share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/cosmos.lua
branchspacecampaign
changeset 9308 4bddcc1a1450
parent 9266 199c1f066aad
child 9310 1469147c110f
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/cosmos.lua	Mon Jul 01 23:23:22 2013 +0300
@@ -0,0 +1,390 @@
+------------------- ABOUT ----------------------
+--
+-- This map works as a menu for the hero hog to
+-- navigate through planets. It portrays the hogs
+-- planet and above the planets that he'll later
+-- visit.
+
+-- TODO
+-- Save and Load All Check Points
+-- Save hero health
+-- Decide and implement if hero will use gas bombs...
+-- ofc add custom stats page
+-- PROBLEM : What if one makes a bad choice and wants to replay it map, how to reset?
+-- POSSIBLE SOLUTIONS: In game function keys, frontend button...
+
+HedgewarsScriptLoad("/Scripts/Locale.lua")
+HedgewarsScriptLoad("/Scripts/Animate.lua")
+
+----------------- VARIABLES --------------------
+-- globals
+local campaignName = loc("A Space Adventure")
+local missionName = loc("Cosmos")
+local timeForGuard1ToTurn = 1000 * 5 -- 5 sec
+local timeForGuard1ToTurnLeft = timeForGuard1ToTurn
+local saucerAcquired = false
+local checkPointReached = 1 -- 1 is start of the game
+-- dialogs
+local dialog01 = {}
+local dialog02 = {}
+local dialog03 = {}
+local dialog04 = {}
+local dialog05 = {}
+local dialog06 = {}
+-- mission objectives
+local goals = {
+	[dialog01] = {missionName, loc("Getting ready"), loc("Go and collect the crate on top of the column").."|"..loc("Use the sleep gas bomb if the guards spot you!"), 1, 4500},
+	[dialog02] = {missionName, loc("The adventure begins!"), loc("Use the saucer and fly to the moon").."|"..loc("Drive carefully as your fuels are limited"), 1, 4500},
+	[dialog03] = {missionName, loc("An unexpected event!"), loc("Use the saucer and fly away or use the gas bomb to neutralize the guards").."|"..loc("Beware, any damage taken will stay until you take some medicine or visit moon"), 1, 7000}
+}
+-- crates
+local saucerX = 3270
+local saucerY = 1500
+-- hogs
+local hero = {}
+local director = {}
+local doctor = {}
+local guard1 = {}
+local guard2 = {}
+-- teams
+local teamA = {}
+local teamB = {}
+local teamC = {}
+-- hedgehogs values
+hero.name = loc("Hog Solo")
+hero.x = 1450
+hero.y = 1550
+director.name = loc("H")
+director.x = 1350
+director.y = 1550
+doctor.name = loc("Dr.Cornelius")
+doctor.x = 1300
+doctor.y = 1550
+guard1.name = loc("Bob")
+guard1.x = 3350
+guard1.y = 1800
+guard1.turn = false
+guard1.keepTurning = true
+guard2.name = loc("Sam")
+guard2.x = 3400
+guard2.y = 1800
+teamA.name = loc("PAoTH")
+teamA.color = tonumber("FF0000",16) -- red
+teamB.name = loc("Guards")
+teamB.color = tonumber("0033FF",16) -- blue
+teamC.name = loc("Hog Solo")
+teamC.color = tonumber("38D61C",16) -- green
+
+-------------- LuaAPI EVENT HANDLERS ------------------
+function onGameInit()
+	Seed = 35
+	GameFlags = gfSolidLand + gfDisableWind
+	TurnTime = 40000
+	CaseFreq = 0
+	MinesNum = 0
+	Explosives = 0
+	Delay = 5
+	Map = "cosmos_map" -- custom map included in file
+	Theme = "Nature"
+	-- I had originally hero in PAoTH team and changed it, may reconsider though
+	-- PAoTH
+	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")	
+	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
+	AnimSetGearPosition(hero.gear, hero.x, hero.y)	
+	HogTurnLeft(hero.gear, true)
+	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")	
+	director.gear = AddHog(director.name, 0, 100, "hair_yellow")
+	AnimSetGearPosition(director.gear, director.x, director.y)
+	doctor.gear = AddHog(doctor.name, 0, 100, "Glasses")
+	AnimSetGearPosition(doctor.gear, doctor.x, doctor.y)
+	-- Guards
+	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
+	guard1.gear = AddHog(guard1.name, 1, 100, "policecap")
+	AnimSetGearPosition(guard1.gear, guard1.x, guard1.y)
+	guard2.gear = AddHog(guard2.name, 1, 100, "policecap")
+	AnimSetGearPosition(guard2.gear, guard2.x, guard2.y)
+	
+	-- get the check point
+	if tonumber(GetCampaignVar("CosmosCheckPoint")) then
+		checkPointReached = tonumber(GetCampaignVar("CosmosCheckPoint"))
+	end
+	-- do checkpoint stuff needed before game starts
+	if checkPointReached == 1 then
+		-- Start of the game
+	elseif checkPointReached == 2 then
+		-- Hero on the column, just took space ship unnoticed
+		AnimSetGearPosition(hero.gear, saucerX, saucerY)
+	elseif checkPointReached == 3 then
+		-- Hero near column, without space ship unnoticed
+	elseif checkPointReached == 4 then
+		-- Hero visited moon for fuels
+		AnimSetGearPosition(hero.gear, 1110, 850)
+	elseif checkPointReached == 5 then
+		-- Hero has visited a planet, he has plenty of fuels and can change planet
+	end
+	
+	AnimInit()
+	AnimationSetup()
+end
+
+function onGameStart()
+	-- wait for the first turn to start
+	AnimWait(hero.gear, 3000)
+
+	FollowGear(hero.gear)
+	ShowMission(loc("A Space Adventure"), loc("Cosmos"), loc("Help Hog Solo to find all the parts of the anti-gravity device.")..
+	"|"..loc("Travel to all the neighbor planets and collect all the pieces"), -amSkip, 0)
+	
+	-- do checkpoint stuff needed after game starts
+	if checkPointReached == 1 then	
+		AddAnim(dialog01)
+		AddAmmo(hero.gear, amGasBomb, 5)
+		AddAmmo(hero.gear, amRope, 2)
+		-- Added for dev/debug purposes, remove before release
+		AddAmmo(hero.gear, amJetpack, 2)
+		AddAmmo(guard1.gear, amDEagle, 2)
+		AddAmmo(guard2.gear, amDEagle, 2)
+		SpawnAmmoCrate(saucerX, saucerY, amJetpack)	
+		-- EVENT HANDLERS
+		AddEvent(onHeroBeforeTreePosition, {hero.gear}, heroBeforeTreePosition, {hero.gear}, 0)
+		AddEvent(onHeroAtSaucerPosition, {hero.gear}, heroAtSaucerPosition, {hero.gear}, 0)
+		AddEvent(onHeroOutOfGuardSight, {hero.gear}, heroOutOfGuardSight, {hero.gear}, 0)
+	elseif checkPointReached == 2 then
+		AddAmmo(hero.gear, amJetpack, 1)
+		AddAnim(dialog02)
+	elseif checkPointReached == 3 then
+		-- Hero near column, without space ship unnoticed
+	elseif checkPointReached == 4 then
+		-- Hero visited moon for fuels
+		AddAnim(dialog05)
+	elseif checkPointReached == 5 then
+		-- Hero has visited a planet, he has plenty of fuels and can change planet
+	end
+	-- always check for landings
+	if GetCampaignVar("Planet") ~= "moon" then
+		AddEvent(onMoonLanding, {hero.gear}, moonLanding, {hero.gear}, 0)
+	end
+	if GetCampaignVar("Planet") ~= "desertPlanet" then
+		AddEvent(onDesertPlanetLanding, {hero.gear}, desertPlanetLanding, {hero.gear}, 0)
+	end	
+	if GetCampaignVar("Planet") ~= "fruitPlanet" then
+		AddEvent(onFruitPlanetLanding, {hero.gear}, fruitPlanetLanding, {hero.gear}, 0)
+	end
+	if GetCampaignVar("Planet") ~= "icePlanet" then
+		AddEvent(onIcePlanetLanding, {hero.gear}, icePlanetLanding, {hero.gear}, 0)
+	end
+end
+
+function onGameTick()
+	-- maybe alert this to avoid timeForGuard1ToTurnLeft overflow
+	if timeForGuard1ToTurnLeft == 0 and guard1.keepTurning then
+		guard1.turn = not guard1.turn
+		HogTurnLeft(guard1.gear, guard1.turn)
+		timeForGuard1ToTurnLeft = timeForGuard1ToTurn
+	end
+	timeForGuard1ToTurnLeft = timeForGuard1ToTurnLeft - 1
+	AnimUnWait()
+	if ShowAnimation() == false then
+		return
+	end
+	ExecuteAfterAnimations()
+	CheckEvents()
+end
+
+function onPrecise()
+	if GameTime > 3000 then
+		SetAnimSkip(true)   
+	end
+end
+
+function onAmmoStoreInit()
+	SetAmmo(amJetpack, 0, 0, 0, 1)
+end
+
+function onNewTurn()
+	if CurrentHedgehog == director.gear or CurrentHedgehog == doctor.gear then
+		TurnTimeLeft = 0
+	end
+	if guard1.keepTurning then
+		AnimSwitchHog(hero.gear)
+		TurnTimeLeft = -1
+	end
+end
+
+-------------- EVENTS ------------------
+
+function onHeroBeforeTreePosition(gear)
+	if GetX(gear) > 2444 then
+		return true
+	end
+	return false
+end
+
+function onHeroAtSaucerPosition(gear)
+	if GetX(gear) >= saucerX-32 and GetX(gear) <= saucerX+32 and GetY(gear) >= saucerY-32 and GetY(gear) <= saucerY+32 then
+		saucerAcquired = true
+	end
+	if saucerAcquired and StoppedGear(gear) then
+		return true
+	end
+	return false
+end
+
+function onHeroOutOfGuardSight(gear)
+	if GetX(gear) < 3100 and GetY(gear) > saucerY-25 and StoppedGear(gear) and not guard1.keepTurning then
+		return true
+	end
+	return false
+end
+--
+function onMoonLanding(gear)
+	if GetX(gear) > 1010 and GetX(gear) < 1220  and GetY(gear) < 1300 and StoppedGear(gear) then
+		return true
+	end
+	return false
+end
+
+function onFruitPlanetLanding(gear)
+	if GetX(gear) > 2240 and GetX(gear) < 2540  and GetY(gear) < 1100 and StoppedGear(gear) then
+		return true
+	end
+	return false
+end
+
+function onDesertPlanetLanding(gear)
+	if GetX(gear) > 3568 and GetX(gear) < 4052  and GetY(gear) < 500 and StoppedGear(gear) then
+		return true
+	end
+	return false
+end
+
+function onIcePlanetLanding(gear)
+	if GetX(gear) > 1330 and GetX(gear) < 1650  and GetY(gear) < 500 and StoppedGear(gear) then
+		return true
+	end
+	return false
+end
+
+-------------- OUTCOMES ------------------
+
+function heroBeforeTreePosition(gear)
+	AnimSay(gear,loc("Now I have to climb the trees"), SAY_SAY, 4000)
+	AnimCaption(hero.gear, loc("Use the rope to get to the crate"),  4000)
+end
+
+function heroAtSaucerPosition(gear)
+	TurnTimeLeft = 0
+	-- save check point	
+	SaveCampaignVar("CosmosCheckPoint", "2")
+	AddAnim(dialog02)
+	-- check if he was spotted by the guard
+	if guard1.turn then
+		guard1.keepTurning = false
+		AddAnim(dialog03)
+	end	
+end
+
+function heroOutOfGuardSight(gear)
+	guard1.keepTurning = true
+	AddAnim(dialog04)
+end
+
+function moonLanding(gear)
+	WriteLnToConsole("MOON LANDING, HOORAY!")
+	AnimCaption(hero.gear,loc("Welcome to the moon!"))
+	SaveCampaignVar("CosmosCheckPoint", "4")
+	SaveCampaignVar("Planet", "moon")
+	EndGame()
+end
+
+function fruitPlanetLanding(gear)
+	if checkPointReached < 5 then
+		AddAnim(dialog06)
+	end
+end
+
+function desertPlanetLanding(gear)
+	if checkPointReached < 5 then
+		AddAnim(dialog06)
+	end
+end
+
+function icePlanetLanding(gear)
+	if checkPointReached < 5 then
+		AddAnim(dialog06)
+	end
+end
+
+-------------- ANIMATIONS ------------------
+
+function Skipanim(anim)
+	if goals[anim] ~= nil then
+		ShowMission(unpack(goals[anim]))
+    end
+    if CurrentHedgehog ~= hero.gear and anim ~= dialog03 then
+		AnimSwitchHog(hero.gear)
+	elseif anim == dialog03 then
+		startCombat()
+	elseif anim == dialog05 or anim == dialog06 then
+		EndGame()
+	end
+end
+
+function AnimationSetup()
+	-- DIALOG 01 - Start
+	AddSkipFunction(dialog01, Skipanim, {dialog01})
+	table.insert(dialog01, {func = AnimWait, args = {doctor.gear, 3000}})
+	--table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2500}, skipFunc = Skipanim, skipArgs = dialog01})
+	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near secret base 17 of PAoTH in the rural Hogland..."),  4000}})
+	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("So Hog Solo, here we are..."), SAY_SAY, 2000}})
+	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Behind these trees on the East there is secret base 17"), SAY_SAY, 4000}})
+	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("You have to continue alone from now on."), SAY_SAY, 3000}})
+	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Be careful, the future of Hogera is in your hands!"), SAY_SAY, 7200}})
+	table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("We'll use our communicators to contact you"), SAY_SAY, 2600}})
+	table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("In am also entrusting you with a rope and a sleep gas bomb"), SAY_SAY, 5000}})
+	table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("You may find them handy"), SAY_SAY, 2300}})
+	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Thank you Dr.Cornelius"), SAY_SAY, 1600}})
+	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I'll make good use of them"), SAY_SAY, 4500}})
+	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("It would be wiser to steal the space ship while PAoTH guards are taking a brake!"), SAY_SAY, 7000}})
+	table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Remember! Many will seek the anti-gravity device! Now go, hurry up!"), SAY_SAY, 4000}})
+	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
+	-- DIALOG 02 - Hero got the saucer
+	AddSkipFunction(dialog02, Skipanim, {dialog02})
+	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 500}})
+	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("CheckPoint reached!"),  4000}})
+	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Got the saucer!"), SAY_SHOUT, 2000}})
+	table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Nice!"), SAY_SHOUT, 1000}})
+	table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Now use it and go to the moon PAoTH station to get more fuels!"), SAY_SHOUT, 5000}})
+    table.insert(dialog02, {func = AnimGearWait, args = {hero.gear, 500}})
+    -- DIALOG 03 - Hero got spotted by guard
+	AddSkipFunction(dialog03, Skipanim, {dialog03})
+	table.insert(dialog03, {func = AnimWait, args = {guard1.gear, 4000}})
+	table.insert(dialog03, {func = AnimCaption, args = {guard1.gear, loc("Prepare to battle or flee!"),  4000}})	
+	table.insert(dialog03, {func = AnimSay, args = {guard1.gear, loc("Hey").." "..guard2.name.."! "..loc("Look, someone is stealing the saucer!"), SAY_SHOUT, 4000}})
+	table.insert(dialog03, {func = AnimSay, args = {guard2.gear, loc("I'll get him!"), SAY_SAY, 4000}})
+	table.insert(dialog03, {func = startCombat, args = {guard1.gear}})
+	-- DIALOG 04 - Hero out of sight
+	AddSkipFunction(dialog04, Skipanim, {dialog04})
+	table.insert(dialog04, {func = AnimCaption, args = {guard1.gear, loc("You are out of danger, time to go to the moon!"),  4000}})
+	table.insert(dialog04, {func = AnimSay, args = {guard1.gear, loc("I guess we lost him!"), SAY_SAY, 3000}})
+	table.insert(dialog04, {func = AnimSay, args = {guard2.gear, loc("We should better report this and continue our watch!"), SAY_SAY, 5000}})
+	table.insert(dialog04, {func = AnimSwitchHog, args = {hero.gear}})
+	-- DIALOG 05 - Hero returned from moon without fuels
+	AddSkipFunction(dialog05, Skipanim, {dialog05})
+	table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("I guess I can't go far without fuels!"), SAY_THINK, 6000}})
+	table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Go to go back"), SAY_THINK, 2000}})
+	table.insert(dialog05, {func = EndGame, args = {hero.gear}})
+	-- DIALOG 06 - Landing on wrong planet or on earth if not enough fuels
+	AddSkipFunction(dialog06, Skipanim, {dialog06})
+	table.insert(dialog06, {func = AnimCaption, args = {hero.gear, loc("You have to try again!"),  5000}})
+	table.insert(dialog06, {func = AnimSay, args = {hero.gear, loc("Hm... Now I run out of fuels..."), SAY_THINK, 3000}})
+	table.insert(dialog06, {func = EndGame, args = {hero.gear}})
+end
+
+------------------- custom "animation" functions --------------------------
+
+function startCombat()
+	-- use this so guard2 will gain control
+	AnimSwitchHog(hero.gear)
+	TurnTimeLeft = 0
+end