share/hedgewars/Data/Scripts/TargetPractice.lua
author Wuzzy <Wuzzy2@mail.ru>
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--[=[
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Target Practice Mission Framework for Hedgewars
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This is a simple library intended to make setting up simple training missions a trivial
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task requiring just. The library has been created to reduce redundancy in Lua scripts.
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The training framework generates complete and fully usable training missions by just
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one function call.
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The missions generated by this script are all the same:
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- The player will get a team with a single hedgehog.
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- The team gets a single predefined weapon infinitely times.
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- A fixed sequence of targets will spawn at predefined positions.
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- When a target has been destroyed, the next target of the target sequence appears
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- The mission ends successfully when all targets have been destroyed
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- The mission ends unsuccessfully when the time runs out or the hedgehog dies
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- When the mission ends, a score is awarded, based on the performance (hit targets,
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  accuracy and remaining time) of the hedgehog. When not all targets are hit, there
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  will be no accuracy and time bonuses.
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To use this library, you first have to load it and to call TrainingMission once with
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the appropriate parameters. Really, that’s all!
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See the comment of TrainingMission for a specification of all parameters.
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Below is a template for your convenience, you just have to fill in the fields and delete
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optional arguments you don’t want.
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----- snip -----
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HedgewarsScriptLoad("/Scripts/Training.lua")
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params = {
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	missionTitle = ,
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	map = ,
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	theme = ,
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	time = ,
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	ammoType = ,
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	gearType = ,
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	secondaryGearType = ,
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	targets = {
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		{ x = , y = },
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		{ x = , y = },
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		-- etc.
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	},
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	wind = ,
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	solidLand = ,
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	artillery = ,
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	clanColor = ,
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	goalText = ,
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	shootText =
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}
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TargetPracticeMission(params)
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----- snip -----
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]=]
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HedgewarsScriptLoad("/Scripts/Utils.lua")
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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local player = nil
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local scored = 0
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local shots = 0
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local end_timer = 1000
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local game_lost = false
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local time_goal = 0
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local total_targets
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local targets
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local target_radar = false
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local next_target_circle = nil
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local gearsInGameCount = 0
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local gearsInGame = {}
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--[[
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TrainingMission(params)
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This function sets up the *entire* training mission and needs one argument: params.
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The argument “params” is a table containing fields which describe the training mission.
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	mandatory fields:
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	- missionTitle:	the name of the mission
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	- map:		the name map to be used
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	- theme:	the name of the theme (does not need to be a standalone theme)
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	- time:		the time limit in milliseconds
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	- ammoType:	the ammo type of the weapon to be used
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	- gearType:	the gear type of the gear which is fired (used to count shots and re-center camera)
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	- targets:	The coordinates of where the targets will be spawned.
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			It is a table containing tables containing coordinates of format
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			{ x=value, y=value }. The targets will be spawned in the same
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			order as specified the coordinate tables appear. Example:
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				targets = {
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					{ x = 324, y = 43 },
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					{ x = 123, y = 56 },
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					{ x = 6, y = 0 },
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				}
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			There must be at least 1 target.
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	optional fields:
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	- wind:		the initial wind (-100 to 100) (default: 0 (no wind))
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	- solidLand:	weather the terrain is indestructible (default: false)
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	- artillery:	if true, the hog can’t move (default: false)
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	- secGearType:	cluster of projectile gear (if present) (used to re-center camera)
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	- clanColor:	color of the (only) clan (default: -1, default first clan color)
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	- goalText:	A short string explaining the goal of the mission
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			(default: "Destroy all targets within the time!")
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	- shootText:	A string which says how many times the player shot, “%d” is replaced
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			by the number of shots. (default: "You have shot %d times.")
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	- useRadar	Whether to use target radar (small circles that mark the position
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			of the next target). (default: true). Note: Still needs to be unlocked.
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	- radarTint:	RGBA color of the target radar  (default: 0xFF3030FF). Use this field
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			if the target radar would be hard to see against the background.
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]]
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local getTargetsScore = function()
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	return scored * math.ceil(6000/#targets)
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end
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function TargetPracticeMission(params)
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	if params.goalText == nil then params.goalText = loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission.") end
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	if params.shootText == nil then params.shootText = loc("You have shot %d times.") end
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	if params.clanColor == nil then params.clanColor = -1 end
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	if params.wind == nil then params.wind = 0 end
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	if params.radarTint == nil then params.radarTint = 0xFF3030FF end
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	if params.useRadar == nil then params.useRadar = true end
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	local solid, artillery
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	if params.solidLand == true then solid = gfSolidLand else solid = 0 end
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	if params.artillery == true then artillery = gfArtillery else artillery = 0 end
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	targets = params.targets
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	total_targets = #targets
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	_G.onAmmoStoreInit = function()
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		SetAmmo(params.ammoType, 9, 0, 0, 0)
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	end
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	_G.onGameInit = function()
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		Seed = 1
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		ClearGameFlags()
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		local attackMode
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		if (params.ammoType == amBee) then
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			attackMode = gfInfAttack
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		else
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			attackMode = gfMultiWeapon
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		end
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		EnableGameFlags(gfDisableWind, attackMode, gfOneClanMode, solid, artillery)
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		TurnTime = params.time
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		Map = params.map
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		Theme = params.theme
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		Goals = params.goalText
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		CaseFreq = 0
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		MinesNum = 0
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		Explosives = 0
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		-- Disable Sudden Death
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		WaterRise = 0
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		HealthDecrease = 0
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		SetWind(params.wind)
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		AddMissionTeam(params.clanColor)
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		player = AddMissionHog(1)
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		SetGearPosition(player, params.hog_x, params.hog_y)
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		local won = GetMissionVar("Won")
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		-- Unlock the target radar when the player has completed
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		-- the target practice before (any score).
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		-- Target radar might be disabled by config, however.
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		if won == "true" and params.useRadar == true then
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			target_radar = true
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		end
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	end
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	_G.onGameStart = function()
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		SendHealthStatsOff()
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		local recordInfo = getReadableChallengeRecord("Highscore")
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		ShowMission(params.missionTitle, loc("Aiming practice"), params.goalText .. "|" .. recordInfo, -params.ammoType, 5000)
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		SetTeamLabel(GetHogTeamName(player), "0")
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		spawnTarget()
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	end
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	_G.onNewTurn = function()
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		SetWeapon(params.ammoType)
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	end
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	_G.spawnTarget = function()
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		-- Spawn next target
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		local gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
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		local x = targets[scored+1].x
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		local y = targets[scored+1].y
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		SetGearPosition(gear, x, y)
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		-- Target radar: Highlight position of the upcoming target.
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		-- This must be unlocked by the player first.
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		if target_radar then
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			if (not next_target_circle) and targets[scored+2] then
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				next_target_circle = AddVisualGear(0,0,vgtCircle,90,true)
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			end
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			if targets[scored+2] then
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				SetVisualGearValues(next_target_circle, targets[scored+2].x, targets[scored+2].y, 205, 255, 1, 20, nil, nil, 3, params.radarTint)
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			elseif next_target_circle then
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				DeleteVisualGear(next_target_circle)
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				next_target_circle = nil
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			end
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		end
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		return gear
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	end
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	_G.onGameTick20 = function()
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		if TurnTimeLeft < 40 and TurnTimeLeft > 0 and scored < total_targets and game_lost == false then
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			game_lost = true
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			AddCaption(loc("Time’s up!"), capcolDefault, capgrpGameState)
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			SetHealth(player, 0)
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			time_goal = 1
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		end
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		if band(GetState(player), gstDrowning) == gstDrowning and game_lost == false and scored < total_targets then
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			game_lost = true
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			time_goal = 1
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		end
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		if scored == total_targets  or game_lost then
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			if end_timer == 0 then
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				generateStats()
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				EndGame()
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			end
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			end_timer = end_timer - 20
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		end
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		for gear, _ in pairs(gearsInGame) do
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			if band(GetState(gear), gstDrowning) ~= 0 then
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				-- Re-center camera on hog if projectile gears drown
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				gearsInGame[gear] = nil
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				gearsInGameCount = gearsInGameCount - 1
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				if gearsInGameCount == 0 and GetHealth(CurrentHedgehog) then
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					FollowGear(CurrentHedgehog)
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				end
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			end
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		end
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	end
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	_G.onGearAdd = function(gear)
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		if GetGearType(gear) == params.gearType then
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			shots = shots + 1
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		end
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		if GetGearType(gear) == params.gearType or (params.secGearType and GetGearType(gear) == params.secGearType) then
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			gearsInGameCount = gearsInGameCount + 1
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			gearsInGame[gear] = true
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		end
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	end
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	_G.onGearDamage = function(gear, damage)
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		if GetGearType(gear) == gtTarget then
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			scored = scored + 1
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			SetTeamLabel(GetHogTeamName(player), tostring(getTargetsScore()))
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			if scored < total_targets then
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				AddCaption(string.format(loc("Targets left: %d"), (total_targets-scored)), capcolDefault, capgrpMessage)
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				spawnTarget()
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			else
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				if not game_lost then
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					SaveMissionVar("Won", "true")
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					AddCaption(loc("You have destroyed all targets!"), capcolDefault, capgrpGameState)
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					ShowMission(params.missionTitle, loc("Aiming practice"), loc("Congratulations! You have destroyed all targets within the time."), 0, 0)
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					PlaySound(sndVictory, player)
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					SetEffect(player, heInvulnerable, 1)
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					SetState(player, bor(GetState(player), gstWinner))
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					time_goal = TurnTimeLeft
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					-- Disable control
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					SetInputMask(0)
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					AddAmmo(player, params.ammoType, 0)
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					SetTurnTimePaused(true)
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				end
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			end
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		end
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		if GetGearType(gear) == gtHedgehog then
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			if not game_lost then
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				game_lost = true
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				SetHealth(player, 0)
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				time_goal = 1
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			end
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		end
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	end
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	_G.onGearDelete = function(gear)
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		if GetGearType(gear) == gtTarget and band(GetState(gear), gstDrowning) ~= 0 then
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			AddCaption(loc("You lost your target, try again!"), capcolDefault, capgrpGameState)
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			local newTarget = spawnTarget()
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			local x, y = GetGearPosition(newTarget)
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			local success = PlaceSprite(x, y + 24, sprAmGirder, 0, 0xFFFFFFFF, false, false, false)
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			if not success then
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				WriteLnToConsole("ERROR: Failed to spawn girder under respawned target!")
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			end
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		elseif gearsInGame[gear] then
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			gearsInGame[gear] = nil
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			gearsInGameCount = gearsInGameCount - 1
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			if gearsInGameCount == 0 and GetHealth(CurrentHedgehog) then
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				-- Re-center camera to hog after all projectile gears were destroyed
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				FollowGear(CurrentHedgehog)
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			end
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		end
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	end
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	_G.generateStats = function()
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		local accuracy, accuracy_int
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		if(shots > 0) then
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			accuracy = (scored/shots)*100
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			accuracy_int = div(scored*100, shots)
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		end
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		local end_score_targets = getTargetsScore()
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		local end_score_overall
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		if not game_lost then
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			local end_score_time = math.ceil(time_goal/(params.time/6000))
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			local end_score_accuracy = 0
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			if(shots > 0) then
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				end_score_accuracy = math.ceil(accuracy * 60)
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			end
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			end_score_overall = end_score_time + end_score_targets + end_score_accuracy
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			SetTeamLabel(GetHogTeamName(player), tostring(end_score_overall))
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			SendStat(siGameResult, loc("You have finished the target practice!"))
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			SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), scored, total_targets, end_score_targets))
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			SendStat(siCustomAchievement, string.format(params.shootText, shots))
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			if(shots > 0) then
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				SendStat(siCustomAchievement, string.format(loc("Your accuracy was %.1f%% (+%d points)."), accuracy, end_score_accuracy))
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			end
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			SendStat(siCustomAchievement, string.format(loc("You had %.1fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time))
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			if (not target_radar) and (#targets > 1) and (params.useRadar == true) then
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				SendStat(siCustomAchievement, loc("You have unlocked the target radar!"))
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			end
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			if(shots > 0) then
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				updateChallengeRecord("AccuracyRecord", accuracy_int)
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			end
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		else
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			SendStat(siGameResult, loc("Challenge over!"))
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			SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), scored, total_targets, end_score_targets))
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			SendStat(siCustomAchievement, string.format(params.shootText, shots))
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			if(shots > 0) then
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				SendStat(siCustomAchievement, string.format(loc("Your accuracy was %.1f%%."), accuracy))
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			end
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			end_score_overall = end_score_targets
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		end
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		SendStat(siPointType, "!POINTS")
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		SendStat(siPlayerKills, tostring(end_score_overall), GetHogTeamName(player))
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		-- Update highscore
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		updateChallengeRecord("Highscore", end_score_overall)
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	end
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end