------------------- ABOUT ---------------------- -- -- In this cold planet hero seeks for a part of the -- antigravity device. He has to capture Thanta who -- knows where the device is hidden. Hero will be -- able to use only the ice gun for this mission. -- TODO -- TEST TEST AND MORE TEST -- fix the stats HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua") ----------------- VARIABLES -------------------- -- globals local missionName = loc("A frozen adventure") local heroAtAntiFlyArea = false local heroVisitedAntiFlyArea = false local heroAtFinalStep = false local iceGunTaken = false local checkPointReached = 1 -- 1 is normal spawn local heroDamageAtCurrentTurn = 0 -- dialogs local dialog01 = {} local dialog02 = {} -- mission objectives local goals = { [dialog01] = {missionName, loc("Getting ready"), loc("Collect the icegun and get the device part from Thanta"), 1, 4500}, [dialog02] = {missionName, loc("Win"), loc("Congratulations, you got the part!"), 1, 3500}, } -- crates local icegunY = 1950 local icegunX = 260 -- hogs local hero = {} local ally = {} local bandit1 = {} local bandit2 = {} local bandit3 = {} local bandit4 = {} local bandit5 = {} -- teams local teamA = {} local teamB = {} local teamC = {} -- hedgehogs values hero.name = loc("Hog Solo") hero.x = 340 hero.y = 1840 hero.dead = false ally.name = loc("Paul McHoggy") ally.x = 300 ally.y = 1840 bandit1.name = loc("Thanta") bandit1.x = 3240 bandit1.y = 1280 bandit1.dead = false bandit1.frozen = false bandit1.roundsToUnfreeze = 0 bandit2.name = loc("Billy Frost") bandit2.x = 1480 bandit2.y = 1990 bandit3.name = loc("Ice Jake") bandit3.x = 1860 bandit3.y = 1150 bandit4.name = loc("John Snow") bandit4.x = 3200 bandit4.y = 970 bandit4.frozen = false bandit4.roundsToUnfreeze = 0 bandit5.name = loc("White Tee") bandit5.x = 3280 bandit5.y = 600 bandit5.frozen = false bandit5.roundsToUnfreeze = 0 teamA.name = loc("Allies") teamA.color = tonumber("FF0000",16) -- red teamB.name = loc("Frozen Bandits") teamB.color = tonumber("0033FF",16) -- blues teamC.name = loc("Hog Solo") teamC.color = tonumber("38D61C",16) -- green -------------- LuaAPI EVENT HANDLERS ------------------ function onGameInit() Seed = 1 TurnTime = 25000 CaseFreq = 0 MinesNum = 0 MinesTime = 1 Explosives = 0 Delay = 3 Map = "ice01_map" Theme = "Snow" -- get the check point checkPointReached = initCheckpoint("ice01") -- get hero health local heroHealth = 100 if tonumber(GetCampaignVar("HeroHealth")) then heroHealth = tonumber(GetCampaignVar("HeroHealth")) end if heroHealth ~= 100 then heroHealth = heroHealth + 5 if heroHealth > 100 then heroHealth = 100 end SaveCampaignVar("HeroHealth", heroHealth) end -- Hog Solo AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") hero.gear = AddHog(hero.name, 0, heroHealth, "war_desertgrenadier1") AnimSetGearPosition(hero.gear, hero.x, hero.y) HogTurnLeft(hero.gear, true) -- Ally AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy") ally.gear = AddHog(ally.name, 0, 100, "tophats") AnimSetGearPosition(ally.gear, ally.x, ally.y) -- Frozen Bandits AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") bandit1.gear = AddHog(bandit1.name, 1, 120, "tophats") AnimSetGearPosition(bandit1.gear, bandit1.x, bandit1.y) HogTurnLeft(bandit1.gear, true) bandit2.gear = AddHog(bandit2.name, 1, 100, "tophats") AnimSetGearPosition(bandit2.gear, bandit2.x, bandit2.y) bandit3.gear = AddHog(bandit3.name, 1, 100, "tophats") AnimSetGearPosition(bandit3.gear, bandit3.x, bandit3.y) bandit4.gear = AddHog(bandit4.name, 1, 40, "tophats") AnimSetGearPosition(bandit4.gear, bandit4.x, bandit4.y) HogTurnLeft(bandit4.gear, true) bandit5.gear = AddHog(bandit5.name, 1, 40, "tophats") AnimSetGearPosition(bandit5.gear, bandit5.x, bandit5.y) HogTurnLeft(bandit5.gear, true) if checkPointReached == 1 then -- Start of the game elseif checkPointReached == 2 then iceGunTaken = true AnimSetGearPosition(hero.gear, 840, 1650) elseif checkPointReached == 3 then iceGunTaken = true heroAtFinalStep = true heroVisitedAntiFlyArea = true AnimSetGearPosition(hero.gear, 1450, 910) end AnimInit() AnimationSetup() end function onGameStart() AnimWait(hero.gear, 3000) FollowGear(hero.gear) -- Add mines AddGear(1612, 940, gtMine, 0, 0, 0, 0) AddGear(1622, 945, gtMine, 0, 0, 0, 0) AddGear(1645, 950, gtMine, 0, 0, 0, 0) AddGear(1655, 960, gtMine, 0, 0, 0, 0) AddGear(1665, 965, gtMine, 0, 0, 0, 0) AddGear(1800, 1000, gtMine, 0, 0, 0, 0) AddGear(1810, 1005, gtMine, 0, 0, 0, 0) AddGear(1820, 1010, gtMine, 0, 0, 0, 0) AddGear(1830, 1015, gtMine, 0, 0, 0, 0) AddGear(1840, 1020, gtMine, 0, 0, 0, 0) AddGear(1900, 1020, gtMine, 0, 0, 0, 0) AddGear(1910, 1020, gtMine, 0, 0, 0, 0) AddGear(1920, 1020, gtMine, 0, 0, 0, 0) AddGear(1930, 1030, gtMine, 0, 0, 0, 0) AddGear(1940, 1040, gtMine, 0, 0, 0, 0) AddGear(2130, 1110, gtMine, 0, 0, 0, 0) AddGear(2140, 1120, gtMine, 0, 0, 0, 0) AddGear(2180, 1120, gtMine, 0, 0, 0, 0) AddGear(2200, 1130, gtMine, 0, 0, 0, 0) AddGear(2210, 1130, gtMine, 0, 0, 0, 0) local x=2300 local step=0 while x<3100 do AddGear(x, 1150, gtMine, 0, 0, 0, 0) step = step + 1 if step == 5 then step = 0 x = x + math.random(100,300) else x = x + math.random(10,30) end end AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) AddEvent(onHeroFinalStep, {hero.gear}, heroFinalStep, {hero.gear}, 0) AddEvent(onAntiFlyArea, {hero.gear}, antiFlyArea, {hero.gear}, 1) AddEvent(onNonAntiFlyArea, {hero.gear}, nonAntiFlyArea, {hero.gear}, 1) AddEvent(onThantaDeath, {bandit1.gear}, thantaDeath, {bandit1.gear}, 0) AddEvent(onHeroWin, {hero.gear}, heroWin, {hero.gear}, 0) AddAmmo(hero.gear, amJetpack, 99) AddAmmo(bandit1.gear, amBazooka, 5) AddAmmo(bandit2.gear, amBazooka, 4) AddAmmo(bandit3.gear, amMine, 2) AddAmmo(bandit3.gear, amGrenade, 3) AddAmmo(bandit4.gear, amBazooka, 5) AddAmmo(bandit5.gear, amBazooka, 5) if checkPointReached == 1 then AddAmmo(hero.gear, amBazooka, 1) SpawnAmmoCrate(icegunX, icegunY, amIceGun) AddEvent(onColumnCheckPoint, {hero.gear}, columnCheckPoint, {hero.gear}, 0) AddEvent(onHeroAtIceGun, {hero.gear}, heroAtIceGun, {hero.gear}, 0) AddAnim(dialog01) elseif checkPointReached == 2 then AddAmmo(hero.gear, amIceGun, 8) AnimCaption(hero.gear, loc("Go to Thanta and get the device part!"), 5000) elseif checkPointReached == 3 then AddAmmo(hero.gear, amIceGun, 6) AnimCaption(hero.gear, loc("Go to Thanta and get the device part!"), 5000) end SendHealthStatsOff() end function onNewTurn() heroDamageAtCurrentTurn = 0 -- round has to start if hero goes near the column if not heroVisitedAntiFlyArea and CurrentHedgehog ~= hero.gear then TurnTimeLeft = 0 elseif not heroVisitedAntiFlyArea and CurrentHedgehog == hero.gear then TurnTimeLeft = -1 elseif not heroAtFinalStep and (CurrentHedgehog == bandit1.gear or CurrentHedgehog == bandit4.gear or CurrentHedgehog == bandit5.gear) then AnimSwitchHog(hero.gear) TurnTimeLeft = 0 elseif heroAtFinalStep and (CurrentHedgehog == bandit2.gear or CurrentHedgehog == bandit3.gear) then if (GetHealth(bandit1.gear) and GetEffect(bandit1.gear,heFrozen) > 256) and ((GetHealth(bandit4.gear) and GetEffect(bandit4.gear,heFrozen) > 256) or not GetHealth(bandit4.gear)) and ((GetHealth(bandit5.gear) and GetEffect(bandit5.gear,heFrozen) > 256) or not GetHealth(bandit5.gear)) then TurnTimeLeft = 0 else AnimSwitchHog(hero.gear) TurnTimeLeft = 0 end elseif CurrentHedgehog == ally.gear then TurnTimeLeft = 0 end -- frozen hogs accounting if CurrentHedgehog == hero.gear and heroAtFinalStep and TurnTimeLeft > 0 then if bandit1.frozen then if bandit1.roundsToUnfreeze == 0 then SetEffect(bandit1.gear, heFrozen, 255) bandit1.frozen = false else bandit1.roundsToUnfreeze = bandit1.roundsToUnfreeze - 1 end end if bandit4.frozen then if bandit4.roundsToUnfreeze == 0 then SetEffect(bandit4.gear, heFrozen, 255) bandit4.frozen = false else bandit4.roundsToUnfreeze = bandit4.roundsToUnfreeze - 1 end end if bandit5.frozen then if bandit5.roundsToUnfreeze == 0 then SetEffect(bandit5.gear, heFrozen, 255) bandit5.frozen = false else bandit5.roundsToUnfreeze = bandit5.roundsToUnfreeze - 1 end end else if bandit1.frozen then SetEffect(bandit1.gear, heFrozen, 9999999999) end if bandit4.frozen then SetEffect(bandit4.gear, heFrozen, 9999999999) end if bandit5.frozen then SetEffect(bandit5.gear, heFrozen, 9999999999) end end end function onGameTick() AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() if GetEffect(bandit1.gear, heFrozen) > 256 and not bandit1.frozen then bandit1.frozen = true SetEffect(bandit1.gear, heFrozen, 9999999999) bandit1.roundsToUnfreeze = 1 end if GetEffect(bandit4.gear, heFrozen) > 256 and not bandit4.frozen then bandit4.frozen = true SetEffect(bandit4.gear, heFrozen, 9999999999) bandit4.roundsToUnfreeze = 2 end if GetEffect(bandit5.gear, heFrozen) > 256 and not bandit5.frozen then bandit5.frozen = true SetEffect(bandit5.gear, heFrozen, 9999999999) bandit5.roundsToUnfreeze = 2 end end function onAmmoStoreInit() SetAmmo(amIceGun, 0, 0, 0, 8) end function onGearDelete(gear) if gear == hero.gear then hero.dead = true elseif gear == bandit1.gear then bandit1.dead = true end end function onPrecise() if GameTime > 3000 then SetAnimSkip(true) end end function onGearDamage(gear, damage) if gear == hero.gear then heroDamageAtCurrentTurn = heroDamageAtCurrentTurn + damage end end -------------- EVENTS ------------------ function onAntiFlyArea(gear) if not hero.dead and (GetX(gear) > 860 or GetY(gear) < 1400) and not heroAtAntiFlyArea then return true end return false end function onNonAntiFlyArea(gear) if not hero.dead and (GetX(gear) < 860 and GetY(gear) > 1400) and heroAtAntiFlyArea then return true end return false end function onHeroDeath(gear) if hero.dead then return true end return false end function onHeroFinalStep(gear) if not hero.dead and GetY(gear) < 960 and GetX(gear) > 1400 then return true end return false end function onColumnCheckPoint(gear) if not hero.dead and iceGunTaken and GetX(gear) < 870 and GetX(gear) > 850 and GetY(gear) > 1500 and StoppedGear(gear) then return true end return false end function onHeroAtIceGun(gear) if not hero.dead and GetX(gear) < icegunX+15 and GetX(gear) > icegunX-15 and GetY(gear) > icegunY-15 and GetY(gear) < icegunY+15 then return true end return false end function onThantaDeath(gear) if bandit1.dead then return true end return false end function onHeroWin(gear) if (not hero.dead and not bandit1.dead) and heroDamageAtCurrentTurn == 0 and (GetX(hero.gear)>=GetX(bandit1.gear)-80 and GetX(hero.gear)<=GetX(bandit1.gear)+80) and (GetY(hero.gear)>=GetY(bandit1.gear)-30 and GetY(hero.gear)<=GetY(bandit1.gear)+30) then return true end return false end -------------- OUTCOMES ------------------ function antiFlyArea(gear) heroAtAntiFlyArea = true if TurnTimeLeft < -1 then heroVisitedAntiFlyArea = true TurnTimeLeft = 0 FollowGear(hero.gear) AddAmmo(hero.gear, amJetpack, 0) AnimSwitchHog(bandit1.gear) FollowGear(hero.gear) TurnTimeLeft = 0 else AddAmmo(hero.gear, amJetpack, 0) end end function nonAntiFlyArea(gear) heroAtAntiFlyArea = false AddAmmo(hero.gear, amJetpack, 99) end function heroDeath(gear) SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1 SendStat('siCustomAchievement', loc("To win the game you have to go next to Thanta")) --11 SendStat('siCustomAchievement', loc("Most of the time you'll be able to use only the icegun")) --11 SendStat('siCustomAchievement', loc("Use the bazooka and the flying saucer to get the icegun")) --11 SendStat('siPlayerKills','1',teamB.name) SendStat('siPlayerKills','0',teamC.name) EndGame() end function heroFinalStep(gear) heroAtFinalStep = true saveCheckpoint("3") SaveCampaignVar("HeroHealth", GetHealth(hero.gear)) end function columnCheckPoint(gear) saveCheckpoint("2") SaveCampaignVar("HeroHealth", GetHealth(hero.gear)) AnimCaption(hero.gear, loc("Checkpoint reached!"), 5000) end function heroAtIceGun(gear) iceGunTaken=true end function thantaDeath(gear) SendStat('siGameResult', loc("Hog Solo lost, try again!")) --1 SendStat('siCustomAchievement', loc("Noooo, Thanta has to stay alive!")) --11 SendStat('siCustomAchievement', loc("To win the game you have to go next to Thanta")) --11 SendStat('siCustomAchievement', loc("Most of the time you'll be able to use only the icegun")) --11 SendStat('siCustomAchievement', loc("Use the bazooka and the flying saucer to get the icegun")) --11 SendStat('siPlayerKills','1',teamB.name) SendStat('siPlayerKills','0',teamC.name) EndGame() end function heroWin(gear) TurnTimeLeft=0 if GetX(hero.gear) < GetX(bandit1.gear) then HogTurnLeft(bandit1.gear, true) else HogTurnLeft(bandit1.gear, false) end AddAnim(dialog02) end -------------- ANIMATIONS ------------------ function Skipanim(anim) if goals[anim] ~= nil then ShowMission(unpack(goals[anim])) end if anim == dialog02 then actionsOnWin() end end function AnimationSetup() -- DIALOG 01 - Start, welcome to moon AddSkipFunction(dialog01, Skipanim, {dialog01}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("In the Ice Planet, where ice rules..."), 5000}}) table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Finaly you are here..."), SAY_SAY, 2000}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2000}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Hi! Nice to meet you"), SAY_SAY, 3000}}) table.insert(dialog01, {func = AnimWait, args = {ally.gear, 2000}}) table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Listen carefuly! The bandit leader, Thanta, has recently found a very strange device"), SAY_SAY, 4000}}) table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("He doesn't know it but this device is a part of the anti-gravity device"), SAY_SAY, 2500}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 8000}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Nice, then I should get the part as soon as possible!"), SAY_SAY, 4000}}) table.insert(dialog01, {func = AnimWait, args = {ally.gear, 4000}}) table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("Be careful, your gadgets won't work in the bandit area. You should get an ice gun"), SAY_SAY, 7000}}) table.insert(dialog01, {func = AnimSay, args = {ally.gear, loc("There is one below us!"), SAY_SAY, 4000}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}}) table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 02 - Hero got to Thant2 AddSkipFunction(dialog02, Skipanim, {dialog02}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Congratulations, now you can take Thanta's part..."), 5000}}) table.insert(dialog02, {func = AnimSay, args = {bandit1.gear, loc("Oh! Please spare me. You can take all my treasures!"), SAY_SAY, 3000}}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 5000}}) table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I just want the strange device you found!"), SAY_SAY, 3000}}) table.insert(dialog02, {func = AnimWait, args = {bandit1.gear, 4000}}) table.insert(dialog02, {func = AnimSay, args = {bandit1.gear, loc("Here! Take it..."), SAY_SAY, 3000}}) table.insert(dialog02, {func = actionsOnWin, args = {}}) end -------------- Other Functions ------------------- function actionsOnWin() saveCompletedStatus(4) SendStat('siGameResult', loc("Congratulations, you got the part!")) --1 SendStat('siCustomAchievement', loc("At the end of the game your health was ")..GetHealth(hero.gear)) --11 -- maybe add number of tries for each part? SendStat('siPlayerKills','1',teamC.name) SendStat('siPlayerKills','0',teamB.name) EndGame() end