--- a/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/queen.lua Mon Jul 01 22:28:42 2013 +0300
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,828 +0,0 @@
-HedgewarsScriptLoad("/Scripts/Locale.lua")
-HedgewarsScriptLoad("/Scripts/Animate.lua")
-
-
------------------------------Map--------------------------------------
-local map =
-{
- "\16\7\0\225\132\15\200\1\40\0\15\200\1\40\132\15\105\8\81\0\16\14\1\64\143\15\200\7\249\0\13\50\7\252\132\12\243\7\172\0",
- "\12\236\7\168\132\12\127\6\192\0\12\127\6\192\132\11\52\6\223\0\11\52\6\223\132\10\62\8\35\0\8\201\8\4\132\8\63\7\126\0",
- "\8\63\7\126\132\8\4\6\58\0\8\0\6\65\132\7\147\6\241\0\7\133\6\195\132\7\20\4\151\0\7\143\6\195\132\7\140\6\234\0",
- "\7\17\4\151\132\5\191\4\222\0\5\191\4\222\132\3\136\3\252\0\3\136\3\252\132\2\12\4\151\0\2\12\4\151\132\1\138\5\15\0",
- "\1\138\5\15\132\1\54\5\156\0\1\54\5\156\132\0\130\5\64\0\0\130\5\64\132\255\214\5\135\0\8\141\1\85\179\8\141\1\85\0",
- "\10\30\2\220\139\10\30\2\220\0\11\77\1\142\131\11\77\1\142\0\10\188\0\113\129\10\188\0\113\0\255\235\0\162\132\0\130\0\225\0",
- "\0\130\0\229\0\0\127\0\236\132\255\231\0\250\0\0\28\0\215\136\0\4\0\211\0\0\95\5\212\154\0\95\7\238\0\0\246\6\2\154",
- "\1\71\8\0\0\1\205\5\145\154\2\132\4\239\0\3\98\4\141\154\1\135\5\216\0\3\179\4\151\154\6\213\5\247\0\6\223\5\124\151",
- "\6\185\5\22\0\6\181\5\29\151\6\37\5\64\0\0\179\5\198\148\0\179\5\198\0\6\216\4\253\148\6\216\4\253\0\1\230\7\147\153",
- "\8\32\8\18\0\1\187\6\174\153\7\179\7\108\0\2\199\5\177\179\6\128\6\167\0\7\231\7\10\143\7\231\6\202\0\12\148\8\4\156",
- "\10\241\8\11\0\11\112\7\101\156\12\56\7\91\0\1\89\5\223\199\4\11\5\208\0\4\67\5\212\200\4\172\6\58\0\4\172\6\58\200",
- "\5\36\5\212\0\5\40\5\194\200\4\169\5\57\0\4\169\5\57\200\4\42\5\205\0\4\130\5\142\200\4\218\5\205\0\4\137\5\194\200",
- "\4\179\5\251\0\255\245\1\198\133\0\77\1\198\0\0\77\1\198\133\0\102\1\226\0\0\102\1\230\133\255\221\1\244\0\255\245\0\148\195",
- "\255\231\1\11\0\0\32\0\162\195\255\231\0\169\0\0\60\0\158\195\0\32\0\172\0\0\21\0\176\195\255\242\0\222\0\255\245\0\215\195",
- "\0\7\0\246\0\255\245\0\243\195\0\11\1\33\0\0\4\1\4\195\0\56\1\36\0\255\245\1\173\195\0\35\1\110\0\255\242\1\180\195",
- "\255\224\2\9\0\255\238\1\240\195\0\28\2\30\0\0\21\2\19\195\0\102\2\23\0\16\18\1\1\195\16\35\0\222\0\16\14\1\11\195",
- "\16\7\2\9\0\16\0\2\16\195\16\35\3\34\0\16\11\2\252\195\16\11\4\208\0\16\11\4\208\195\16\0\6\55\0\16\0\6\55\195",
- "\16\14\8\25\0",
-}
-
---------------------------------------------Constants------------------------------------
-choiceAccepted = 1
-choiceRefused = 2
-choiceAttacked = 3
-
-choiceEliminate = 1
-choiceSpare = 2
-
-leaksNum = 1
-denseNum = 2
-waterNum = 3
-buffaloNum = 4
-chiefNum = 5
-girlNum = 6
-wiseNum = 7
-
-denseScene = 1
-princessScene = 2
-waterScene = 3
-cyborgScene = 4
-
-nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"),
- loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
- loc("Wise Oak"), loc("Ramon"), loc("Spiky Cheese")
- }
-nativeSaveNames = {"M8DeployedDead", "M8RamonDead", "M8SpikyDead", "M8PrincessDead"}
-
-nativeUnNames = {loc("Zork"), loc("Steve"), loc("Jack"),
- loc("Lee"), loc("Elmo"), loc("Rachel"),
- loc("Muriel")}
-
-nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
- "tiara", "AkuAku", "rasta", "hair_yellow"}
-
-nativePos = {{1474, 1188}, {923, 986}, {564, 1120}, {128, 1315}}
-nativesNum = 4
-nativesLeft = 4
-
-cyborgNames = {loc("Artur Detour"), loc("Led Heart"), loc("Orlando Boom!"), loc("Nilarian"),
- loc("Steel Eye"), loc("Rusty Joe"), loc("Hatless Jerry"), loc("Gas Gargler")}
-
-cyborgsDif = {2, 2, 2, 2, 2, 2, 2, 2}
-cyborgsHealth = {100, 100, 100, 100, 100, 100, 100, 100}
-cyborgPos = {1765, 1145}
-cyborgsTeamNum = {4, 3}
-cyborgsNum = 7
-cyborgsPos = {{2893, 1717}, {2958, 1701}, {3027, 1696}, {3096, 1698},
- {2584, 655}, {2047, 1534}, {115, 179}, {2162, 1916}}
-cyborgsDir = {"Left", "Left", "Left", "Left", "Left", "Left", "Right", "Left"}
-
-crateConsts = {}
-reactions = {}
-
-enemyPos = {4078, 195}
-
------------------------------Variables---------------------------------
-natives = {}
-origNatives = {}
-
-cyborgs = {}
-cyborg = nil
-
-gearDead = {}
-hedgeHidden = {}
-
-scene = 0
-enemyFled = "0"
-
-deployedLeader = "0"
-princessLeader = "0"
-
-startAnim = {}
-fleeAnim = {}
-finalAnim = {}
-leaderDeadAnim = {}
------------------------------Animations--------------------------------
-function EmitDenseClouds(dir)
- local dif
- if dir == "Left" then
- dif = 10
- else
- dif = -10
- end
- if dir == nil then
- dx, dy = GetGearVelocity(dense)
- if dx < 0 then
- dif = 10
- else
- dif = -10
- end
- end
- AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
- AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
- AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
-end
-
-function AnimationSetup()
- table.insert(startAnim, {func = AnimWait, args = {enemy, 3000}})
- table.insert(startAnim, {func = AnimCaption, swh = false, args = {natives[1], "The team continued their quest of finding the rest of the tribe.", 4000}})
- table.insert(startAnim, {func = AnimCaption, swh = false, args = {natives[1], "They stumbled upon a pile of weapons, they seemed to be getting closer.", 4500}})
- if scene == denseScene then
- if m5DeployedNum == denseNum then
- deployedLeader = "1"
- SetupDenseAnimDeployed()
- else
- SetupDenseAnim()
- end
- elseif scene == waterScene then
- if m5DeployedNum == waterNum then
- deployedLeader = "1"
- SetupWaterAnimDeployed()
- else
- SetupWaterAnim()
- end
- elseif scene == princessScene then
- princessLeader = "1"
- SetupPrincessAnim()
- else
- SetupCyborgAnim()
- end
-
- AddSkipFunction(startAnim, SkipAnim, {startAnim})
- AddSkipFunction(fleeAnim, SkipAnim, {fleeAnim})
- AddSkipFunction(leaderDeadAnim, SkipAnim, {leaderDeadAnim})
-end
-
-function SetupLeaderDeadAnim()
- local gear = nil
- if CheckCyborgsDead() then
- return
- end
- for i = nativesLeft, 1, -1 do
- if band(GetState(natives[i]), gstDrowning) == 0 then
- gear = natives[i]
- end
- end
- if gear == nil then
- return
- end
- table.insert(leaderDeadAnim, {func = AnimFollowGear, args = {gear}})
- table.insert(leaderDeadAnim, {func = AnimSay, args = {gear, "That traitor won't be killing us anymore!", SAY_THINK, 6000}})
-end
-
-function SetupDenseAnim()
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Yo, dude! Get away from our weapons!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Dense Cloud?! What are you doing?!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "What does it look like?", SAY_SHOUT, 3500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Are you helping the aliens?!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Lolz, I love the look on your face!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Did you really think that I'd changed?", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "But why did you betray us?!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Yo, the aliens gave me plants...medicinal plants...lots of it.", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You never give me plants!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Besides, why would I choose certain death?", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Do you have any idea how bad an exploding arrow hurts?", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Dude, it's unbearable!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're a coward!", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You endangered your whole tribe, you bastard!", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Yeah, well, for some dude to be happy, some other dude has to suffer.", SAY_SHOUT, 11000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "That's just the way it works, you know.", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're some piece of hypocrite junkie!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Why do you always have to call me names?", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, EmitDenseClouds, {}}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Make fun of me when I fart...", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "IT'S A SERIOUS MEDICAL CONDITION!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You don't deserve my sacrifice!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "I won't let you kill the tribe!", SAY_SHOUT, 5000}})
-
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Dude, this is boring!", SAY_SAY, 3000}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I ain't gonna sit around no more!", SAY_SAY, 5000}})
- table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Yo, escort my buttocks!", SAY_SHOUT, 3500}})
- table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
- table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
- table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
-end
-
-function SetupDenseAnimDeployed()
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, EmitDenseClouds, {}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm afraid I can't let you proceed!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "???", SAY_THINK, 0}})
- table.insert(startAnim, {func = AnimSay, args = {natives[2], "???", SAY_THINK, 0}})
- table.insert(startAnim, {func = AnimSay, args = {natives[3], "???", SAY_THINK, 1000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Dude, wow, you're so cute!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Did you really think I'd change?", SAY_SHOUT, 4500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm still with the aliens.", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimTeleportGear, args = {enemy, unpack(enemyPos)}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "WHAT?!", SAY_THINK, 1000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[3], "But you saved me!", SAY_THINK, 2500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Haha, that was just a coincidence!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I was heading home, you see!", SAY_SHOUT, 3500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We were your home! Your family...", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "How could you betray us?!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Yo, the aliens gave me plants...medicinal plants...lots of it.", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You never give me plants!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Besides, why would I choose certain death?", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Do you have any idea how bad an exploding arrow hurts?", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Dude, it's unbearable!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're a coward!", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You endangered your whole tribe, you bastard!", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Yeah, well, for some dude to be happy, some other dude has to suffer.", SAY_SHOUT, 11000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "That's just the way it works, you know.", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You're some piece of hypocrite junkie!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Why do you always have to call me names?", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, EmitDenseClouds, {}}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Make fun of me when I fart...", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "IT'S A SERIOUS MEDICAL CONDITION!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You don't deserve my sacrifice!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "I won't let you kill the tribe!", SAY_SHOUT, 5000}})
-
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Dude, this is boring!", SAY_SAY, 3000}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I ain't gonna sit around no more!", SAY_SAY, 5000}})
- table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Yo, escort my buttocks!", SAY_SHOUT, 3500}})
- table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
- table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
- table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
-end
-
-function SetupWaterAnim()
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Stay there, comrades!", SAY_SHOUT, 2500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Come closer and die...burp!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Fiery Water?! Are you drunk again?", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Drunk with power, perhappss!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "The power of love! No, wait, the power of the aliens!", SAY_SHOUT, 7500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We trusted you, you fool!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why do you keep betraying us?", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Why, why, why, why!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I grew sick of the oppression! I brock free!", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "What oppression?! You were the most unoppressed member of the tribe!", SAY_SHOUT, 10000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "The opression of the elders, of course!", SAY_SHOUT, 6500}})
- if m5DeployedNum == leaksNum then
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You should know this more than anyone, Leaks!", SAY_SHOUT, 7000}})
- elseif m5LeaksDead == 1 then
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Just look at Leaks, may he rest in peace!", SAY_SHOUT, 6500}})
- end
- table.insert(startAnim, {func = AnimSay, args = {enemy, "We, the youth, have to constantly prove our value...", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "We work and work until we sweat blood...", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "We risk our lives going through challenges...", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "All this to please our beloved 'elders'...hick...", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "And what do they do in the meantime? NOTHING!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "All they do is sit around and judge us!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You have never worked a bit in your life!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "All *you* do is take long walks when everyone else works.", SAY_SHOUT, 9000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Anyway, the aliens accept me for who I am.", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We won't accept you destroying our village!", SAY_SHOUT, 7000}})
-
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Argh, the borrdommm!", SAY_SAY, 3000}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I have more important things to do!", SAY_SAY, 5000}})
- table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Comrades! Sail me away!", SAY_SHOUT, 3500}})
- table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
- table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
- table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
-end
-
-function SetupWaterAnimDeployed()
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Stop, comrades!", SAY_SHOUT, 2500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I cannot let you go any farther...burp!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Fiery Water?! Are you drunk again?", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Drunk with power, perhappss!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "The power of love! No, wait, the power of the aliens!", SAY_SHOUT, 7500}})
- table.insert(startAnim, {func = AnimTeleportGear, args = {enemy, unpack(enemyPos)}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We trusted you, you fool!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why do you keep betraying us?", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Why, why, why, why!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I grew sick of the oppression! I brock free!", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "What oppression?! You were the most unoppressed member of the tribe!", SAY_SHOUT, 10000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "The opression of the elders, of course!", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Just look at Leaks, may he rest in peace!", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "We, the youth, have to constantly prove our value...", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "We work and work until we sweat blood...", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "We risk our lives going through challenges...", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "All this to please our beloved 'elders'...hick...", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "And what do they do in the meantime? NOTHING!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "All they do is sit around and judge us!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "You have never worked a bit in your life!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "All *you* do is take long walks when everyone else works.", SAY_SHOUT, 9000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Anyway, the aliens accept me for who I am.", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We won't accept you destroying our village!", SAY_SHOUT, 7000}})
-
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Argh, the borrdommm!", SAY_SAY, 3000}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I have more important things to do!", SAY_SAY, 5000}})
- table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Comrades! Sail me away!", SAY_SHOUT, 3500}})
- table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
- table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
- table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
-end
-
-function SetupPrincessAnim()
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Oh, my! I forgot something!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "We need to go back!", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "What could you possibly forget in that cage?", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I don't like your tone! You're hurting me!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "I'm terribly sorry!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "What is it that you forgot?", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Uhmm, it's...uhm...my ring!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "It's precious to me!", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We don't have time for that now!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We have to find our folk!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "But I want my sandals!", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Sandals?! I thought you left your ring!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "All right, you got me...", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Got you? You're acting weird...", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You just can't let it go, can you!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "All right, I'll admit it!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Admit what?", SAY_SHOUT, 2000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You give me no choice!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I can't let you go further because...", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm the spy! I've been giving you out!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimTeleportGear, args = {enemy, unpack(enemyPos)}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[3], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[2], enemy}}})
- table.insert(startAnim, {func = AnimCustomFunction, args = {enemy, CondNeedToTurn, {natives[1], enemy}}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "But...they kidnapped you!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Oh, that. We were just having fun!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "It's an ancient ritual of theirs.", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why did you do this?", SAY_SHOUT, 4000}})
- if m5ChiefDead == 1 then
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Why did you kill your father?", SAY_SHOUT, 5000}})
- end
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Do you have any idea what it's like in the village for a woman?", SAY_SHOUT, 10000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "How would you like being discriminated against?", SAY_SHOUT, 7000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Not being able to fight, hunt...", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Gathering fruits all day long...", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Doing stuff a monkey could do...", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Always being considered weak and fragile...", SAY_SHOUT, 6000}})
- if m5DeployedNum == girlNum then
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "In case you haven't noticed, I'm a woman, too!", SAY_SHOUT, 8000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Yes, but you're...different!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Of course I am...", SAY_SHOUT, 3000}})
- end
- table.insert(startAnim, {func = AnimSay, args = {enemy, "The aliens respect me, even worship me!", SAY_SHOUT, 6000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm living a dream!", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Well, you're about to wake up!", SAY_SHOUT, 5000}})
-
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Hmm...it's going slower than expected.", SAY_SAY, 5000}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "I am going to leave the kids play by themselves.", SAY_SAY, 6000}})
- table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Alien! I wish to be moved!", SAY_SHOUT, 4000}})
- table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
- table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
- table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
-end
-
-function SetupCyborgAnim()
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Stop right there, puny worms!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Stay away from our weapons!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We come in peace! Just let our friends go!", SAY_SHOUT, 5500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I'm afraid we cannot afford that...", SAY_SHOUT, 4500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You see, hedgehog spikes are very very valuable.", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Very valuable, haha!", SAY_SHOUT, 3500}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Don't you dare harm our tribe!", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "It's a shame, really!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "I regret to end your little odyssey.", SAY_SHOUT, 5000}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "It was fun to watch...", SAY_SHOUT, 3500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "The way you handled your little internal conflicts...", SAY_SHOUT, 6500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Did you really think that we needed the help of one of you?", SAY_SHOUT, 7500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "You should have known that we don't rely on meatbags!", SAY_SHOUT, 7500}})
- table.insert(startAnim, {func = AnimSay, args = {enemy, "It was fun to watch though...", SAY_SHOUT, 3500}})
- if m5Choice == choiceEliminate then
- table.insert(startAnim, {func = AnimSay, args = {enemy, "Heck, you even executed one of your own!", SAY_SHOUT, 6000}})
- end
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "It was all a trick?!", SAY_SHOUT, 3000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "Some sick game of yours?!", SAY_SHOUT, 4000}})
- table.insert(startAnim, {func = AnimSay, args = {natives[1], "We won't let you hurt any more of us!", SAY_SHOUT, 6000}})
-
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Entered boredom phase! Discrepancies detected...", SAY_SAY, 5000}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Initiate escape wish!", SAY_SAY, 6000}})
- table.insert(fleeAnim, {func = AnimTurn, args = {enemy, "Right"}})
- table.insert(fleeAnim, {func = AnimSay, args = {enemy, "Running displacement algorithm...", SAY_SHOUT, 4000}})
- table.insert(fleeAnim, {func = AnimSwitchHog, args = {natives[1]}})
- table.insert(fleeAnim, {func = AnimWait, args = {natives[1], 1}})
- table.insert(fleeAnim, {func = AnimDisappear, swh = false, args = {enemy, 0, 0}})
-end
-
-function SetupFinalAnim()
- local found = 0
- local gears = {}
- for i = nativesLeft, 1, -1 do
- if band(GetState(natives[i]), gstDrowning) == 0 then
- found = found + 1
- gears[found] = natives[i]
- end
- end
- if found == 0 then
- return
- else
- for i = 1, found do
- table.insert(finalAnim, {func = AnimCustomFunction, args = {gears[1], CondNeedToTurn, {cyborg, gears[i]}}})
- end
- table.insert(finalAnim, {func = AnimSay, args = {cyborg, "Nice work, meatbags!", SAY_SAY, 3000}})
- table.insert(finalAnim, {func = AnimSay, args = {cyborg, "You're on your way to freeing your tribe!", SAY_SAY, 5500}})
- table.insert(finalAnim, {func = AnimSay, args = {gears[1], "Do you know where they are?", SAY_SAY, 4000}})
- table.insert(finalAnim, {func = AnimSay, args = {gears[found], "We need to hurry!", SAY_SAY, 3000}})
- table.insert(finalAnim, {func = AnimSay, args = {cyborg, "Haha! Come!", SAY_SAY, 2000}})
- table.insert(finalAnim, {func = AnimJump, args = {cyborg, "high"}})
- table.insert(finalAnim, {func = AnimDisappear, args = {cyborg, GetGearPosition(cyborg)}})
- for i = 1, found do
- table.insert(finalAnim, {func = HideHedge, swh = false, args = {gears[i]}})
- end
- table.insert(finalAnim, {func = SetState, swh = false, args = {cyborg, gstInvisible}})
- end
-end
-
-
---------------------------Anim skip functions--------------------------
-function AfterStartAnim()
- SetGearMessage(natives[1], 0)
- ShowMission("Long Live The Queen", "Closing in", "Defeat the enemy!|The leader seems scared, he will probably flee.", 1, 0)
- SetHealth(SpawnHealthCrate(2207, 44), 25)
- SetHealth(SpawnHealthCrate(519, 1519), 25)
- SetHealth(SpawnHealthCrate(826, 895), 25)
- SpawnUtilityCrate(701, 1046, amGirder, 3)
- TurnTimeLeft = TurnTime
-end
-
-function SkipAnim(anim)
- if anim == startAnim then
- SetGearPosition(enemy, unpack(enemyPos))
- end
- if GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
- TurnTimeLeft = 0
- end
- AnimWait(enemy, 1)
-end
-
-function AfterFleeAnim()
- SetHealth(SpawnHealthCrate(130, 455), 25)
- SetHealth(SpawnHealthCrate(2087, 50), 25)
- SetHealth(SpawnHealthCrate(2143, 54), 25)
- SetHealth(SpawnHealthCrate(70, 1308), 25)
- SetGearMessage(CurrentHedgehog, 0)
- HideHedge(enemy)
- ShowMission("Long Live The Queen", "Coward", "The leader escaped. Defeat the rest of the aliens!", 1, 0)
- TurnTimeLeft = TurnTime
-end
-
-function AfterLeaderDeadAnim()
- SetHealth(SpawnHealthCrate(130, 455), 25)
- SetHealth(SpawnHealthCrate(2087, 50), 25)
- SetHealth(SpawnHealthCrate(2143, 54), 25)
- SetHealth(SpawnHealthCrate(70, 1308), 25)
- ShowMission("Long Live The Queen", "Bullseye", "Good Job! Defeat the rest of the aliens!", 1, 0)
- TurnTimeLeft = 0
-end
------------------------------Events------------------------------------
-function CheckTurnsOver()
- return TotalRounds > 6
-end
-
-function DoTurnsOver()
- SetGearMessage(CurrentHedgehog, 0)
- enemyFled = "1"
- AddAnim(fleeAnim)
- AddFunction({func = AfterFleeAnim, args = {}})
- RemoveEventFunc(CheckGearDead, {enemy})
-end
-
-function CheckNativesDead()
- return nativesLeft == 0
-end
-
-function DoNativesDead()
- RemoveEventFunc(CheckTurnsOver)
- RemoveEventFunc(CheckGearDead)
- RemoveEventFunc(CheckCyborgsDead)
- AddCaption("...and the cyborgs took over the island.")
- TurnTimeLeft = 0
-end
-
-function CheckCyborgsDead()
- return (cyborgsLeft == 0 and (gearDead[enemy] == true or enemyFled == "1"))
-end
-
-function KillEnemy()
- if enemyFled == "1" then
- ParseCommand("teamgone " .. loc("Leaderbot"))
- end
- ParseCommand("teamgone " .. loc("011101001"))
- TurnTimeLeft = 0
-end
-
-function DoCyborgsDead()
- SaveCampaignVariables()
- RestoreHedge(cyborg)
- PlaceGirder(3292, 922, 4)
- SetGearPosition(cyborg, 3290, 902)
- SetupFinalAnim()
- AddAnim(finalAnim)
- AddFunction({func = KillEnemy, args = {}})
-end
-
-function DoLeaderDead()
- leaderDead = true
- SetGearMessage(CurrentHedgehog, 0)
- SetupLeaderDeadAnim()
- AddAnim(leaderDeadAnim)
- AddFunction({func = AfterLeaderDeadAnim, args = {}})
- RemoveEventFunc(CheckTurnsOver)
-end
-
-function CheckGearsDead(gearList)
- for i = 1, # gearList do
- if gearDead[gearList[i]] ~= true then
- return false
- end
- end
- return true
-end
-
-function CheckGearDead(gear)
- return gearDead[gear]
-end
-
------------------------------Misc--------------------------------------
-function HideHedge(hedge)
- if hedgeHidden[hedge] ~= true then
- HideHog(hedge)
- hedgeHidden[hedge] = true
- end
-end
-
-function RestoreHedge(hedge)
- if hedgeHidden[hedge] == true then
- RestoreHog(hedge)
- hedgeHidden[hedge] = false
- end
-end
-
-function GetVariables()
- progress = tonumber(GetCampaignVar("Progress"))
- m5DeployedNum = tonumber(GetCampaignVar("M5DeployedNum"))
- m2Choice = tonumber(GetCampaignVar("M2Choice"))
- m5Choice = tonumber(GetCampaignVar("M5Choice"))
- m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
- m4DenseDead = tonumber(GetCampaignVar("M4DenseDead"))
- m5DenseDead = tonumber(GetCampaignVar("M5DenseDead"))
- m4LeaksDead = tonumber(GetCampaignVar("M4LeaksDead"))
- m5LeaksDead = tonumber(GetCampaignVar("M5LeaksDead"))
- m4ChiefDead = tonumber(GetCampaignVar("M4ChiefDead"))
- m5ChiefDead = tonumber(GetCampaignVar("M5ChiefDead"))
- m4WaterDead = tonumber(GetCampaignVar("M4WaterDead"))
- m5WaterDead = tonumber(GetCampaignVar("M5WaterDead"))
- m4BuffaloDead = tonumber(GetCampaignVar("M4BuffaloDead"))
- m5BuffaloDead = tonumber(GetCampaignVar("M5BuffaloDead"))
- m5WiseDead = tonumber(GetCampaignVar("M5WiseDead"))
- m5GirlDead = tonumber(GetCampaignVar("M5GirlDead"))
-end
-
-function SaveCampaignVariables()
- for i = 1, 4 do
- if gearDead[origNatives[i]] ~= true then
- SaveCampaignVar(nativeSaveNames[i], "0")
- else
- SaveCampaignVar(nativeSaveNames[i], "1")
- end
- end
-
- SaveCampaignVar("M8DeployedLeader", deployedLeader)
- SaveCampaignVar("M8PrincessLeader", princessLeader)
- SaveCampaignVar("M8EnemyFled", enemyFled)
- SaveCampaignVar("M8Scene", "" .. scene)
- if progress and progress<8 then
- SaveCampaignVar("Progress", "8")
- end
-end
-
-function SetupPlace()
- HideHedge(cyborg)
- SetHogHat(natives[1], nativeHats[m5DeployedNum])
- SetHogName(natives[1], nativeNames[m5DeployedNum])
-
- if m5DeployedNum == denseNum then
- dense = natives[1]
- else
- dense = enemy
- end
-
- if m2Choice == choiceAccepted and m5Choice ~= choiceEliminate then
- scene = denseScene
- SetHogHat(enemy, nativeHats[denseNum])
- SetHogName(enemy, nativeNames[denseNum])
- dense = enemy
- elseif m2Choice == choiceAccepted then
- scene = cyborgScene
- SetHogHat(enemy, "cyborg2")
- SetHogName(enemy, loc("Nancy Screw"))
- elseif m5Choice == choiceEliminate then
- scene = princessScene
- SetHogHat(enemy, "tiara")
- SetHogName(enemy, loc("Fell From Heaven"))
- else
- scene = waterScene
- SetHogHat(enemy, nativeHats[waterNum])
- SetHogName(enemy, nativeNames[waterNum])
- end
- for i = 1, 4 do
- if GetHogName(natives[i]) == GetHogName(enemy) then
- AnimSetGearPosition(enemy, GetGearPosition(natives[i]))
- DeleteGear(natives[i])
- DeleteGear(cyborgs[cyborgsLeft])
- end
- end
-
- SpawnAmmoCrate(34, 395, amBee, 2)
- SpawnAmmoCrate(33, 374, amRCPlane, 1)
- SpawnAmmoCrate(74, 393, amAirAttack, 3)
- SpawnAmmoCrate(1313, 1481, amBazooka, 8)
- SpawnAmmoCrate(80, 360, amSniperRifle, 4)
- SpawnAmmoCrate(1037, 1494, amShotgun, 7)
- SpawnAmmoCrate(1037, 1472, amMolotov, 3)
- SpawnAmmoCrate(1146, 1503, amMortar, 8)
-
- SpawnUtilityCrate(1147, 1431, amPortalGun, 2)
- SpawnUtilityCrate(1219, 1542, amRope, 5)
- SpawnUtilityCrate(1259, 1501, amJetpack, 2)
-end
-
-function SetupEvents()
- AddNewEvent(CheckNativesDead, {}, DoNativesDead, {}, 0)
- AddNewEvent(CheckGearDead, {enemy}, DoLeaderDead, {}, 0)
- AddNewEvent(CheckTurnsOver, {}, DoTurnsOver, {}, 0)
- AddNewEvent(CheckCyborgsDead, {}, DoCyborgsDead, {}, 0)
-end
-
-function SetupAmmo()
- AddAmmo(natives[1], amPickHammer, 2)
- AddAmmo(natives[1], amBazooka, 0)
- AddAmmo(natives[1], amGrenade, 0)
- AddAmmo(natives[1], amShotgun, 0)
- AddAmmo(natives[1], amAirStrike, 0)
- AddAmmo(natives[1], amMolotov, 0)
-end
-
-function AddHogs()
- AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
- for i = 7, 9 do
- natives[i-6] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
- origNatives[i-6] = natives[i-6]
- end
- natives[4] = AddHog(loc("Fell From Heaven"), 0, 133, "tiara")
- origNatives[4] = natives[4]
- nativesLeft = nativesNum
-
- AddTeam(loc("Beep Loopers"), 14483456, "ring", "UFO", "Robot", "cm_star")
- for i = 1, cyborgsTeamNum[1] do
- cyborgs[i] = AddHog(cyborgNames[i], cyborgsDif[i], cyborgsHealth[i], "cyborg2")
- end
-
- AddTeam(loc("Corporationals"), 14483456, "ring", "UFO", "Robot", "cm_star")
- for i = cyborgsTeamNum[1] + 1, cyborgsNum do
- cyborgs[i] = AddHog(cyborgNames[i], cyborgsDif[i], cyborgsHealth[i], "cyborg2")
- end
- cyborgsLeft = cyborgsTeamNum[1] + cyborgsTeamNum[2]
-
- AddTeam(loc("Leaderbot"), 14483456, "ring", "UFO", "Robot", "cm_star")
- enemy = AddHog(loc("Name"), 2, 200, "cyborg1")
-
- AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
- cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
-
- SetGearPosition(cyborg, 0, 0)
-
- for i = 1, nativesNum do
- AnimSetGearPosition(natives[i], unpack(nativePos[i]))
- end
-
- AnimSetGearPosition(enemy, unpack(enemyPos))
- AnimTurn(enemy, "Left")
-
- for i = 1, cyborgsNum do
- AnimSetGearPosition(cyborgs[i], unpack(cyborgsPos[i]))
- AnimTurn(cyborgs[i], cyborgsDir[i])
- end
-end
-
-function CondNeedToTurn(hog1, hog2)
- xl, xd = GetX(hog1), GetX(hog2)
- if xl > xd then
- AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
- AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
- elseif xl < xd then
- AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
- AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
- end
-end
-
------------------------------Main Functions----------------------------
-
-function onGameInit()
- Seed = 0
- GameFlags = gfDisableGirders + gfDisableLandObjects
- TurnTime = 60000
- CaseFreq = 0
- MinesNum = 0
- MinesTime = 3000
- Explosives = 0
- Delay = 10
- MapGen = 2
- Theme = "Hell"
- SuddenDeathTurns = 20
-
- for i = 1, #map do
- ParseCommand('draw ' .. map[i])
- end
-
- GetVariables()
- AnimInit()
- AddHogs()
-end
-
-function onGameStart()
- SetupAmmo()
- SetupPlace()
- AnimationSetup()
- SetupEvents()
- AddAnim(startAnim)
- AddFunction({func = AfterStartAnim, args = {}})
-end
-
-function onGameTick()
- AnimUnWait()
- if ShowAnimation() == false then
- return
- end
- ExecuteAfterAnimations()
- CheckEvents()
-end
-
-function onGearDelete(gear)
- local toRemove = nil
- gearDead[gear] = true
- if GetGearType(gear) == gtHedgehog then
- if GetHogTeamName(gear) == loc("Beep Loopers") or GetHogTeamName(gear) == loc("Corporationals") then
- cyborgsLeft = cyborgsLeft - 1
- elseif GetHogTeamName(gear) == loc("Natives") then
- for i = 1, nativesLeft do
- if natives[i] == gear then
- toRemove = i
- end
- end
- table.remove(natives, toRemove)
- nativesLeft = nativesLeft - 1
- end
- end
-end
-
-function onAmmoStoreInit()
- SetAmmo(amBaseballBat, 9, 0, 0, 0)
- SetAmmo(amFirePunch, 9, 0, 0, 0)
- SetAmmo(amDEagle, 9, 0, 0, 0)
- SetAmmo(amSkip, 9, 0, 0, 0)
- SetAmmo(amSwitch, 9, 0, 0, 0)
- SetAmmo(amBazooka, 9, 0, 0, 0)
- SetAmmo(amGrenade, 9, 0, 0, 0)
- SetAmmo(amAirStrike, 1, 0, 0, 0)
- SetAmmo(amMolotov, 5, 0, 0, 0)
- SetAmmo(amShotgun, 9, 0, 0, 0)
-end
-
-function onNewTurn()
- if AnimInProgress() then
- TurnTimeLeft = -1
- return
- end
- if GetHogTeamName(CurrentHedgehog) == loc("011101001") then
- TurnTimeLeft = 0
- end
-end
-
-function onPrecise()
- if GameTime > 2500 and AnimInProgress() then
- SetAnimSkip(true)
--- else
--- DeleteGear(cyborgs[1])
--- table.remove(cyborgs, 1)
--- if cyborgsLeft == 0 then
--- DeleteGear(enemy)
--- end
- end
-end