10026
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-- taken from http://code.google.com/p/hedgewars/wiki/LuaDrawing
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PointsBuffer = '' -- A string to accumulate points in
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function AddPoint(x, y, width, erase)
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PointsBuffer = PointsBuffer .. string.char(band(x,0xff00) / 256 , band(x,0xff) , band(y,0xff00) / 256 , band(y,0xff))
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if width then
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width = bor(width,0x80)
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if erase then
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width = bor(width,0x40)
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end
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PointsBuffer = PointsBuffer .. string.char(width)
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else
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PointsBuffer = PointsBuffer .. string.char(0)
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end
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if #PointsBuffer > 245 then
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ParseCommand('draw '..PointsBuffer)
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PointsBuffer = ''
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end
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end
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function FlushPoints()
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if #PointsBuffer > 0 then
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ParseCommand('draw '..PointsBuffer)
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PointsBuffer = ''
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end
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end
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local ta_pointsize = 63
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local ta_radius = (ta_pointsize * 10 + 6) / 2
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-- creates round test area
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function AddTestArea(testarea)
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step = 200
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xstep = step * testarea["xdir"]
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ystep = step * testarea["ydir"]
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x = testarea["x"]
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y = testarea["y"]
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AddPoint(x, y, ta_pointsize);
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AddPoint(x + xstep, y + ystep);
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end
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-- vertical test areas
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local taa_v1 = {x= 350, y= 400, xdir= 0, ydir= 1}
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local taa_v2 = {x= 350, y=1500, xdir= 0, ydir=-1}
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-- horizontal test areas
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local taa_h1 = {x=1150, y= 400, xdir= 1, ydir= 0}
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local taa_h2 = {x=1200, y=1100, xdir=-1, ydir= 0}
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-- diagonal test areas
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local taa_d1 = {x=2200, y= 400, xdir= 1, ydir= 1}
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local taa_d2 = {x=2000, y=1500, xdir= 1, ydir=-1}
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local taa_d3 = {x=3300, y= 400, xdir=-1, ydir= 1}
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local taa_d4 = {x=3300, y=1500, xdir=-1, ydir=-1}
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-- fail counter
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local nfailed = 0
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local nspawned = 0
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local ndied = 0
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function onGameInit()
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-- At first we have to overwrite/set some global variables
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-- that define the map, the game has to load, as well as
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-- other things such as the game rules to use, etc.
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-- Things we don't modify here will use their default values.
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-- The base number for the random number generator
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Seed = 1
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-- The map to be played
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MapGen = 2
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-- The theme to be used
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Theme = "Bamboo"
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-- Game settings and rules
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EnableGameFlags(gfOneClanMode, gfDisableWind, gfDisableLandObjects, gfDisableGirders, gfSolidLand)
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CaseFreq = 0
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MinesNum = 0
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Explosives = 0
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-- No damage please
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DamagePercent = 1
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-- Draw Map
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AddPoint(10,30,0) -- hog spawn platform
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-- test areas
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AddTestArea(taa_v1)
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AddTestArea(taa_v2)
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AddTestArea(taa_h1)
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AddTestArea(taa_h2)
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AddTestArea(taa_d1)
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AddTestArea(taa_d2)
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AddTestArea(taa_d3)
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AddTestArea(taa_d4)
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FlushPoints()
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-- Create the player team
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AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default")
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-- And add a hog to it
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player = AddHog("Hunter", 0, 1, "NoHat")
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-- place it on how spawn platform
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SetGearPosition(player, 10, 10)
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end
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-- xdir/ydir is direction in which to fire the drills
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function SpawnDrillRocketArray(testarea)
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xdir = testarea["xdir"]
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ydir = testarea["ydir"]
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centerx = testarea["x"]
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centery = testarea["y"]
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distance = 23
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d = distance
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radius = ta_radius
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local xmin, xmax, ymin, ymax
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if (xdir ~= 0) and (ydir ~= 0) then
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sqrttwo = math.sqrt(2)
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d = d / sqrttwo
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radius = radius / sqrttwo
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end
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centerx = centerx - (xdir * (radius + 20))
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centery = centery - (ydir * (radius + 20))
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radius = radius - 6
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xn = ydir
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yn = -xdir
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startx = centerx - (radius * xn)
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starty = centery - (radius * yn)
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endx = centerx + (radius * xn)
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endy = centery + (radius * yn)
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-- spawn loop
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x = startx
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y = starty
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xd = d * xn
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yd = d * yn
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if (xd < 0) and (startx < endx) then x = endx end
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if (yd < 0) and (starty < endy) then y = endy end
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nsteps = math.floor(math.max(math.abs(startx - endx),math.abs(starty - endy)) / d)
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for i = 1, nsteps, 1 do
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AddGear(math.floor(x), math.floor(y), gtDrill, 0, 900000 * xdir, 900000 * ydir, 0)
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nspawned = nspawned + 1
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x = x + xd
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y = y + yd
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end
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end
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function onGearDelete(gear)
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if GetGearType(gear) == gtDrill then
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if GetTimer(gear) > 0 then
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nfailed = nfailed + 1
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end
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ndied = ndied + 1
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if ndied == nspawned then
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WriteLnToConsole('TESTRESULT: ' .. nfailed .. ' of ' .. nspawned .. ' drill rockets exploded prematurely')
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if (nfailed > 0) then
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EndLuaTest(TEST_FAILED)
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else
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EndLuaTest(TEST_SUCCESSFUL)
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end
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end
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end
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end
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function onGameStart()
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SetGravity(1)
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SpawnDrillRocketArray(taa_h1)
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SpawnDrillRocketArray(taa_h2)
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SpawnDrillRocketArray(taa_v1)
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SpawnDrillRocketArray(taa_v2)
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SpawnDrillRocketArray(taa_d1)
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SpawnDrillRocketArray(taa_d2)
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SpawnDrillRocketArray(taa_d3)
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SpawnDrillRocketArray(taa_d4)
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end
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