--[[
A Classic Fairytale: Dragon's Lair
= SUMMARY =
Hero must collect an utility crate on the other side of the river.
To accomplish that, hero must first collect a series of crates with
the rope and wipe out the cyborgs.
The hero is one survivor of the previous missions.
= GOALS =
- Mission goal (leads to immediate victory): Collect utility crate at the right side of the river
- First sub-goal: Collect (or destroy) a series of crates (all other utility crates)
- Second sub-goal: Wipe out the cyborgs
= FLOW CHART =
- Choose hog to be hero (read from m5DeployedNum)
- Cut scene: Intro
- TBS
| Player accomplishes first sub-goal first:
- Cut scene: Cyborg reveals second goal
- A ton of weapon crates and some rope crates spawn on the long platform
| Player accomplshed second sub-goal first:
- Hero reminds player to collect/destroy remaining crates
- Player accomplished both goals
- Cut scene: Cyborg teleports hero to the long platform and congrats hero
- Hero's ammo is cleared, all crates, mines, sticky mines and barrels are removed from platform
- Spawn a portal gun crate on the long platform and also a teleportation crate further to the right
- (These utilities can be used to finish the mission)
- Player takes final crate at the very right
> Victory
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
-----------------------------Map--------------------------------------
local map =
{
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"\1\251\6\5\129\1\251\6\5\0\1\254\5\201\129\1\254\5\201\0\1\254\5\138\129\1\254\5\138\0\1\254\6\58\129\1\254\6\58\0",
"\1\254\5\78\129\1\254\5\78\0\2\2\5\40\131\2\2\5\40\0\2\2\4\246\131\2\2\4\246\0\1\237\4\204\131\1\237\4\204\0",
"\2\40\4\190\131\2\40\4\190\0\6\160\7\52\223\7\27\7\126\0\1\219\4\172\204\1\219\4\172\0\2\37\4\183\197\2\37\4\183\0",
"\3\98\3\122\131\3\126\3\84\0\3\126\3\84\131\3\126\3\52\0\3\126\3\41\131\3\80\3\24\0\3\80\3\24\131\3\112\2\248\0",
"\3\112\2\248\131\3\98\2\188\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
nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"),
loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
loc("Wise Oak")}
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"}
nativePos = {257, 1950}
cyborgNames = {loc("Syntax Errol"), loc("Segmentation Paul"), loc("Unexpected Igor"), loc("Jeremiah")}
cyborgPos = {745, 1847}
cyborgsPos = {{2937, 831}, {2945, 1264}, {2335, 1701}, {448, 484}}
cyborgsDir = {"Left", "Left", "Left", "Right"}
cratePos = {
{{788, 1919, amGirder, 2}, true}, {{412, 1615, amGirder, 1}, true},
{{209, 1474, amSniperRifle, 1}}, {{1178, 637, amDEagle, 1}},
{{633, 268, amDEagle, 1}}, {{3016, 1545, amDEagle, 1}},
{{249, 1377, amRope, 3}, true}, {{330, 1018, amGirder, 1}, true},
{{888, 647, amRope, 3}, true}, {{2116, 337, amRope, 3}, true},
{{1779, 948, amRope, 3}, true}, {{3090, 1066, amRope, 3}, true},
{{947, 480, amBazooka, 3}}, {{1097, 480, amMortar, 3}},
{{1139, 451, amSnowball, 3}}, {{1207, 468, amShotgun, 3}},
{{1024, 393, amSniperRifle, 2}}, {{998, 391, amDynamite, 2}},
{{1024, 343, amRope, 2}, true}, {{998, 341, amRope, 2}, true},
}
reactions = {loc("Yeah, take that!"), loc("Bullseye"), loc("Die, die, die!")}
secondPos = {{1010, 510}, {1067, 510}}
-----------------------------Variables---------------------------------
natives = {}
native = nil
cyborgs = {}
cyborg = {}
cyborgsLeft = 0
gearDead = {}
hedgeHidden = {}
startAnim = {}
killAnim = {}
killedAnim = {}
freshDead = nil
crates = {}
cratesNum = 0
jetCrate = nil
firstTurn = true
cyborgsKilledBeforeCrates = false
cratesTaken = false
doneCyborgsDead = false
annoyingGearsForPortalScene = {}
-----------------------------Animations--------------------------------
function EmitDenseClouds(dir)
local dif
if dir == "Left" then
dif = 10
else
dif = -10
end
AnimInsertStepNext({func = AnimVisualGear, args = {native, GetX(native) + dif, GetY(native) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {native, GetX(native) + dif, GetY(native) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {native, GetX(native) + dif, GetY(native) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {native, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {native, GetX(native) + dif, GetY(native) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {native, GetX(native) + dif, GetY(native) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {native, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {native, GetX(native) + dif, GetY(native) + dif, vgtSteam, 0, true}, swh = false})
end
function AnimationSetup()
startAnim = {}
local m = m5DeployedNum
table.insert(startAnim, {func = AnimWait, args = {native, 3000}})
table.insert(startAnim, {func = AnimCaption, args = {native, string.format(loc("With the rest of the tribe gone, it was up to %s to save the village."), nativeNames[m5DeployedNum]), 5000}})
table.insert(startAnim, {func = AnimCaption, args = {native, loc("But it proved to be no easy task!"), 2000}})
for i = 1, 4 do
table.insert(startAnim, {func = FollowGear, swh = false, args = {cyborgs[i]}})
table.insert(startAnim, {func = AnimWait, args = {native, 1000}})
end
table.insert(startAnim, {func = FollowGear, swh = false, args = {native}})
if m == leaksNum then
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 50, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("What a strange cave!"), SAY_THINK, 0}})
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 200, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("Now how do I get on the other side?!"), SAY_THINK, 5500}})
elseif m == denseNum then
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 50, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("Dude, what's this place?!"), SAY_THINK, 0}})
table.insert(startAnim, {func = AnimCustomFunction, args = {native, EmitDenseClouds, {"Right"}}})
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 200, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("And where's all the weed?"), SAY_THINK, 4000}})
elseif m == waterNum then
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 50, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("Is this place in my head?"), SAY_THINK, 0}})
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 200, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("I shouldn't have drunk that last pint."), SAY_THINK, 6000}})
elseif m == buffaloNum then
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 50, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("Where did that alien run?"), SAY_THINK, 0}})
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 200, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("When I find it..."), SAY_THINK, 3000}})
elseif m == girlNum then
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 50, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("This is typical!"), SAY_THINK, 0}})
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 200, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("It's always up to women to clear up the mess men created!"), SAY_THINK, 8500}})
elseif m == chiefNum then
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 50, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("What is this place?"), SAY_THINK, 0}})
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 200, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("It doesn't matter. I won't let that alien hurt my daughter!"), SAY_THINK, 8500}})
elseif m == wiseNum then
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 50, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("Every single time!"), SAY_THINK, 0}})
table.insert(startAnim, {func = AnimMove, args = {native, "Right", nativePos[1] + 200, 0}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("How come in a village full of warriors, it's up to me to save it?"), SAY_THINK, 8500}})
end
table.insert(startAnim, {func = AnimCustomFunction, args = {native, RestoreHedge, {cyborg, unpack(cyborgPos)}}})
table.insert(startAnim, {func = AnimOutOfNowhere, args = {cyborg, unpack(cyborgPos)}})
table.insert(startAnim, {func = AnimTurn, args = {cyborg, "Left"}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, string.format(loc("Greetings, %s!"), nativeUnNames[m]), SAY_SAY, 2500}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("As you can see, there is no way to get on the other side!"), SAY_SAY, 7000}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, string.format(loc("I wish to help you, %s!"), nativeUnNames[m]), SAY_SAY, 4000}})
table.insert(startAnim, {func = AnimSay, args = {cyborg, loc("Beware, though! If you are slow, you die!"), SAY_SAY, 7000}})
table.insert(startAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(startAnim, {func = AnimSwitchHog, args = {native}})
table.insert(startAnim, {func = AnimCustomFunction, args = {native, HideHedge, {cyborg}}})
table.insert(startAnim, {func = AnimSay, args = {native, loc("Talk about mixed signals..."), SAY_SAY, 4000}})
AddSkipFunction(startAnim, SkipStartAnim, {})
end
function SetupKillAnim()
table.insert(killAnim, {func = AnimSay, args = {native, loc("Well, that was a waste of time."), SAY_THINK, 5000}})
table.insert(killAnim, {func = AnimCustomFunction, args = {native, RestoreHedge, {cyborg, unpack(cyborgPos)}}})
table.insert(killAnim, {func = AnimOutOfNowhere, args = {cyborg, unpack(cyborgPos)}})
table.insert(killAnim, {func = AnimCustomFunction, args = {cyborg, CondNeedToTurn, {cyborg, native}}})
table.insert(killAnim, {func = AnimSay, args = {cyborg, string.format(loc("You bear impressive skills, %s!"), nativeUnNames[m5DeployedNum]), SAY_SHOUT, 4000}})
if CheckCyborgsDead() then
table.insert(killAnim, {func = AnimSay, args = {cyborg, loc("I see you already took care of your enemies."), SAY_SHOUT, 7000}})
table.insert(killAnim, {func = AnimSay, args = {cyborg, loc("Those were scheduled for disposal anyway."), SAY_SHOUT, 4000}})
table.insert(killAnim, {func = AnimSay, args = {cyborg, loc("So you basically did the dirty work for us."), SAY_SHOUT, 4000}})
cyborgsKilledBeforeCrates = true
else
table.insert(killAnim, {func = AnimSay, args = {cyborg, loc("However, my mates don't agree with me on letting you go..."), SAY_SHOUT, 7000}})
table.insert(killAnim, {func = AnimSay, args = {cyborg, loc("I guess you'll have to kill them."), SAY_SHOUT, 4000}})
end
table.insert(killAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(killAnim, {func = AnimSwitchHog, args = {native}})
table.insert(killAnim, {func = AnimWait, args = {native, 1}})
table.insert(killAnim, {func = AnimCustomFunction, args = {native, HideHedge, {cyborg}}})
local function checkCyborgsAgain()
if CheckCyborgsDead() then
DoCyborgsDead()
end
end
table.insert(killAnim, {func = AnimCustomFunction, args = {native, checkCyborgsAgain, {}}})
AddSkipFunction(killAnim, SkipKillAnim, {})
end
function SetupKilledAnim()
table.insert(killedAnim, {func = AnimWait, args = {cyborg, 500}})
table.insert(killedAnim, {func = AnimOutOfNowhere, args = {cyborg, unpack(secondPos[2])}})
table.insert(killedAnim, {func = AnimOutOfNowhere, args = {native, unpack(secondPos[1])}})
table.insert(killedAnim, {func = AnimCustomFunction, args = {cyborg, CondNeedToTurn, {cyborg, native}}})
if not cyborgsKilledBeforeCrates then
table.insert(killedAnim, {func = AnimSay, args = {cyborg, string.format(loc("Nice work, %s!"), nativeUnNames[m5DeployedNum]), SAY_SHOUT, 4000}})
end
table.insert(killedAnim, {func = AnimSay, args = {cyborg, loc("As a reward for your performance, here's some new technology!"), SAY_SHOUT, 8000}})
table.insert(killedAnim, {func = AnimSay, args = {cyborg, loc("Use it wisely!"), SAY_SHOUT, 3000}})
table.insert(killedAnim, {func = AnimDisappear, args = {cyborg, unpack(secondPos[2])}})
table.insert(killedAnim, {func = AnimSwitchHog, args = {native}})
AddSkipFunction(killedAnim, SkipKilledAnim, {})
end
--------------------------Anim skip functions--------------------------
function SkipStartAnim()
AnimSetGearPosition(native, 457, 1955)
AnimSwitchHog(native)
AnimWait(native, 1)
AddFunction({func = HideHedge, args = {cyborg}})
end
function SpawnCrateByID(id)
if cratePos[id][2] == true then
crates[id] = SpawnSupplyCrate(unpack(cratePos[id][1]))
else
crates[id] = SpawnSupplyCrate(unpack(cratePos[id][1]))
end
return crates[id]
end
function AfterStartAnim()
SetGearMessage(native, 0)
cratesNum = 0
for i = 1, 6 do
SpawnCrateByID(i)
cratesNum = cratesNum + 1
end
FollowGear(native)
AddNewEvent(CheckGearsDead, {{crates[1], crates[2]}}, PutCrates, {2}, 0)
SetTurnTimeLeft(TurnTime)
ShowMission(loc("Dragon's Lair"), loc("Obstacle course"), loc("In order to get to the other side, you need to get rid of the crates first.") .. "|" ..
loc("As the ammo is sparse, you might want to reuse ropes while mid-air.") .. "|" ..
loc("The enemy can't move but it might be a good idea to stay out of sight!") .. "|" ..
loc("Mines time: 5 seconds"), 1, 0)
end
function SkipKillAnim()
AnimSwitchHog(native)
AnimWait(native, 1)
AddFunction({func = HideHedge, args = {cyborg}})
if CheckCyborgsDead() then
DoCyborgsDead()
end
end
function AfterKillAnim()
if not cyborgsKilledBeforeCrates then
PutWeaponCrates()
SetTurnTimeLeft(TurnTime)
AddEvent(CheckCyborgsDead, {}, DoCyborgsDead, {}, 0)
ShowMission(loc("Dragon's Lair"), loc("The Slaughter"), loc("Kill the aliens!").."|"..loc("Mines time: 5 seconds"), 1, 2000)
end
end
function SkipKilledAnim()
AnimSetGearPosition(native, unpack(secondPos[1]))
AnimSwitchHog(native)
AnimWait(native, 1)
end
function AfterKilledAnim()
-- Final mission segment with the portal gun
HideHedge(cyborg)
SetTurnTimeLeft(TurnTime)
SetGearMessage(native, 0)
SpawnSupplyCrate(1184, 399, amPortalGun, 100)
SpawnSupplyCrate(2259, 755, amTeleport, 2)
SpawnHealthCrate(secondPos[1][1] + 50, secondPos[1][2] - 20)
ShowMission(loc("Dragon's Lair"), loc("The what?!"), loc("Use the portal gun to get to the next crate, then use the new gun to get to the final destination!|")..
loc("Portal hint: One goes to the destination, the other one is the entrance.|")..
loc("Teleport hint: Just use the mouse to select the destination!").."|"..
loc("Mines time: 5 seconds"), 1, 8000)
end
-----------------------------Events------------------------------------
function CheckCyborgsDead()
return cyborgsLeft == 0
end
function NullifyAmmo()
-- Clear the ammo and delete all inappropirate gears on the long platform for the portal scene
AddAmmo(native, amRope, 0)
AddAmmo(native, amGirder, 0)
AddAmmo(native, amLowGravity, 0)
AddAmmo(native, amBazooka, 0)
AddAmmo(native, amSniperRifle, 0)
AddAmmo(native, amDEagle, 0)
AddAmmo(native, amDynamite, 0)
AddAmmo(native, amFirePunch, 0)
AddAmmo(native, amBaseballBat, 0)
AddAmmo(native, amMortar, 0)
AddAmmo(native, amSnowball, 0)
AddAmmo(native, amShotgun, 0)
for i=1, #annoyingGearsForPortalScene do
local gear = annoyingGearsForPortalScene[i]
if not gearDead[gear] and GetY(gear) > 100 and GetY(gear) < 571 and GetX(gear) > 840 and GetX(gear) < 1550 then
DeleteGear(annoyingGearsForPortalScene[i])
end
end
end
function DoCyborgsDead()
if cratesTaken and not doneCyborgsDead then
NullifyAmmo()
RestoreHedge(cyborg)
SetupKilledAnim()
SetGearMessage(CurrentHedgehog, 0)
AddAnim(killedAnim)
AddFunction({func = AfterKilledAnim, args = {}})
doneCyborgsDead = true
end
end
function PutWeaponCrates()
for i = 1, 8 do
cratesNum = cratesNum + 1
SpawnCrateByID(cratesNum)
end
FollowGear(native)
end
function DoCratesTaken()
cratesTaken = true
SetupKillAnim()
SetGearMessage(CurrentHedgehog, 0)
AddAnim(killAnim)
AddFunction({func = AfterKillAnim, args = {}})
end
function CheckPutCrates(gear)
if gear and GetHealth(gear) then
return StoppedGear(gear)
else
return false
end
end
function PutCrates(index)
if index <= 7 then
cratesNum = cratesNum + 1
SpawnCrateByID(cratesNum)
AddNewEvent(CheckGearDead, {crates[cratesNum]}, PutCrates, {index + 1}, 0)
FollowGear(native)
else
AddEvent(CheckPutCrates, {native}, DoCratesTaken, {}, 0)
end
if index == 4 then
AnimSay(native, loc("I'm a ninja."), SAY_THINK, 0)
end
end
function CheckMissionFinished()
return gearDead[jetCrate] == true
end
function DoMissionFinished()
AddCaption(loc("Salvation was one step closer now..."))
if progress and progress<6 then
SaveCampaignVar("Progress", "6")
end
RestoreHedge(cyborg)
DeleteGear(cyborg)
EndTurn(true)
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
function EndMission()
RestoreHedge(cyborg)
DeleteGear(cyborg)
EndTurn(true)
end
function CheckFreshDead()
return freshDead ~= nil
end
function CyborgDeadReact()
freshDead = nil
if cyborgsLeft == 0 then
if not cratesTaken then
AnimSay(native, loc("I still have to get rid of the crates."), SAY_THINK, 8000)
end
return
end
AnimSay(native, reactions[cyborgsLeft])
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")) or leaksNum
end
function SetupPlace()
for i = 1, 7 do
if i ~= m5DeployedNum then
DeleteGear(natives[i])
else
native = natives[i]
end
end
HideHedge(cyborg)
jetCrate = SpawnSupplyCrate(3915, 1723, amJetpack)
--[[ Block the left entrance.
Otherwise the player could rope out of the map and
go all the way around to the final crate. ]]
PlaceGirder(90, 1709, 6)
PlaceGirder(90, 1875, 6)
-- Place mines on the ground floor
AddGear(1071, 1913, gtMine, 0, 0, 0, 0)
AddGear(1098, 1919, gtMine, 0, 0, 0, 0)
AddGear(1136, 1923, gtMine, 0, 0, 0, 0)
AddGear(1170, 1930, gtMine, 0, 0, 0, 0)
AddGear(1203, 1924, gtMine, 0, 0, 0, 0)
AddGear(1228, 1939, gtMine, 0, 0, 0, 0)
AddGear(1264, 1931, gtMine, 0, 0, 0, 0)
AddGear(1309, 1938, gtMine, 0, 0, 0, 0)
AddGear(1352, 1936, gtMine, 0, 0, 0, 0)
AddGear(1386, 1939, gtMine, 0, 0, 0, 0)
AddGear(1432, 1942, gtMine, 0, 0, 0, 0)
AddGear(1483, 1950, gtMine, 0, 0, 0, 0)
AddGear(1530, 1954, gtMine, 0, 0, 0, 0)
AddGear(1579, 1959, gtMine, 0, 0, 0, 0)
AddGear(1000, 1903, gtMine, 0, 0, 0, 0)
AddGear(957, 1903, gtMine, 0, 0, 0, 0)
AddGear(909, 1910, gtMine, 0, 0, 0, 0)
AddGear(889, 1917, gtMine, 0, 0, 0, 0)
-- Place misc. mines
AddGear(759, 878, gtMine, 0, 0, 0, 0)
AddGear(2388, 759, gtMine, 0, 0, 0, 0)
AddGear(2498, 696, gtMine, 0, 0, 0, 0)
AddGear(2936, 1705, gtMine, 0, 0, 0, 0)
AddGear(3119, 1366, gtMine, 0, 0, 0, 0)
AddGear(2001, 832, gtMine, 0, 0, 0, 0)
AddGear(2008, 586, gtMine, 0, 0, 0, 0)
AddGear(511, 1245, gtMine, 0, 0, 0, 0)
-- And one barrel for fun
AddGear(719, 276, gtExplosives, 0, 0, 0, 0)
------ STICKY MINE LIST ------
AddGear(1199, 733, gtSMine, 0, 0, 0, 0)
AddGear(1195, 793, gtSMine, 0, 0, 0, 0)
AddGear(1201, 861, gtSMine, 0, 0, 0, 0)
AddGear(682, 878, gtSMine, 0, 0, 0, 0)
AddGear(789, 876, gtSMine, 0, 0, 0, 0)
end
function SetupEvents()
AddNewEvent(CheckMissionFinished, {}, DoMissionFinished, {}, 0)
AddNewEvent(CheckGearDead, {native}, EndMission, {}, 0)
AddNewEvent(CheckFreshDead, {}, CyborgDeadReact, {}, 1)
end
function SetupAmmo()
AddAmmo(cyborgs[1], amBazooka, 100)
AddAmmo(cyborgs[1], amShotgun, 100)
AddAmmo(cyborgs[1], amSwitch, 100)
end
function AddHogs()
AddTeam(loc("Natives"), -2, "Bone", "Island", "HillBilly", "cm_birdy")
for i = 1, 7 do
natives[i] = AddHog(nativeNames[i], 0, 200, nativeHats[i])
gearDead[natives[i]] = false
end
AddTeam(loc("011101001"), -1, "ring", "UFO", "Robot", "cm_binary")
cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
gearDead[cyborg] = false
AddTeam(loc("011101000"), -9, "ring", "UFO", "Robot", "cm_binary")
for i = 1, 4 do
cyborgs[i] = AddHog(cyborgNames[i], 2, 100, "cyborg2")
gearDead[cyborgs[i]] = false
SetEffect(cyborgs[i], heArtillery, 1)
end
cyborgsLeft = 4
for i = 1, 7 do
AnimSetGearPosition(natives[i], unpack(nativePos))
end
AnimSetGearPosition(cyborg, unpack(cyborgPos))
for i = 1, 4 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 = gfSolidLand + gfDisableLandObjects + gfDisableWind + gfDisableGirders
TurnTime = 60000
CaseFreq = 0
MinesNum = 0
MinesTime = 5000
Explosives = 0
MapGen = mgDrawn
Theme = "City"
SuddenDeathTurns = 25
for i = 1, #map do
ParseCommand('draw ' .. map[i])
end
AddHogs()
AnimInit(true)
end
function onGameStart()
GetVariables()
SetupAmmo()
SetupPlace()
AnimationSetup()
SetupEvents()
ShowMission(loc("Dragon's Lair"), loc("Y Chwiliad"), loc("Find your tribe!|Cross the lake!"), 1, 0)
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
gearDead[gear] = true
if GetGearType(gear) == gtHedgehog then
if GetHogTeamName(gear) == loc("011101000") then
freshDead = GetHogName(gear)
cyborgsLeft = cyborgsLeft - 1
end
end
end
function onGearAdd(gear)
-- Track gears for removal when reaching the portal segment
local gt = GetGearType(gear)
if gt == gtMine or gt == gtSMine or gt == gtCase or gt == gtExplosives then
table.insert(annoyingGearsForPortalScene, gear)
end
end
function onAmmoStoreInit()
SetAmmo(amFirePunch, 3, 0, 0, 0)
SetAmmo(amBaseballBat, 2, 0, 0, 0)
SetAmmo(amGirder, 0, 0, 0, 2)
SetAmmo(amLowGravity, 0, 0, 0, 1)
SetAmmo(amJetpack, 0, 0, 0, 1)
SetAmmo(amSkip, 9, 0, 0, 0)
end
function onNewTurn()
if firstTurn then
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
firstTurn = false
end
if GetHogTeamName(CurrentHedgehog) == loc("011101000") then
if TotalRounds % 6 == 0 then
AddAmmo(CurrentHedgehog, amSniperRifle, 1)
AddAmmo(CurrentHedgehog, amDEagle, 1)
end
SetTurnTimeLeft(30000)
elseif GetHogTeamName(CurrentHedgehog) == loc("011101001") then
EndTurn(true)
end
end
function onPrecise()
if GameTime > 2500 and AnimInProgress() then
SetAnimSkip(true)
end
end