentHedgehog ~= nil) and (SI.stopMovement == false) and (SI.tumbleStarted == true) then
SI.shieldMiser = false
if SI.shieldHealth == 80 then
AddCaption(loc("Shield depleted"),SI.colorMsgDepleted,capgrpAmmostate)
PlaySound(sndDenied)
elseif (SI.beam == false) and (SI.shieldHealth > 80) then
SI.beam = true
SetVisualGearValues(SI.pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 40, 255, 1, 10, 0, nil, 1, SI.colorShield-0x000000FF - -math.min(SI.shieldHealth, 255))
AddCaption( string.format(loc("Shield ON: %d power remaining"), SI.shieldHealth - 80), SI.colorShield, capgrpAmmostate)
PlaySound(sndInvulnerable)
else
SI.beam = false
SetVisualGearValues(SI.pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), nil, nil, nil, nil, nil, nil, nil, 0x0)
AddCaption( string.format(loc("Shield OFF: %d power remaining"), SI.shieldHealth - 80), SI.colorShield, capgrpAmmostate)
end
end
end
function onHJump()
if (CurrentHedgehog ~= nil) and (SI.stopMovement == false) and (SI.tumbleStarted == true) and
(SI.rAlpha == 255) then
if SI.radShotsLeft > 0 then
SI.rPingTimer = 0
SI.rAlpha = 0
SI.radShotsLeft = SI.radShotsLeft -1
AddCaption(string.format(loc("Pings left: %d"), SI.radShotsLeft),GetClanColor(GetHogClan(CurrentHedgehog)),capgrpAmmostate)
-- Play sonar sound
PlaySound(sndJetpackLaunch)
else
AddCaption(loc("No radar pings left!"),SI.colorMsgDepleted,capgrpAmmostate)
PlaySound(sndDenied)
end
end
end
-----------------
-- movement keys
-----------------
function onLeft()
SI.leftOn = true
end
function onRight()
SI.rightOn = true
end
function onUp()
SI.upOn = true
end
function onDown()
SI.downOn = true
end
function onDownUp()
SI.downOn = false
end
function onUpUp()
SI.upOn = false
end
function onLeftUp()
SI.leftOn = false
end
function onRightUp()
SI.rightOn = false
end
--------------------------
-- other event handlers
--------------------------
function onParameters()
parseParams()
if params["rounds"] ~= nil and tonumber(params["rounds"]) then
SI.roundLimit = math.floor(tonumber(params["rounds"]))
end
if params["barrels"] ~= nil and tonumber(params["barrels"]) then
SI.startBarrels = math.floor(tonumber(params["barrels"]))
end
if params["pings"] ~= nil and tonumber(params["pings"]) then
SI.startRadShots = math.floor(tonumber(params["pings"]))
end
if params["shield"] ~= nil and tonumber(params["shield"]) then
SI.startShield = math.min(250-80, math.floor(tonumber(params["shield"])))
end
if params["barrelbonus"] ~= nil and tonumber(params["barrelbonus"]) then
SI.barrelBonus = math.floor(tonumber(params["barrelbonus"]))
end
if params["shieldbonus"] ~= nil and tonumber(params["shieldbonus"]) then
SI.shieldBonus = math.floor(tonumber(params["shieldbonus"]))
end
if params["timebonus"] ~= nil and tonumber(params["timebonus"]) then
SI.timeBonus = math.floor(tonumber(params["timebonus"]))
end
if params["forcetheme"] == "false" then
SI.forceTheme = false
else
SI.forceTheme = true
end
end
function onGameInit()
--[[ Only GameFlags which are listed here are allowed. All other game flags will be discarded.
Nonetheless this allows for some configuration in the game scheme ]]
local allowedFlags =
-- those flags are probably the most realistic one to use
gfDisableGirders + gfRandomOrder + -- highly recommended!
gfDisableLandObjects + gfSolidLand + gfLowGravity +
-- a bit unusual but may still be useful
gfBottomBorder + gfDivideTeams +
gfDisableWind + gfMoreWind + gfTagTeam +
-- very unusual flags, they don’t affect gameplay really, they are mostly for funny graphical effects
gfKing + -- King Mode doesn’t work like expected, since hedgehogs never really die here in this mode
gfVampiric + -- just for the grapical effects
gfBorder -- technically possible, but not very fun to play
-- any other flag is FORBIDDEN and will be disabled when it is on anyways!
GameFlags = band(GameFlags, allowedFlags)
if SI.forceTheme then
Theme = "EarthRise"
end
CaseFreq = 0
HealthCaseProb = 0
SuddenDeathTurns = 50
WaterRise = 0
HealthDecrease = 0
WorldEdge = weNone
local tags = { SI.TAG_TIME, SI.TAG_BARRELS, SI.TAG_SHIELD, SI.TAG_ROUND_SCORE }
for t=1, #tags do
SI.vTag[tags[t]] = AddVisualGear(0, 0, vgtHealthTag, 0, false)
HideTag(tags[t])
end
SI.wep[0] = loc("Barrel Launcher")
SI.wep[1] = loc("Mine Deployer")
SI.wep[2] = loc("Flamer")
SI.wepCount = 3
SetSoundMask(sndFlyAway, true)
end
function onGameStart()
if ClansCount >= 2 then
SendGameResultOff()
SendRankingStatsOff()
SendAchievementsStatsOff()
SendHealthStatsOff()
end
ShowMission (
loc("SPACE INVASION"),
loc("A Hedgewars mini-game"),
loc("Fly into space to fight off the invaders with barrels!") .."|"..
loc("Destroy invaders and collect bonuses to score points.") .. "|" ..
loc("Get the highest score to win.") .. "|" ..
" " .. "|" ..
loc("Avoid bazookas, red and blue invaders.") .. "|" ..
loc("Collect the green and purple invaders.") .. "|" ..
loc("Use the shield to protect yourself from bazookas.") .. "|" ..
" " .. "|" ..
string.format(loc("Round Limit: %d"), SI.roundLimit) .. "|" ..
" " .. "|" ..
loc("Movement: [Up], [Down], [Left], [Right]") .. "|" ..
loc("Fire: [Precise]") .. "|" ..
loc("Toggle Shield: [Long jump]") .. "|" ..
loc("Radar Ping: [High jump]") .. "|" ..
"", 8, 5000
)
CreateMeSomeCircles()
RebuildTeamInfo() -- control
end
function onScreenResize()
-- redraw Tags so that their screen locations are updated
if (SI.gameBegun == true) then
DrawTag(SI.TAG_ROUND_SCORE)
if (SI.stopMovement == false) then
DrawTag(SI.TAG_BARRELS)
DrawTag(SI.TAG_SHIELD)
if (SI.tumbleStarted == true) then
DrawTag(SI.TAG_TIME)
end
end
end
end
function onNewTurn()
SI.radShotsLeft = SI.startRadShots
SI.stopMovement = false
SI.tumbleStarted = false
SI.boosterOn = false
SI.beam = false
SI.shieldHealth = SI.startShield + 80 -- 50 = 5 secs, roughly
SI.RK = 0
SI.GK = 0
SI.BK = 0
SI.OK = 0
SI.SK = 0
SI.roundKills = 0
SI.roundScore = 0
SI.shieldMiser = true
SI.fierceComp = false
SI.shotsFired = 0
SI.shotsHit = 0
SI.sniperHits = 0
SI.pointBlankHits = 0
SI.chainLength = 0
SI.chainCounter = 0
SI.tauntClanShots = 0
SI.tauntTimer = -1
-------------------------
-- gaudy racer
-------------------------
CheckForNewRound()
-- Handle Starting Stage of Game
if (SI.gameOver == false) and (SI.gameBegun == false) then
SI.gameBegun = true
SI.roundNumber = 0 -- 0
end
if SI.gameOver == true then
SI.stopMovement = true
SI.tumbleStarted = false
SetMyCircles(false)
end
-------
-- tumbler
----
SI.wepAmmo[0] = SI.startBarrels
SI.wepAmmo[1] = SI.startRadShots
SI.wepAmmo[2] = 5000
SI.wepIndex = 2
ChangeWeapon()
HideTag(SI.TAG_TIME)
if not SI.gameOver then
DrawTag(SI.TAG_BARRELS)
DrawTag(SI.TAG_SHIELD)
DrawTag(SI.TAG_ROUND_SCORE)
else
HideTag(SI.TAG_BARRELS)
HideTag(SI.TAG_SHIELD)
HideTag(SI.TAG_ROUND_SCORE)
end
end
function ThingsToBeRunOnGears(gear)
HandleLifeSpan(gear)
DeleteFarFlungBarrel(gear)
if SI.circlesAreGo == true then
CheckVarious(gear)
ProjectileTrack(gear)
end
end
function onGearWaterSkip(gear)
if gear == CurrentHedgehog then
for i = 0,(TeamsCount-1) do
if SI.teamClan[i] == GetHogClan(CurrentHedgehog) and (SI.teamSurfer[i] == false) then
SI.teamSurfer[i] = true
AddCaption(loc("Surfer! +15 points!"),SI.colorMsgBonus,capgrpMessage)
AwardPoints(15)
end
end
end
end
function onGameTick()
HandleCircles()
SI.timer100 = SI.timer100 + 1
if SI.timer100 >= 100 then
SI.timer100 = 0
if SI.beam == true then
SI.shieldHealth = SI.shieldHealth - 1
if SI.shieldHealth < 80 then
SI.shieldHealth = 80
SI.beam = false
AddCaption(loc("Shield depleted"),SI.colorMsgDepleted,capgrpAmmostate)
PlaySound(sndMineTick)
PlaySound(sndSwitchHog)
end
end
if SI.tauntTimer > 0 then
SI.tauntTimer = SI.tauntTimer - 100
if SI.tauntTimer <= 0 and SI.tumbleStarted and not SI.stopMovement then
PlaySound(SI.tauntSound, SI.tauntGear)
end
end
runOnGears(ThingsToBeRunOnGears)
if SI.circlesAreGo == true then
CheckDistances()
end
-- white smoke trail as player falls from the sky
if (SI.TimeLeft <= 0) and (SI.stopMovement == true) and (CurrentHedgehog ~= nil) then
local j,k = GetGearVelocity(CurrentHedgehog)
if (j ~= 0) and (k ~= 0) then
AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, false)
end
end
end
-- start the player tumbling with a boom once their turn has actually begun
if (SI.tumbleStarted == false) and (SI.gameOver == false) then
if (TurnTimeLeft > 0) and (TurnTimeLeft ~= TurnTime) then
SI.tumbleStarted = true
SI.TimeLeft = (TurnTime/1000)
SI.fadeAlpha = 0
SI.rAlpha = 255
AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtGrenade, 0, 0, 0, 1)
DrawTag(SI.TAG_TIME)
DrawTag(SI.TAG_BARRELS)
DrawTag(SI.TAG_SHIELD)
DrawTag(SI.TAG_ROUND_SCORE)
SetMyCircles(true)
end
end
if (CurrentHedgehog ~= nil) and (SI.tumbleStarted == true) then
-- Calculate and display turn time
SI.TimeLeftCounter = SI.TimeLeftCounter + 1
if SI.TimeLeftCounter == 1000 then
SI.TimeLeftCounter = 0
SI.TimeLeft = SI.TimeLeft - 1
if SI.TimeLeft >= 0 then
DrawTag(SI.TAG_TIME)
end
end
if (SI.TimeLeftCounter % 1000) == 0 then
if SI.TimeLeft == 5 then
PlaySound(sndHurry, CurrentHedgehog)
elseif SI.TimeLeft <= 4 and SI.TimeLeft >= 1 then
PlaySound(_G["sndCountdown"..SI.TimeLeft])
end
end
-------------------------------
-- Player has run out of luck (out of time or hit by gtShell)
-------------------------------
-- checks in FloatyThings
if PlayerIsFine() == false then
SI.TimeLeft = 0
end
if (SI.TimeLeft == 0) then
if PlayerIsFine() then
AddCaption(loc("Time's up!"), capcolDefault, capgrpGameState)
end
if (SI.stopMovement == false) then --time to stop the player
SI.stopMovement = true
SI.boosterOn = false
SI.beam = false
SI.upOn = false
SI.downOn = false
SI.leftOn = false
SI.rightOn = false
SetMyCircles(false)
SI.rAlpha = 255
FailGraphics()
if SI.shieldMiser == true then
local p = (SI.roundKills*3.5) - ((SI.roundKills*3.5)%1) + 2
AddCaption(string.format(loc("Shield Miser! +%d points!"), p), SI.colorMsgBonus, capgrpAmmoinfo)
AwardPoints(p)
end
local accuracy = (SI.shotsHit / SI.shotsFired) * 100
if (accuracy >= 80) and (SI.shotsFired > 4) then
AddCaption(loc("Accuracy Bonus! +15 points"),SI.colorMsgBonus,capgrpAmmostate)
AwardPoints(15)
-- special award for no misses
local award = false
if SI.awardAccuracy == nil then
if (SI.shotsHit >= SI.shotsFired) then
award = true
end
elseif (SI.shotsHit == SI.shotsFired) and SI.shotsHit > SI.awardAccuracy.value then
award = true
end
if award then
SI.awardAccuracy = {
hogName = GetHogName(CurrentHedgehog),
teamName = GetHogTeamName(CurrentHedgehog),
value = SI.shotsHit,
}
end
end
-- other awards
SI.awardRoundScore = UpdateSimpleAward(SI.awardRoundScore, SI.roundScore, 50)
SI.awardRoundKills = UpdateSimpleAward(SI.awardRoundKills, SI.roundKills, 5)
HideTag(SI.TAG_TIME)
HideTag(SI.TAG_BARRELS)
HideTag(SI.TAG_SHIELD)
end
else -- remove this if you want tumbler to fall slowly on death
-------------------------------
-- Player is still in luck
-------------------------------
if SI.chainCounter > 0 then
SI.chainCounter = SI.chainCounter -1
if SI.chainCounter == 0 then
SI.chainLength = 0
end
end
-- handle movement based on IO
SI.moveTimer = SI.moveTimer + 1
if SI.moveTimer == 100 then -- 100
SI.moveTimer = 0
---------------
-- new trail code
---------------
-- the trail lets you know you have 5s left to pilot, akin to birdy feathers
if (SI.TimeLeft <= 5) and (SI.TimeLeft > 0) then --vgtSmoke
local tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, false)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(CurrentHedgehog)) )
end
--------------
--------------
local dx, dy = GetGearVelocity(CurrentHedgehog)
local dxlimit, dylimit
if SI.boosterOn == true then
local tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtDust, 0, false)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, 1, nil, GetClanColor(GetHogClan(CurrentHedgehog)) )
dxlimit = 0.8*SI.fMod
dylimit = 0.8*SI.fMod
else
dxlimit = 0.4*SI.fMod
dylimit = 0.4*SI.fMod
end
if dx > dxlimit then
dx = dxlimit
end
if dy > dylimit then
dy = dylimit
end
if dx < -dxlimit then
dx = -dxlimit
end
if dy < -dylimit then
dy = -dylimit
end
if SI.leftOn == true then
dx = dx - 0.1*SI.fMod
end
if SI.rightOn == true then
dx = dx + 0.1*SI.fMod
end
if SI.upOn == true then
dy = dy - 0.1*SI.fMod
end
if SI.downOn == true then
dy = dy + 0.1*SI.fMod
end
SetGearVelocity(CurrentHedgehog, dx, dy)
end
end -- new end I put here to check if he's still alive or not
end
end
function onGearDamage(gear, damage)
if GetGearType(gear) == gtHedgehog and damage >= 60 then
if GetHogClan(gear) ~= GetHogClan(CurrentHedgehog) then
if (SI.fierceComp == false) then
SI.fierceComp = true
AddCaption(loc("Fierce Competition! +8 points!"),SI.colorMsgBonus,capgrpMessage)
AwardPoints(8)
end
SI.tauntTimer = 500
SI.tauntGear = gear
local r = math.random(1, 2)
if r == 1 then
SI.tauntSound = sndIllGetYou
else
SI.tauntSound = sndJustYouWait
end
elseif gear ~= CurrentHedgehog then
SI.tauntTimer = 500
SI.tauntGear = gear
if SI.tauntClanShots == 0 then
SI.tauntSound = sndSameTeam
else
SI.tauntSound = sndTraitor
end
SI.tauntClanShots = SI.tauntClanShots + 1
end
end
end
function onGearResurrect(gear)
-- did I fall into the water? well, that was a stupid thing to do
if gear == CurrentHedgehog then
SI.TimeLeft = 0
SI.playerIsFine = false
end
end
function onGearAdd(gear)
if isATrackedGear(gear) then
trackGear(gear)
setNewGearValues(gear)
end
if GetGearType(gear) == gtHedgehog then
SetEffect(gear, heResurrectable, 1)
-----------
-- control
SI.hhs[SI.numhhs] = gear
SI.numhhs = SI.numhhs + 1
-----------
end
end
function onGearDelete(gear)
if isATrackedGear(gear) then
trackDeletion(gear)
end
if CurrentHedgehog ~= nil then
FollowGear(CurrentHedgehog)
end
end
------------------------------------------------------------
------------------------------------------------------------
------------------------------------------------------------
------------------------------------------------------------
-- FLOATY THINGS
-- "I'll make this into a generic library and code properly
-- when I have more time and feel less lazy"
------------------------------------------------------------
------------------------------------------------------------
------------------------------------------------------------
------------------------------------------------------------
function HandleRadarBlip(cUID)
-- work out the distance to the target
local g1X, g1Y = GetGearPosition(CurrentHedgehog)
local g2X, g2Y = SI.vCircX[cUID], SI.vCircY[cUID]
local q = g1X - g2X
local w = g1Y - g2Y
-- Floating point operations are safe, it's only for visuals
local r = math.sqrt( (q*q) + (w*w) ) --alternate
local opp = w
if opp < 0 then
opp = opp*-1
end
-- work out the angle (theta) to the target
local t = math.deg ( math.asin(opp / r) )
-- based on the radius of the radar, calculate what x/y displacement should be
local NR = 150 -- radius at which to draw circs
local NX = math.cos( math.rad(t) ) * NR
local NY = math.sin( math.rad(t) ) * NR
-- displace xy based on where this thing actually is
if r < NR then
SI.rCircX[cUID] = g2X
elseif q > 0 then
SI.rCircX[cUID] = g1X - NX
else
SI.rCircX[cUID] = g1X + NX
end
if r < NR then
SI.rCircY[cUID] = g2Y
elseif w > 0 then
SI.rCircY[cUID] = g1Y - NY
else
SI.rCircY[cUID] = g1Y + NY
end
end
function PlayerIsFine()
return (SI.playerIsFine)
end
function GetDistFromXYtoXY(a, b, c, d)
local q = a - c
local w = b - d
return ( (q*q) + (w*w) )
end
function GetDistFromGearToGear(gear, gear2)
local g1X, g1Y = GetGearPosition(gear)
local g2X, g2Y = GetGearPosition(gear2)
local q = g1X - g2X
local w = g1Y - g2Y
return ( (q*q) + (w*w) )
end
function GetDistFromGearToXY(gear, g2X, g2Y)
local g1X, g1Y = GetGearPosition(gear)
local q = g1X - g2X
local w = g1Y - g2Y
return ( (q*q) + (w*w) )
end
function CreateMeSomeCircles()
for i = 0, 7 do
SI.vCCount = SI.vCCount +1
SI.vCirc[i] = AddVisualGear(0,0,vgtCircle,0,true)
SI.rCirc[i] = AddVisualGear(0,0,vgtCircle,0,true)
SI.rCircX[i] = 0
SI.rCircY[i] = 0
SI.vCircDX[i] = 0
SI.vCircDY[i] = 0
SI.vType[i] = "generic"
SI.vCounter[i] = 0
SI.vCounterLim[i] = 3000
SI.vCircScore[i] = 0
SI.vCircHealth[i] = 1
SI.vCircMinA[i] = 80
SI.vCircMaxA[i] = 255
SI.vCircType[i] = 1
SI.vCircPulse[i] = 10
SI.vCircFuckAll[i] = 0
SI.vCircRadius[i] = 0
SI.vCircWidth[i] = 3
SI.vCircRadMax[i] = 0
SI.vCircRadMin[i] = 0
SI.vCircRadDir[i] = -1
SI.vCircRadCounter[i] = 0
SI.vCircX[i], SI.vCircY[i] = 0,0
SI.vCircCol[i] = 0xFF00FFFF
SetVisualGearValues(SI.vCirc[i], SI.vCircX[i], SI.vCircY[i], SI.vCircMinA[i], SI.vCircMaxA[i], SI.vCircType[i], SI.vCircPulse[i], SI.vCircFuckAll[i], SI.vCircRadius[i], SI.vCircWidth[i], SI.vCircCol[i])
SetVisualGearValues(SI.rCirc[i], 0, 0, 100, 255, 1, 10, 0, 40, 3, SI.vCircCol[i])
end
SI.pShield = AddVisualGear(0,0,vgtCircle,200,true)
end
function IGotMeASafeXYValue(i)
local acceptibleDistance = 800
SI.vCircX[i] = GetRandom(5000)
SI.vCircY[i] = GetRandom(2000)
local dist = GetDistFromGearToXY(CurrentHedgehog, SI.vCircX[i], SI.vCircY[i])
if dist > acceptibleDistance*acceptibleDistance then
return(true)
else
return(false)
end
end
function CircleDamaged(i)
local res = ""
SI.vCircHealth[i] = SI.vCircHealth[i] -1
if SI.vCircHealth[i] <= 0 then
-- circle is dead, do death effects/consequences
SI.vCircActive[i] = false
if (SI.vType[i] == "drone") then
PlaySound(sndHellishImpact4)
SI.TimeLeft = SI.TimeLeft + SI.timeBonus
AddCaption(string.format(loc("Time extended! +%dsec"), SI.timeBonus), SI.colorDrone, capgrpMessage )
DrawTag(SI.TAG_TIME)
local morte = AddGear(SI.vCircX[i], SI.vCircY[i], gtExplosives, 0, 0, 0, 1)
SetHealth(morte, 0)
SI.RK = SI.RK + 1
if SI.RK == 5 then
SI.RK = 0
AddCaption(loc("Drone Hunter! +10 points!"),SI.colorMsgBonus,capgrpMessage2)
AwardPoints(10)
end
elseif (SI.vType[i] == "ammo") then
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtExplosion, 0, false)
PlaySound(sndExplosion)
PlaySound(sndShotgunReload)
SI.wepAmmo[0] = SI.wepAmmo[0] + SI.barrelBonus
AddCaption(string.format(loc("+%d Ammo"), SI.barrelBonus), SI.colorAmmo,capgrpMessage)
DrawTag(SI.TAG_BARRELS)
SI.GK = SI.GK + 1
if SI.GK == 3 then
SI.GK = 0
AddCaption(loc("Ammo Maniac! +5 points!"),SI.colorMsgBonus,capgrpMessage2)
AwardPoints(5)
end
elseif (SI.vType[i] == "bonus") then
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtExplosion, 0, false)
PlaySound(sndExplosion)
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtFire, 0, false)
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtFire, 0, false)
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtFire, 0, false)
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtFire, 0, false)
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtFire, 0, false)
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtSmoke, 0, false)
PlaySound(sndVaporize)
SI.shieldHealth = SI.shieldHealth + SI.shieldBonus
if SI.shieldHealth >= 250 then
SI.shieldHealth = 250
AddCaption(loc("Shield is fully recharged!"),SI.colorShield,capgrpMessage)
else
AddCaption(string.format(loc("Shield boosted! +%d power"),SI.shieldBonus), SI.colorShield,capgrpMessage)
end
DrawTag(SI.TAG_SHIELD)
SI.OK = SI.OK + 1
if SI.OK == 3 then
SI.OK = 0
AddCaption(loc("Shield Seeker! +10 points!"),SI.colorShield,capgrpMessage2)
AwardPoints(10)
end
elseif (SI.vType[i] == "blueboss") then
PlaySound(sndHellishImpact3)
SI.tauntTimer = 300
SI.tauntSound = sndEnemyDown
SI.tauntGear = CurrentHedgehog
AddCaption(loc("Boss defeated! +30 points!"), SI.colorBoss,capgrpMessage)
local morte = AddGear(SI.vCircX[i], SI.vCircY[i], gtExplosives, 0, 0, 0, 1)
SetHealth(morte, 0)
SI.BK = SI.BK + 1
if SI.BK == 2 then
SI.BK = 0
AddCaption(loc("Boss Slayer! +25 points!"),SI.colorMsgBonus,capgrpMessage2)
AwardPoints(25)
end
end
AwardPoints(SI.vCircScore[i])
AwardKills()
SetUpCircle(i)
res = "fatal"
SI.chainCounter = 3000
SI.chainLength = SI.chainLength + 1
if SI.chainLength > 1 then
AddCaption( string.format(loc("%d-Hit Combo! +%d points!"), SI.chainLength, SI.chainLength*2),SI.colorMsgBonus,capgrpVolume)
AwardPoints(SI.chainLength*2)
end
SI.awardCombo = UpdateSimpleAward(SI.awardCombo, SI.chainLength, 5)
else
-- circle is merely damaged
-- do damage effects/sounds
AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtSteam, 0, false)
local r = math.random(1,4)
PlaySound(_G["sndHellishImpact" .. tostring(r)])
res = "non-fatal"
end
return(res)
end
function SetUpCircle(i)
local r = GetRandom(10)
-- 80% of spawning either drone/ammo
if r <= 7 then
r = GetRandom(2)
if r == 0 then
SI.vCircCol[i] = SI.colorDrone
SI.vType[i] = "drone"
SI.vCircRadMin[i] = 50 *5
SI.vCircRadMax[i] = 90 *5
SI.vCounterLim[i] = 3000
SI.vCircScore[i] = 10
SI.vCircHealth[i] = 1
elseif r == 1 then
SI.vCircCol[i] = SI.colorAmmo
SI.vType[i] = "ammo"
SI.vCircRadMin[i] = 25 *7
SI.vCircRadMax[i] = 30 *7
SI.vCircScore[i] = 3
SI.vCircHealth[i] = 1
end
-- 20% chance of spawning boss or bonus
else
r = GetRandom(5)
if r <= 1 then
SI.vCircCol[i] = SI.colorBoss
SI.vType[i] = "blueboss"
SI.vCircRadMin[i] = 100*5
SI.vCircRadMax[i] = 180*5
SI.vCircWidth[i] = 1
SI.vCounterLim[i] = 2000
SI.vCircScore[i] = 30
SI.vCircHealth[i] = 3
else
SI.vCircCol[i] = SI.colorShield
SI.vType[i] = "bonus"
SI.vCircRadMin[i] = 20 *7
SI.vCircRadMax[i] = 40 *7
SI.vCircScore[i] = 5
SI.vCircHealth[i] = 1
end
end
-- regenerate circle xy if too close to player or until sanity limit kicks in
local reN = 0
while (reN < 10) do
if IGotMeASafeXYValue(i) == false then
reN = reN + 1
else
reN = 15
end
end
SI.vCircRadius[i] = SI.vCircRadMax[i] - GetRandom(SI.vCircRadMin[i])
SetVisualGearValues(SI.vCirc[i], SI.vCircX[i], SI.vCircY[i], nil, nil, nil, nil, nil, SI.vCircRadius[i], SI.vCircWidth[i], SI.vCircCol[i]-0x000000FF)
SetVisualGearValues(SI.rCirc[i], 0, 0, nil, nil, nil, nil, nil, nil, nil, SI.vCircCol[i]-0x000000FF)
SI.vCircActive[i] = true
end
function SetMyCircles(s)
SI.circlesAreGo = s
SI.playerIsFine = s
for i = 0,(SI.vCCount-1) do
if s == false then
SI.vCircActive[i] = false
elseif s == true then
SetUpCircle(i)
end
end
end
function WellHeAintGonnaJumpNoMore(x,y,explode,kamikaze)
if explode==true then
AddVisualGear(x, y, vgtBigExplosion, 0, false)
PlaySound(sndExplosion)
local r = math.random(1,3)
PlaySound(_G["sndOoff"..r], CurrentHedgehog)
end
SI.playerIsFine = false
FailGraphics()
if not kamikaze then
AddCaption(loc("GOTCHA!"), capcolDefault, capgrpGameState)
PlaySound(sndHellish)
end
SI.targetHit = true
end
-- Turn all circles white to indicate they can't be hit anymore
function FailGraphics()
for i = 0,(SI.vCCount-1) do
SI.vCircCol[i] = SI.colorDisabled
end
end
--- collision detection for weapons fire
function CheckVarious(gear)
SI.targetHit = false
-- if circle is hit by player fire
if (GetGearType(gear) == gtExplosives) then
local circsHit = 0
for i = 0,(SI.vCCount-1) do
local dist = GetDistFromGearToXY(gear, SI.vCircX[i], SI.vCircY[i])
-- calculate my real radius if I am an aura
local NR
if SI.vCircType[i] == 0 then
NR = SI.vCircRadius[i]
else
NR = (48/100*SI.vCircRadius[i])/2
end
if dist <= NR*NR then
dist = (GetDistFromXYtoXY(SI.vCircX[i], SI.vCircY[i], getGearValue(gear,"XP"), getGearValue(gear,"YP")) - (NR*NR))
if dist >= 1000000 then
SI.sniperHits = SI.sniperHits +1
AddCaption(loc("Sniper! +8 points!"),SI.colorMsgBonus,capgrpAmmostate)
AwardPoints(8)
if SI.sniperHits == 3 then
SI.sniperHits = 0
AddCaption(loc("They Call Me Bullseye! +16 points!"),SI.colorMsgBonus,capgrpAmmostate)
AwardPoints(16)
end
elseif dist <= 6000 then
SI.pointBlankHits = SI.pointBlankHits +1
if SI.pointBlankHits == 3 then
SI.pointBlankHits = 0
AddCaption(loc("Point Blank Combo! +5 points!"),SI.colorMsgBonus,capgrpAmmostate)
AwardPoints(5)
end
end
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
SI.targetHit = true
CircleDamaged(i)
circsHit = circsHit + 1
if circsHit > 1 then
AddCaption(loc("Multi-shot! +15 points!"),SI.colorMsgBonus,capgrpAmmoinfo)
AwardPoints(15)
circsHit = 0
end
SI.shotsHit = SI.shotsHit + 1
end
end
-- if player is hit by circle bazooka
elseif (GetGearType(gear) == gtShell) and (CurrentHedgehog ~= nil) then
local dist = GetDistFromGearToGear(gear, CurrentHedgehog)
if SI.beam == true then
if dist < 3000 then
local tempE = AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFF00FFFF)
PlaySound(sndVaporize)
DeleteGear(gear)
SI.SK = SI.SK + 1
if SI.SK == 5 then
SI.SK = 0
AddCaption(loc("Shield Master! +10 points!"),SI.colorMsgBonus,capgrpMessage)
AwardPoints(10)
end
end
elseif dist < 1600 then
WellHeAintGonnaJumpNoMore(GetX(gear), GetY(gear), true)
end
end
if SI.targetHit == true then
DeleteGear(gear)
end
end
-- collision detection for player entering a circle
function CheckDistances()
if not CurrentHedgehog then
return
end
for i = 0,(SI.vCCount-1) do
local g1X, g1Y = GetGearPosition(CurrentHedgehog)
local g2X, g2Y = SI.vCircX[i], SI.vCircY[i]
g1X = g1X - g2X
g1Y = g1Y - g2Y
local dist = (g1X*g1X) + (g1Y*g1Y)
-- calculate my real radius if I am an aura
local NR
if SI.vCircType[i] == 0 then
NR = SI.vCircRadius[i]
else
NR = (48/100*SI.vCircRadius[i])/2
end
if dist <= NR*NR then
if (SI.vCircActive[i] == true) and
((SI.vType[i] == "ammo") or (SI.vType[i] == "bonus") )
then
CircleDamaged(i)
elseif (SI.vCircActive[i] == true) and
( (SI.vType[i] == "drone") or (SI.vType[i] == "blueboss") )
then
local ss = CircleDamaged(i)
local explosion
if SI.vType[i] == "blueboss" then explosion = true else explosion = false end
local kamikaze = false
if ss == "fatal" then
if (SI.wepAmmo[0] == 0) and (SI.TimeLeft <= 9) then
AddCaption(loc("Kamikaze Expert! +15 points!"),SI.colorMsgBonus,capgrpGameState)
AwardPoints(15)
PlaySound(sndKamikaze, CurrentHedgehog)
kamikaze = true
elseif (SI.wepAmmo[0] == 0) then
AddCaption(loc("Depleted Kamikaze! +5 points!"),SI.colorMsgBonus,capgrpGameState)
AwardPoints(5)
PlaySound(sndKamikaze, CurrentHedgehog)
kamikaze = true
elseif SI.TimeLeft <= 9 then
AddCaption(loc("Timed Kamikaze! +10 points!"),SI.colorMsgBonus,capgrpGameState)
AwardPoints(10)
PlaySound(sndKamikaze, CurrentHedgehog)
kamikaze = true
end
end
WellHeAintGonnaJumpNoMore(GetX(CurrentHedgehog),GetY(CurrentHedgehog),explosion,kamikaze)
end
end
end
end
function HandleCircles()
if SI.rAlpha ~= 255 then
SI.rPingTimer = SI.rPingTimer + 1
if SI.rPingTimer == 100 then
SI.rPingTimer = 0
SI.rAlpha = SI.rAlpha + 5
if SI.rAlpha >= 255 then
SI.rAlpha = 255
end
end
end
for i = 0,(SI.vCCount-1) do
SetVisualGearValues(SI.rCirc[i], SI.rCircX[i], SI.rCircY[i], 100, 255, 1, 10, 0, 40, 3, SI.vCircCol[i]-SI.rAlpha)
SI.vCounter[i] = SI.vCounter[i] + 1
if SI.vCounter[i] >= SI.vCounterLim[i] then
SI.vCounter[i] = 0
if ((SI.vType[i] == "drone") or (SI.vType[i] == "blueboss") ) and
(SI.vCircActive[i] == true) then
AddGear(SI.vCircX[i], SI.vCircY[i], gtShell, 0, 0, 0, 1)
end
end
if (SI.vCircActive[i] == true) then
SI.vCircRadCounter[i] = SI.vCircRadCounter[i] + 1
if SI.vCircRadCounter[i] == 100 then
SI.vCircRadCounter[i] = 0
-- make my radius increase/decrease faster if I am an aura
local M
if SI.vCircType[i] == 0 then
M = 1
else
M = 10
end
SI.vCircRadius[i] = SI.vCircRadius[i] + SI.vCircRadDir[i]
if SI.vCircRadius[i] > SI.vCircRadMax[i] then
SI.vCircRadDir[i] = -M
elseif SI.vCircRadius[i] < SI.vCircRadMin[i] then
SI.vCircRadDir[i] = M
end
-- random effect test
-- maybe use this to tell the difference between circs
-- you can kill by shooting or not
--vgtSmoke vgtSmokeWhite
--vgtSteam -- nice long trail
--vgtDust -- short trail on earthrise
--vgtSmokeTrace
if SI.vType[i] == "ammo" then
local tempE = AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtSmoke, 0, false)
SetVisualGearValues(tempE, SI.vCircX[i], SI.vCircY[i], nil, nil, nil, nil, nil, nil, nil, SI.vCircCol[i] )
elseif SI.vType[i] == "bonus" then
local tempE = AddVisualGear(SI.vCircX[i], SI.vCircY[i], vgtDust, 0, false)
SetVisualGearValues(tempE, SI.vCircX[i], SI.vCircY[i], nil, nil, nil, nil, nil, 1, nil, SI.colorShieldParticle)
elseif SI.vType[i] == "blueboss" then
local k = 25
local g = vgtSteam
local trailColour = SI.colorBossParticle
local tempE = AddVisualGear(SI.vCircX[i], SI.vCircY[i], g, 0, false)
SetVisualGearValues(tempE, SI.vCircX[i], SI.vCircY[i]+k, nil, nil, nil, nil, nil, nil, nil, trailColour-75 )
tempE = AddVisualGear(SI.vCircX[i], SI.vCircY[i], g, 0, false)
SetVisualGearValues(tempE, SI.vCircX[i]+k, SI.vCircY[i]-k, nil, nil, nil, nil, nil, nil, nil, trailColour-75 )
tempE = AddVisualGear(SI.vCircX[i], SI.vCircY[i], g, 0, false)
SetVisualGearValues(tempE, SI.vCircX[i]-k, SI.vCircY[i]-k, nil, nil, nil, nil, nil, nil, nil, trailColour-75 )
end
end
end
end
-- alter the circles velocities
SI.circAdjustTimer = SI.circAdjustTimer + 1
if SI.circAdjustTimer == 2000 then
SI.circAdjustTimer = 0
for i = 0,(SI.vCCount-1) do
-- bounce the circles off the edges if they go too far
-- or make them move in random directions
if SI.vCircX[i] > 5500 then
SI.vCircDX[i] = -5 --5 circmovchange
elseif SI.vCircX[i] < -1500 then
SI.vCircDX[i] = 5 --5 circmovchange
else
local z = GetRandom(2)
if z == 1 then
z = 1
else
z = -1
end
SI.vCircDX[i] = SI.vCircDX[i] + GetRandom(3)*z --3 circmovchange
end
if SI.vCircY[i] > 1500 then
SI.vCircDY[i] = -5 --5 circmovchange
elseif SI.vCircY[i] < -2900 then
SI.vCircDY[i] = 5 --5 circmovchange
else
local z = GetRandom(2)
if z == 1 then
z = 1
else
z = -1
end
SI.vCircDY[i] = SI.vCircDY[i] + GetRandom(3)*z --3 circmovchange
end
end
end
-- move the circles according to their current velocities
SI.m2Count = SI.m2Count + 1
if SI.m2Count == 25 then --25 circmovchange
SI.m2Count = 0
for i = 0,(SI.vCCount-1) do
SI.vCircX[i] = SI.vCircX[i] + SI.vCircDX[i]
SI.vCircY[i] = SI.vCircY[i] + SI.vCircDY[i]
if (CurrentHedgehog ~= nil) and (SI.rAlpha ~= 255) then
HandleRadarBlip(i)
end
end
if (SI.TimeLeft == 0) and (SI.tumbleStarted == true) then
SI.fadeAlpha = SI.fadeAlpha + 1
if SI.fadeAlpha >= 255 then
SI.fadeAlpha = 255
end
end
end
for i = 0,(SI.vCCount-1) do
SetVisualGearValues(SI.vCirc[i], SI.vCircX[i], SI.vCircY[i], nil, nil, nil, nil, nil, SI.vCircRadius[i])
end
if (SI.TimeLeft == 0) or
((SI.tumbleStarted == false)) then
for i = 0,(SI.vCCount-1) do
SetVisualGearValues(SI.vCirc[i], SI.vCircX[i], SI.vCircY[i], nil, nil, nil, nil, nil, SI.vCircRadius[i], nil, (SI.vCircCol[i]-SI.fadeAlpha))
end
end
if (CurrentHedgehog ~= nil) then
if SI.beam == true then
SetVisualGearValues(SI.pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), nil, nil, nil, nil, nil, nil, nil, SI.colorShield-0x000000FF - -math.min(SI.shieldHealth, 255))
DrawTag(SI.TAG_SHIELD)
else
SetVisualGearValues(SI.pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), nil, nil, nil, nil, nil, nil, nil, 0x0)
end
end
end
function ProjectileTrack(gear)
if (GetGearType(gear) == gtShell) then
local turningSpeed = 0.1*SI.fMod
local dx, dy = GetGearVelocity(gear)
if GetX(gear) > GetX(CurrentHedgehog) then
dx = dx - turningSpeed
else
dx = dx + turningSpeed
end
if GetY(gear) > GetY(CurrentHedgehog) then
dy = dy - turningSpeed
else
dy = dy + turningSpeed
end
local dxlimit = 0.4*SI.fMod
local dylimit = 0.4*SI.fMod
if dx > dxlimit then
dx = dxlimit
end
if dy > dylimit then
dy = dylimit
end
if dx < -dxlimit then
dx = -dxlimit
end
if dy < -dylimit then
dy = -dylimit
end
SetGearVelocity(gear, dx, dy)
end
end