share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/fruit01.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Sat, 10 Aug 2013 02:55:28 +0300
branchspacecampaign
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------------------- ABOUT ----------------------
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--
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-- In this adventure hero visits the fruit planet
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-- to search for the missing part. However, a war
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-- has broke out and hero has to take part or leave.
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-- TODO: remove unwanted delay after first dialog
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Animate.lua")
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----------------- VARIABLES --------------------
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-- globals
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local campaignName = loc("A Space Adventure")
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local missionName = loc("Fruit planet, The War!")
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local chooseToBattle = false
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local previousHog = 0
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-- dialogs
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local dialog01 = {}
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local dialog02 = {}
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local dialog03 = {}
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-- mission objectives
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local goals = {
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	[dialog01] = {missionName, loc("Ready for Battle?"), loc("Walk left if you want to join Captain Lime or right if you want to decline his offer"), 1, 7000},
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	[dialog02] = {missionName, loc("Battle Starts Now!"), loc("You have choose to fight! Lead the Green Bananas to battle and try not to let them be killed"), 1, 7000},
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	[dialog03] = {missionName, loc("Ready for Battle?"), loc("You have choose to flee... Unfortunately the only place where you can launch your saucer is in the most left side of the map"), 1, 7000},
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}
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-- crates
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local crateWMX = 2170
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local crateWMY = 1950
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local health1X = 2680
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local health1Y = 716
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-- hogs
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local hero = {}
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local yellow1 = {}
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local green1 = {}
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local green2 = {}
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local green3 = {}
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local green4 = {}
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-- teams
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local teamA = {}
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local teamB = {}
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local teamC = {}
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-- hedgehogs values
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hero.name = "Hog Solo"
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hero.x = 3650
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hero.y = 295
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hero.dead = false
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green1.name = "Captain Lime"
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green1.x = 3600
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green1.y = 295
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green1.dead = false
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green2.name = "Mister Pear"
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green2.x = 3600
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green2.y = 1570
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green3.name = "Lady Mango"
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green3.x = 2170
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green3.y = 980
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green4.name = "Green Hog Grape"
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green4.x = 2900
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green4.y = 1650
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yellow1.name = "General Lemon"
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yellow1.x = 140
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yellow1.y = 1980
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local yellowArmy = {
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	{name = "Robert Yellow Apple", x = 710, y = 1780},
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	{name = "Summer Squash", x = 315 , y = 1960},
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	{name = "Tall Potato", x = 830 , y = 1748},
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	{name = "Yellow Pepper", x = 2160 , y = 820},
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	{name = "Corn", x = 1320 , y = 740},
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	{name = "Max Citrus", x = 1900 , y = 1700},
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	{name = "Naranja Jed", x = 960 , y = 516},
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}
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teamA.name = loc("Hog Solo")
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teamA.color = tonumber("38D61C",16) -- green  
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teamB.name = loc("Green Bananas")
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teamB.color = tonumber("38D61C",16) -- green
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teamC.name = loc("Yellow Watermellons")
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teamC.color = tonumber("DDFF00",16) -- yellow
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function onGameInit()
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	Seed = 1
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	TurnTime = 20000
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	CaseFreq = 0
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	MinesNum = 0
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	MinesTime = 1
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	Explosives = 0
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	Delay = 3
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	SuddenDeathTurns = 100
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	HealthCaseAmount = 50
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	Map = "fruit01_map"
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	Theme = "Fruit"
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	-- Hog Solo
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	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(hero.gear, hero.x, hero.y)
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	HogTurnLeft(hero.gear, true)
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	-- Green Bananas
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	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	green1.gear = AddHog(green1.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(green1.gear, green1.x, green1.y)
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	green2.gear = AddHog(green2.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(green2.gear, green2.x, green2.y)
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	HogTurnLeft(green2.gear, true)
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	green3.gear = AddHog(green3.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(green3.gear, green3.x, green3.y)
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	HogTurnLeft(green3.gear, true)
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	green4.gear = AddHog(green4.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(green4.gear, green4.x, green4.y)
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	HogTurnLeft(green4.gear, true)
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	-- Yellow Watermellons
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	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	yellow1.gear = AddHog(yellow1.name, 1, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(yellow1.gear, yellow1.x, yellow1.y)
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	-- the rest of the Yellow Watermellons
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	for i=1,7 do
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		yellowArmy[i].gear = AddHog(yellowArmy[i].name, 1, 100, "war_desertgrenadier1")
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		AnimSetGearPosition(yellowArmy[i].gear, yellowArmy[i].x, yellowArmy[i].y)
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	end
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	AnimInit()
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	AnimationSetup()	
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end
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function onGameStart()
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	AnimWait(hero.gear, 3000)
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	FollowGear(hero.gear)
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	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
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	AddEvent(onHeroSelect, {hero.gear}, heroSelect, {hero.gear}, 0)
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	-- Hog Solo weapons
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	AddAmmo(hero.gear, amRope, 2)
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	AddAmmo(hero.gear, amBazooka, 3)
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	AddAmmo(hero.gear, amParachute, 1)
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	AddAmmo(hero.gear, amGrenade, 6)
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	AddAmmo(hero.gear, amDEagle, 4)
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	-- Green team weapons
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	AddAmmo(green1.gear, amBlowTorch, 5)
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	AddAmmo(green1.gear, amRope, 5)
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	AddAmmo(green1.gear, amBazooka, 10)
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	AddAmmo(green1.gear, amGrenade, 7)
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	AddAmmo(green1.gear, amFirePunch, 2)
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	AddAmmo(green1.gear, amDrill, 3)	
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	AddAmmo(green1.gear, amSkip, 100)
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	-- Yellow team weapons
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	AddAmmo(yellow1.gear, amBlowTorch, 1)
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	AddAmmo(yellow1.gear, amRope, 1)
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	AddAmmo(yellow1.gear, amBazooka, 10)
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	AddAmmo(yellow1.gear, amGrenade, 10)
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	AddAmmo(yellow1.gear, amFirePunch, 5)
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	AddAmmo(yellow1.gear, amDrill, 3)	
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	AddAmmo(yellow1.gear, amBee, 1)	
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	AddAmmo(yellow1.gear, amMortar, 3)	
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	AddAmmo(yellow1.gear, amSniperRifle, 5)	
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	AddAmmo(yellow1.gear, amDEagle, 4)
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	AddAmmo(yellow1.gear, amDynamite, 1)	
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	AddAmmo(yellow1.gear, amSwitch, 100)
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	for i=3,7 do
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		HideHog(yellowArmy[i].gear)
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	end
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	AddAnim(dialog01)
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	SendHealthStatsOff()
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end
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function onNewTurn()
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	if CurrentHedgehog == green1.gear then
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		TotalRounds = TotalRounds - 2
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		SwitchHog(previousHog)
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		TurnTimeLeft = 0
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	end
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	previousHog = CurrentHedghog
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	getNextWave()
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end
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function onGameTick()
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	AnimUnWait()
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	if ShowAnimation() == false then
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		return
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	end
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	ExecuteAfterAnimations()
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	CheckEvents()
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end
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function onGearDelete(gear)
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	if gear == hero.gear then
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		hero.dead = true
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	elseif gear == green1.gear then
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		green1.dead = true
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	end
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end
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function onPrecise()
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	if GameTime > 3000 then
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		SetAnimSkip(true)   
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	end
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end
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function onHogHide(gear)
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	for i=3,7 do
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		if gear == yellowArmy[i].gear then
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			yellowArmy[i].hidden = true
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			break
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		end
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	end
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end
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   209
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function onHogRestore(gear)
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	for i=3,7 do
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		if gear == yellowArmy[i].gear then
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			yellowArmy[i].hidden = false
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			break
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		end
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	end
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   217
end
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-------------- EVENTS ------------------
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function onHeroDeath(gear)
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	if hero.dead then
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		return true
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   224
	end
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	return false
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   226
end
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function onGreen1Death(gear)
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	if green1.dead then
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		return true
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   231
	end
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	return false
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   233
end
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   234
Periklis Ntanasis <pntanasis@gmail.com>
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function onBattleWin(gear)
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	local win = true
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	for i=1,7 do
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		if i<3 then
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   239
			if GetHealth(yellowArmy[i].gear) then
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				win = false
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			end
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		else
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			if GetHealth(yellowArmy[i].gear) and not yellowArmy[i].hidden then
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				win = false
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			end
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		end
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   247
	end
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	if GetHealth(yellow1.gear) then
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		win = false
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   250
	end
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	return win
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   252
end
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   253
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function onHeroSelect(gear)
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   255
	if GetX(hero.gear) ~= hero.x then
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		return true
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   257
	end
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	return false
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   259
end
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   261
-------------- OUTCOMES ------------------ I should really s/OUTCOMES/ACTIONS/
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   262
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   263
function heroDeath(gear)
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   264
	gameLost()
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   265
end
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   266
Periklis Ntanasis <pntanasis@gmail.com>
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   267
function green1Death(gear)
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   268
	gameLost()
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   269
end
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   270
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function battleWin(gear)
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   272
	-- add stats
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	EndGame()
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   274
end
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   275
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   276
function heroSelect(gear)
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   277
	TurnTimeLeft = 0
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   278
	FollowGear(hero.gear)
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   279
	if GetX(hero.gear) < hero.x then
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		chooseToBattle = true		
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   281
		AddEvent(onGreen1Death, {green1.gear}, green1Death, {green1.gear}, 0)
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		AddEvent(onBattleWin, {hero.gear}, battleWin, {hero.gear}, 0)
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		AddAnim(dialog02)
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   284
	elseif GetX(hero.gear) > hero.x then
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   285
		AddAnim(dialog03)
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   286
	end
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   287
end
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-------------- ANIMATIONS ------------------
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function Skipanim(anim)
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	if goals[anim] ~= nil then
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		ShowMission(unpack(goals[anim]))
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    end
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    if anim == dialog01 then
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		AnimSwitchHog(hero.gear)
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	elseif anim == dialog02 or anim == dialog03 then
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		startBattle()
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    end
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end
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function AnimationSetup()
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	-- DIALOG 01 - Start, Captain Lime talks explains to Hog Solo
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	AddSkipFunction(dialog01, Skipanim, {dialog01})
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	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere in the planet of fruits a terrible war is about to begin..."), 5000}})
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	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I was told that as the leader of the king's guard, no one knows this world better than you!"), SAY_SAY, 5000}})
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	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("So, I kindly ask for your help."), SAY_SAY, 3000}})
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	table.insert(dialog01, {func = AnimWait, args = {green1.gear, 2000}})
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	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You couldn't have come to a worse time Hog Solo!"), SAY_SAY, 3000}})
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	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("The clan of the Red Strawberry wants to take over the dominion and overthrone king Pineapple."), SAY_SAY, 5000}})
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	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Under normal circumstances we could easily defeat them but we have kindly sent most of our men to the kingdom of sand to help to the annual dusting of the king's palace."), SAY_SAY, 8000}})
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	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("However the army of Yellow Watermellons is about to attack any moment now."), SAY_SAY, 4000}})
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	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I would gladly help you if we won this battle but under these circumstances I'll only help you if you fight for our side."), SAY_SAY, 6000}})
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	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("What do you say? Will you fight for us?"), SAY_SAY, 3000}})
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	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
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	table.insert(dialog01, {func = ShowMission, args = {missionName, loc("Ready for Battle?"), loc("Walk left if you want to join Captain Lime or right if you want to decline his offer"), 1, 7000}})
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	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
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	-- DIALOG 02 - Hero selects to fight	
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	AddSkipFunction(dialog02, Skipanim, {dialog02})
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	table.insert(dialog02, {func = AnimWait, args = {green1.gear, 3000}})
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	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You choose well Hog Solo!"), SAY_SAY, 3000}})
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	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I have only 3 hogs available and they are all cadets"), SAY_SAY, 4000}})
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	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("As more experienced I want you to lead them to the battle"), SAY_SAY, 4000}})
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	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I of cource will observe the battle and intervene if necessary"), SAY_SAY, 5000}})
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	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 5000}})
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	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("No problem Captain! The enemies aren't many anyway, it is going to be easy!"), SAY_SAY, 5000}})
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	table.insert(dialog02, {func = AnimWait, args = {green1.gear, 5000}})
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	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Don't be fool son, they'll be more"), SAY_SAY, 3000}})
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	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Try to be smart and eliminate them quickly. This way you might scare the rest!"), SAY_SAY, 5000}})
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	table.insert(dialog02, {func = startBattle, args = {hero.gear}})
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	-- DIALOG 03 - Hero selects to flee
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	AddSkipFunction(dialog03, Skipanim, {dialog03})
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	table.insert(dialog03, {func = AnimWait, args = {green1.gear, 3000}})
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	table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Too bad... Then you should really leave!"), SAY_SAY, 3000}})
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	table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Things are going to get messy around here"), SAY_SAY, 3000}})
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	table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Also, you should know that the only place that you can fly would be the most left one"), SAY_SAY, 5000}})
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	table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("All the other places are protected by our anti flying weapons"), SAY_SAY, 4000}})
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	table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Now go and don't waste more of my time you coward..."), SAY_SAY, 4000}})
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	table.insert(dialog03, {func = startBattle, args = {hero.gear}})
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end
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------------- OTHER FUNCTIONS ---------------
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function startBattle()
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	AnimSwitchHog(yellow1.gear)
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	TurnTimeLeft = 0
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end
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function gameLost()	
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	SendStat('siGameResult', loc("Green Bananas lost, try again!")) --1
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	SendStat('siCustomAchievement', loc("Tips...")) --11
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	SendStat('siPlayerKills','1',teamC.name)
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	SendStat('siPlayerKills','0',teamA.name)
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	SendStat('siPlayerKills','0',teamB.name)
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	EndGame()
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end
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function getNextWave()
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	if TotalRounds == 4 then
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		RestoreHog(yellowArmy[3].gear)
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		AnimCaption(hero.gear, loc("Next wave in 3 turns"), 5000)
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	elseif TotalRounds == 7 then
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		RestoreHog(yellowArmy[4].gear)
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		RestoreHog(yellowArmy[5].gear)
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		AnimCaption(hero.gear, loc("Last wave in 3 turns"), 5000)
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	elseif TotalRounds == 10 then
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		RestoreHog(yellowArmy[6].gear)
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		RestoreHog(yellowArmy[7].gear)
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	end
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end