trying to eliminate that annoying impact sound for gears that are well under the water and not even exiting it. sheepluva might want to look this over since this is modifying his code and should perhaps be part of the addSplashForGear checks, but hadn't had much luck getting him to examine it past year or so
--[=[
Target Practice Mission Framework for Hedgewars
This is a simple library intended to make setting up simple training missions a trivial
task requiring just. The library has been created to reduce redundancy in Lua scripts.
The training framework generates complete and fully usable training missions by just
one function call.
The missions generated by this script are all the same:
- The player will get a team with a single hedgehog.
- The team gets a single predefined weapon infinitely times.
- A fixed sequence of targets will spawn at predefined positions.
- When a target has been destroyed, the next target of the target sequence appears
- The mission ends successfully when all targets have been destroyed
- The mission ends unsuccessfully when the time runs out or the hedgehog dies
- When the mission ends, a score is awarded, based on the performance (hit targets,
accuracy and remaining time) of the hedgehog. When not all targets are hit, there
will be no accuracy and time bonuses.
To use this library, you first have to load it and to call TrainingMission once with
the appropriate parameters. Really, that’s all!
See the comment of TrainingMission for a specification of all parameters.
Below is a template for your convenience, you just have to fill in the fields and delete
optional arguments you don’t want.
----- snip -----
HedgewarsScriptLoad("/Scripts/Training.lua")
params = {
missionTitle = ,
map = ,
theme = ,
time = ,
ammoType = ,
gearType = ,
targets = {
{ x = , y = },
{ x = , y = },
-- etc.
},
wind = ,
solidLand = ,
artillery = ,
hogHat = ,
hogName = ,
teamName = ,
teamGrave = ,
clanColor = ,
goalText = ,
shootText =
}
TargetPracticeMission(params)
----- snip -----
]=]
HedgewarsScriptLoad("/Scripts/Locale.lua")
local player = nil
local scored = 0
local shots = 0
local end_timer = 1000
local game_lost = false
local time_goal = 0
local total_targets
local targets
--[[
TrainingMission(params)
This function sets up the *entire* training mission and needs one argument: params.
The argument “params” is a table containing fields which describe the training mission.
mandatory fields:
- missionTitle: the name of the mission
- map: the name map to be used
- theme: the name of the theme (does not need to be a standalone theme)
- time: the time limit in milliseconds
- ammoType: the ammo type of the weapon to be used
- gearType: the gear type of the gear which is fired (used to count shots)
- targets: The coordinates of where the targets will be spawned.
It is a table containing tables containing coordinates of format
{ x=value, y=value }. The targets will be spawned in the same
order as specified the coordinate tables appear. Example:
targets = {
{ x = 324, y = 43 },
{ x = 123, y = 56 },
{ x = 6, y = 0 },
}
There must be at least 1 target.
optional fields:
- wind: the initial wind (-100 to 100) (default: 0 (no wind))
- solidLand: weather the terrain is indestructible (default: false)
- artillery: if true, the hog can’t move (default: false)
- hogHat: hat of the hedgehog (default: "NoHat")
- hogName: name of the hedgehog (default: "Trainee")
- teamName: name of the hedgehog’s team (default: "Training Team")
- teamGrave: name of the hedgehog’s grave
- teamFlag: name of the team’s flag (default: "cm_crosshair")
- clanColor: color of the (only) clan (default: 0xFF0204, which is a red tone)
- goalText: A short string explaining the goal of the mission
(default: "Destroy all targets within the time!")
- shootText: A string which says how many times the player shot, “%d” is replaced
by the number of shots. (default: "You have shot %d times.")
]]
function TargetPracticeMission(params)
if params.hogHat == nil then params.hogHat = "NoHat" end
if params.hogName == nil then params.hogName = loc("Trainee") end
if params.teamName == nil then params.teamName = loc("Training Team") end
if params.goalText == nil then params.goalText = loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission.") end
if params.shootText == nil then params.shootText = loc("You have shot %d times.") end
if params.clanColor == nil then params.clanColor = 0xFF0204 end
if params.teamGrave == nil then params.teamGrave= "Statue" end
if params.teamFlag == nil then params.teamFlag = "cm_crosshair" end
if params.wind == nil then params.wind = 0 end
local solid, artillery
if params.solidLand == true then solid = gfSolidLand else solid = 0 end
if params.artillery == true then artillery = gfArtillery else artillery = 0 end
targets = params.targets
total_targets = #targets
_G.onAmmoStoreInit = function()
SetAmmo(params.ammoType, 9, 0, 0, 0)
end
_G.onGameInit = function()
Seed = 1
GameFlags = gfDisableWind + gfInfAttack + gfOneClanMode + solid + artillery
TurnTime = params.time
Map = params.map
Theme = params.theme
Goals = params.goalText
CaseFreq = 0
MinesNum = 0
Explosives = 0
-- Disable Sudden Death
WaterRise = 0
HealthDecrease = 0
SetWind(params.wind)
AddTeam(loc(params.teamName), params.clanColor, params.teamGrave, "Flowerhog", "Default", params.teamFlag)
player = AddHog(loc(params.hogName), 0, 1, params.hogHat)
SetGearPosition(player, params.hog_x, params.hog_y)
end
_G.onGameStart = function()
SendHealthStatsOff()
ShowMission(params.missionTitle, loc("Aiming practice"), params.goalText, -params.ammoType, 5000)
spawnTarget()
end
_G.onNewTurn = function()
SetWeapon(params.ammoType)
end
_G.spawnTarget = function()
gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
x = targets[scored+1].x
y = targets[scored+1].y
SetGearPosition(gear, x, y)
return gear
end
_G.onGameTick20 = function()
if TurnTimeLeft < 40 and TurnTimeLeft > 0 and scored < total_targets and game_lost == false then
game_lost = true
AddCaption(loc("Time’s up!"), 0xFFFFFFFF, capgrpGameState)
ShowMission(params.missionTitle, loc("Aiming practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0)
SetHealth(player, 0)
time_goal = 1
end
if band(GetState(player), gstDrowning) == gstDrowning and game_lost == false and scored < total_targets then
game_lost = true
time_goal = 1
AddCaption(loc("You lose!"), 0xFFFFFFFF, capgrpGameState)
ShowMission(params.missionTitle, loc("Aiming practice"), loc("Oh no! You failed! Just try again."), -amSkip, 0)
end
if scored == total_targets or game_lost then
if end_timer == 0 then
generateStats()
EndGame()
else
TurnTimeLeft = time_goal
end
end_timer = end_timer - 20
end
end
_G.onGearAdd = function(gear)
if GetGearType(gear) == params.gearType then
shots = shots + 1
end
end
_G.onGearDamage = function(gear, damage)
if GetGearType(gear) == gtTarget then
scored = scored + 1
if scored < total_targets then
AddCaption(string.format(loc("Targets left: %d"), (total_targets-scored)), 0xFFFFFFFF, capgrpMessage)
spawnTarget()
else
if not game_lost then
AddCaption(loc("You have destroyed all targets!"), 0xFFFFFFFF, capgrpGameState)
ShowMission(params.missionTitle, loc("Aiming practice"), loc("Congratulations! You have destroyed all targets within the time."), 0, 0)
PlaySound(sndVictory, player)
SetState(player, bor(GetState(player), gstWinner))
time_goal = TurnTimeLeft
end
end
end
if GetGearType(gear) == gtHedgehog then
if not game_lost then
game_lost = true
AddCaption(loc("You lose!"), 0xFFFFFFFF, capgrpGameState)
ShowMission(params.missionTitle, loc("Aiming practice"), loc("Oh no! You failed! Just try again."), -amSkip, 0)
SetHealth(player, 0)
time_goal = 1
end
end
end
_G.onGearDelete = function(gear)
if GetGearType(gear) == gtTarget and band(GetState(gear), gstDrowning) ~= 0 then
AddCaption(loc("You lost your target, try again!"), 0xFFFFFFFF, capgrpGameState)
local newTarget = spawnTarget()
local x, y = GetGearPosition(newTarget)
local success = PlaceSprite(x, y + 24, sprAmGirder, 0, 0xFFFFFFFF, false, false, false)
if not success then
WriteLnToConsole("ERROR: Failed to spawn girder under respawned target!")
end
end
end
_G.generateStats = function()
local accuracy = (scored/shots)*100
local end_score_targets = scored * math.ceil(6000/#targets)
local end_score_overall
if not game_lost then
local end_score_time = math.ceil(time_goal/(params.time/6000))
local end_score_accuracy = math.ceil(accuracy * 60)
end_score_overall = end_score_time + end_score_targets + end_score_accuracy
SendStat(siGameResult, loc("You have finished the target practice!"))
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), scored, total_targets, end_score_targets))
SendStat(siCustomAchievement, string.format(params.shootText, shots))
SendStat(siCustomAchievement, string.format(loc("Your accuracy was %.1f%% (+%d points)."), accuracy, end_score_accuracy))
SendStat(siCustomAchievement, string.format(loc("You had %.1fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time))
else
SendStat(siGameResult, loc("You lose!"))
SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), scored, total_targets, end_score_targets))
SendStat(siCustomAchievement, string.format(params.shootText, shots))
if(shots > 0) then
SendStat(siCustomAchievement, string.format(loc("Your accuracy was %.1f%%."), accuracy))
end
end_score_overall = end_score_targets
end
SendStat(siPointType, loc("point(s)"))
SendStat(siPlayerKills, tostring(end_score_overall), loc(params.teamName))
end
end