------------------- ABOUT ---------------------- -- -- In this adventure hero gets the lost part with -- the help of the green bananas hogs. HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua") ----------------- VARIABLES -------------------- -- globals local missionName = loc("Getting to the device") local inBattle = false local tookPartInBattle = false local previousHog = -1 local checkPointReached = 1 -- 1 is normal spawn local permitCaptainLimeDeath = false -- dialogs local dialog01 = {} local dialog02 = {} local dialog03 = {} local dialog04 = {} -- mission objectives local minesTimeText = loc("Mines time: 0 seconds") local goals = { [dialog01] = {missionName, loc("Exploring the tunnel"), loc("Search for the device with the help of the other hedgehogs ").."|"..loc("Hog Solo has to reach the last crates" .. "|" .. minesTimeText), 1, 4000}, [dialog02] = {missionName, loc("Exploring the tunnel"), loc("Explore the tunnel with the other hedgehogs and search for the device").."|"..loc("Hog Solo has to reach the last crates") .. "|" .. minesTimeText, 1, 4000}, [dialog03] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack Captain Lime before he attacks back").."|"..minesTimeText, 1, 4000}, [dialog04] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack the assassins before they attack back").."|"..minesTimeText, 1, 4000}, } -- crates local eagleCrate = {name = amDEagle, x = 1680, y = 1650} local girderCrate = {name = amGirder, x = 1680, y = 1160} local ropeCrate = {name = amRope, x = 1400, y = 1870} local weaponCrate = { x = 1360, y = 1870} -- hogs local hero = {} local green1 = {} local green2 = {} local green3 = {} -- teams local teamA = {} local teamB = {} local teamC = {} -- hedgehogs values hero.name = loc("Hog Solo") hero.x = 1200 hero.y = 820 hero.dead = false green1.name = loc("Captain Lime") green1.x = 1050 green1.y = 820 green1.dead = false green2.name = loc("Mister Pear") green2.x = 1350 green2.y = 820 green3.name = loc("Lady Mango") green3.x = 1450 green3.y = 820 local redHedgehogs = { { name = loc("Poisonous Apple") }, { name = loc("Dark Strawberry") }, { name = loc("Watermelon Heart") }, { name = loc("Deadly Grape") } } teamA.name = loc("Hog Solo and GB") teamA.color = tonumber("38D61C",16) -- green teamB.name = loc("Captain Lime") teamB.color = tonumber("38D61D",16) -- greenish teamC.name = loc("Fruit Assassins") teamC.color = tonumber("FF0000",16) -- red function onGameInit() GameFlags = gfDisableWind Seed = 1 TurnTime = 20000 CaseFreq = 0 MinesNum = 0 MinesTime = 1 Explosives = 0 Delay = 3 -- Disable Sudden Death HealthDecrease = 0 WaterRise = 0 Map = "fruit02_map" Theme = "Fruit" -- load checkpoints, problem getting the campaign variable local health = 100 checkPointReached = initCheckpoint("fruit02") if checkPointReached ~= 1 then loadHogsPositions() health = tonumber(GetCampaignVar("HeroHealth")) end -- Hog Solo and Green Bananas AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "hedgehog") hero.gear = AddHog(hero.name, 0, health, "war_desertgrenadier1") AnimSetGearPosition(hero.gear, hero.x, hero.y) HogTurnLeft(hero.gear, true) green2.gear = AddHog(green2.name, 0, 100, "war_britmedic") AnimSetGearPosition(green2.gear, green2.x, green2.y) HogTurnLeft(green2.gear, true) green3.gear = AddHog(green3.name, 0, 100, "hair_red") AnimSetGearPosition(green3.gear, green3.x, green3.y) HogTurnLeft(green3.gear, true) -- Captain Lime AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "congo-brazzaville") green1.human = AddHog(green1.name, 0, 100, "war_desertofficer") AnimSetGearPosition(green1.human, green1.x, green1.y) green1.bot = AddHog(green1.name, 1, 100, "war_desertofficer") AnimSetGearPosition(green1.bot, green1.x, green1.y) green1.gear = green1.human -- Fruit Assassins local assasinsHats = { "NinjaFull", "NinjaStraight", "NinjaTriangle" } AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_scout") for i=1,table.getn(redHedgehogs) do redHedgehogs[i].gear = AddHog(redHedgehogs[i].name, 1, 100, assasinsHats[GetRandom(3)+1]) AnimSetGearPosition(redHedgehogs[i].gear, 2010 + 50*i, 630) end AnimInit(true) AnimationSetup() end function onGameStart() AnimWait(hero.gear, 3000) FollowGear(hero.gear) if GetCampaignVar("Fruit01JoinedBattle") and GetCampaignVar("Fruit01JoinedBattle") == "true" then tookPartInBattle = true end AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) AddEvent(onDeviceCrates, {hero.gear}, deviceCrates, {hero.gear}, 0) -- Hog Solo and GB weapons AddAmmo(hero.gear, amSwitch, 100) -- Captain Lime weapons AddAmmo(green1.bot, amBazooka, 6) AddAmmo(green1.bot, amGrenade, 6) AddAmmo(green1.bot, amDEagle, 2) HideHog(green1.bot) -- Assassins weapons AddAmmo(redHedgehogs[1].gear, amBazooka, 6) AddAmmo(redHedgehogs[1].gear, amGrenade, 6) AddAmmo(redHedgehogs[1].bot, amDEagle, 6) for i=1,table.getn(redHedgehogs) do HideHog(redHedgehogs[i].gear) end -- explosives -- I wanted to use FindPlace but doesn't accept height values... local x1 = 950 local x2 = 1306 local y1 = 1210 local y2 = 1620 while true do if y2 1 then PlaceGirder(1580, 875, 4) PlaceGirder(1800, 875, 4) end -- place crates if checkPointReached < 2 then SpawnAmmoCrate(girderCrate.x, girderCrate.y, girderCrate.name) end if checkPointReached < 5 then SpawnAmmoCrate(eagleCrate.x, eagleCrate.y, eagleCrate.name) end SpawnAmmoCrate(ropeCrate.x, ropeCrate.y, ropeCrate.name) if tookPartInBattle then SpawnAmmoCrate(weaponCrate.x, weaponCrate.y, amWatermelon) else SpawnAmmoCrate(weaponCrate.x, weaponCrate.y, amSniperRifle) end SendHealthStatsOff() end function onNewTurn() if not inBattle and CurrentHedgehog == green1.gear then TurnTimeLeft = 0 elseif CurrentHedgehog == green2.gear or CurrentHedgehog == green3.gear then TurnTimeLeft = 0 elseif inBattle then if CurrentHedgehog == green1.gear and previousHog ~= hero.gear then TurnTimeLeft = 0 return end for i=1,table.getn(redHedgehogs) do if CurrentHedgehog == redHedgehogs[i].gear and previousHog ~= hero.gear then TurnTimeLeft = 0 return end end TurnTimeLeft = 20000 wind() elseif not inBattle and CurrentHedgehog == hero.gear then TurnTimeLeft = -1 wind() else TurnTimeLeft = 0 end previousHog = CurrentHedgehog end function onGameTick() AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() end function onGameTick20() if not permitCaptainLimeDeath and not GetHealth(green1.gear) then -- game ends with the according stat messages heroDeath() permitCaptainLimeDeath = true end if CurrentHedgehog and GetY(CurrentHedgehog) > 1350 then SetWind(-40) end end function onGearDelete(gear) if gear == hero.gear then hero.dead = true elseif gear == green1.bot then green1.dead = true end end function onGearDamage(gear, damage) if GetGearType(gear) == gtCase then -- in this mode every crate is essential in order to complete the mission -- destroying a crate ends the game heroDeath() end end function onAmmoStoreInit() SetAmmo(amDEagle, 0, 0, 0, 6) SetAmmo(amGirder, 0, 0, 0, 2) SetAmmo(amRope, 0, 0, 0, 1) SetAmmo(amSkip, 9, 0, 0, 1) if tonumber(getBonus(2)) == 1 then SetAmmo(amWatermelon, 0, 0, 0, 2) SetAmmo(amSniperRifle, 0, 0, 0, 2) else SetAmmo(amWatermelon, 0, 0, 0, 1) SetAmmo(amSniperRifle, 0, 0, 0, 1) end end function onPrecise() if GameTime > 3000 then SetAnimSkip(true) end end -------------- EVENTS ------------------ function onHeroDeath(gear) if hero.dead then return true end return false end function onDeviceCrates(gear) if not hero.dead and GetY(hero.gear)>1850 and GetX(hero.gear)>1340 and GetX(hero.gear)<1640 then return true end return false end function onSurface(gear) if not hero.dead and GetY(hero.gear)<850 and StoppedGear(hero.gear) then return true end return false end function onGaptainLimeDeath(gear) if green1.dead then return true end return false end function onRedTeamDeath(gear) local redDead = true for i=1,table.getn(redHedgehogs) do if GetHealth(redHedgehogs[i].gear) then redDead = false break end end return redDead end function onCheckPoint1(gear) -- before barrel jump if not hero.dead and GetX(hero.gear) > 2850 and GetX(hero.gear) < 2945 and GetY(hero.gear) > 808 and GetY(hero.gear) < 852 and not isHeroAtWrongPlace() then return true end return false end function onCheckPoint2(gear) -- before barrel jump if ((GetHealth(green2.gear) and GetX(green2.gear) > 2850 and GetX(green2.gear) < 2945 and GetY(green2.gear) > 808 and GetY(green2.gear) < 852) or (GetHealth(green3.gear) and GetX(green3.gear) > 2850 and GetX(green3.gear) < 2945 and GetY(green3.gear) > 808 and GetY(green3.gear) < 852)) and not isHeroAtWrongPlace() then return true end return false end function onCheckPoint3(gear) -- after barrel jump if ((GetHealth(green2.gear) and GetY(green2.gear) > 1550 and GetX(green2.gear) < 3000 and StoppedGear(green2.gear)) or (GetHealth(green3.gear) and GetY(green3.gear) > 1550 and GetX(green3.gear) < 3000 and StoppedGear(green2.gear))) and not isHeroAtWrongPlace() then return true end return false end function onCheckPoint4(gear) -- hero at crates if not hero.dead and GetX(hero.gear) > 1288 and GetX(hero.gear) < 1420 and GetY(hero.gear) > 1840 and not isHeroAtWrongPlace() then return true end return false end -------------- ACTIONS ------------------ ended = false function heroDeath(gear) if not ended then SendStat(siGameResult, loc("Hog Solo lost, try again!")) SendStat(siCustomAchievement, loc("To win the game, Hog Solo has to get the bottom crates and come back to the surface.")) SendStat(siCustomAchievement, loc("You can use the other 2 hogs to assist you.")) SendStat(siCustomAchievement, loc("Do not destroy the crates!")) if tookPartInBattle then SendStat(siCustomAchievement, loc("You'll have to eliminate the Strawberry Assassins at the end.")) else SendStat(siCustomAchievement, loc("You'll have to eliminate Captain Lime at the end.")) SendStat(siCustomAchievement, loc("Don't eliminate Captain Lime before collecting the last crate!")) end SendStat(siPlayerKills,'0',teamA.name) EndGame() ended = true end end function deviceCrates(gear) TurnTimeLeft = 0 if not tookPartInBattle then AddAnim(dialog03) else for i=1,table.getn(redHedgehogs) do RestoreHog(redHedgehogs[i].gear) end AddAnim(dialog04) end -- needs to be set to true for both plots permitCaptainLimeDeath = true AddAmmo(hero.gear, amSwitch, 0) AddEvent(onSurface, {hero.gear}, surface, {hero.gear}, 0) end function surface(gear) previousHog = -1 if tookPartInBattle then if GetHealth(green1.gear) then HideHog(green1.gear) end AddEvent(onRedTeamDeath, {green1.gear}, redTeamDeath, {green1.gear}, 0) else DeleteGear(green1.human) RestoreHog(green1.bot) green1.gear = green1.bot AddEvent(onGaptainLimeDeath, {green1.gear}, captainLimeDeath, {green1.gear}, 0) end if GetHealth(green2.gear) then HideHog(green2.gear) end if GetHealth(green3.gear) then HideHog(green3.gear) end inBattle = true end function captainLimeDeath(gear) -- hero win in scenario of escape in 1st part saveCompletedStatus(3) SendStat(siGameResult, loc("Congratulations, you won!")) SendStat(siCustomAchievement, loc("You retrieved the lost part.")) SendStat(siCustomAchievement, loc("You defended yourself against Captain Lime.")) SendStat(siPlayerKills,'1',teamA.name) SendStat(siPlayerKills,'0',teamB.name) EndGame() end function redTeamDeath(gear) -- hero win in battle scenario saveCompletedStatus(3) SendStat(siGameResult, loc("Congratulations, you won!")) SendStat(siCustomAchievement, loc("You retrieved the lost part.")) SendStat(siCustomAchievement, loc("You defended yourself against the Strawberry Assassins.")) SendStat(siPlayerKills,'1',teamA.name) SendStat(siPlayerKills,'0',teamC.name) EndGame() end function checkPoint1(gear) saveCheckPointLocal(2) end function checkPoint2(gear) saveCheckPointLocal(3) end function checkPoint3(gear) saveCheckPointLocal(4) end function checkPoint4(gear) saveCheckPointLocal(5) end -------------- ANIMATIONS ------------------ function Skipanim(anim) if goals[anim] ~= nil then ShowMission(unpack(goals[anim])) end TurnTimeLeft = 0 end function AnimationSetup() -- DIALOG 01 - Start, Captain Lime helps Hog Solo because he took part in the battle AddSkipFunction(dialog01, Skipanim, {dialog01}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits, Captain Lime helps Hog Solo"), 5000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You fought bravely and you helped us win this battle!"), SAY_SAY, 5000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("So, as promised I have brought you where I think that the device you are looking for is hidden."), SAY_SAY, 7000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I know that your resources are low due to the battle but I'll send two of my best hogs to assist you."), SAY_SAY, 7000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Good luck!"), SAY_SAY, 2000}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}}) table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG02 - Start, Hog Solo escaped from the previous battle AddSkipFunction(dialog02, Skipanim, {dialog02}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits Hog Solo gets closer to the device"), 5000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You are the one who fled! So, you are alive."), SAY_SAY, 4000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I'm still low on hogs. If you are not afraid I could use a set of extra hands."), SAY_SAY, 4000}}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 8000}}) table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I am sorry but I was looking for a device that may be hidden somewhere around here."), SAY_SAY, 4500}}) table.insert(dialog02, {func = AnimWait, args = {green1.gear, 12500}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Many long forgotten things can be found in the same tunnels that we are about to explore!"), SAY_SAY, 7000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("If you help us you can keep the device if you find it but we'll keep everything else."), SAY_SAY, 7000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("What do you say? Are you in?"), SAY_SAY, 3000}}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 1800}}) table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Okay then!"), SAY_SAY, 2000}}) table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG03 - At crates, hero learns that Captain Lime is bad AddSkipFunction(dialog03, Skipanim, {dialog03}) table.insert(dialog03, {func = AnimWait, args = {hero.gear, 4000}}) table.insert(dialog03, {func = FollowGear, args = {hero.gear}}) table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}}) table.insert(dialog03, {func = AnimWait, args = {green1.gear, 4000}}) table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("This Hog Solo is so naive! When he returns I'll shoot him and keep that device for myself!"), SAY_THINK, 4000}}) table.insert(dialog03, {func = goToThesurface, args = {hero.gear}}) -- DIALOG04 - At crates, hero learns about the Assassins ambush AddSkipFunction(dialog04, Skipanim, {dialog04}) table.insert(dialog04, {func = AnimWait, args = {hero.gear, 4000}}) table.insert(dialog04, {func = FollowGear, args = {hero.gear}}) table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}}) table.insert(dialog04, {func = AnimWait, args = {redHedgehogs[1].gear, 4000}}) table.insert(dialog04, {func = AnimSay, args = {redHedgehogs[1].gear, loc("We have spotted the enemy! We'll attack when the enemies start gathering!"), SAY_THINK, 4000}}) table.insert(dialog04, {func = goToThesurface, args = {hero.gear}}) end ------------- OTHER FUNCTIONS --------------- function goToThesurface() TurnTimeLeft = 0 end function wind() SetWind(GetRandom(201)-100) end function saveHogsPositions() local positions; positions = GetX(hero.gear)..","..GetY(hero.gear) if GetHealth(green2.gear) then positions = positions..","..GetX(green2.gear)..","..GetY(green2.gear) else positions = positions..",1,1" end if GetHealth(green3.gear) then positions = positions..","..GetX(green3.gear)..","..GetY(green3.gear) else positions = positions..",1,1" end SaveCampaignVar("HogsPosition", positions) end function loadHogsPositions() local positions; if GetCampaignVar("HogsPosition") then positions = GetCampaignVar("HogsPosition") else return end positions = split(positions,",") if positions[1] then hero.x = positions[1] hero.y = positions[2] end if positions[3] then green2.x = tonumber(positions[3]) green2.y = tonumber(positions[4]) end if positions[5] then green3.x = tonumber(positions[5]) green3.y = tonumber(positions[6]) end end function saveWeapons() -- firepunch - gilder - deagle - watermelon - sniper SaveCampaignVar("HeroAmmo", GetAmmoCount(hero.gear, amFirePunch)..GetAmmoCount(hero.gear, amGirder).. GetAmmoCount(hero.gear, amDEagle)..GetAmmoCount(hero.gear, amWatermelon)..GetAmmoCount(hero.gear, amSniperRifle)) end function loadWeapons() local ammo = GetCampaignVar("HeroAmmo") AddAmmo(hero.gear, amFirePunch, tonumber(ammo:sub(1,1))) AddAmmo(hero.gear, amGirder, tonumber(ammo:sub(2,2))) AddAmmo(hero.gear, amDEagle, tonumber(ammo:sub(3,3))) AddAmmo(hero.gear, amWatermelon, tonumber(ammo:sub(4,4))) AddAmmo(hero.gear, amSniperRifle, tonumber(ammo:sub(5,5))) end function isHeroAtWrongPlace() if GetX(hero.gear) > 1480 and GetX(hero.gear) < 1892 and GetY(hero.gear) > 1000 and GetY(hero.gear) < 1220 then return true end return false end function saveCheckPointLocal(cpoint) AnimCaption(hero.gear, loc("Checkpoint reached!"), 3000) saveCheckpoint(cpoint) SaveCampaignVar("HeroHealth", GetHealth(hero.gear)) saveHogsPositions() saveWeapons() end