------------------- ABOUT ----------------------
--
-- In this adventure hero visits the fruit planet
-- to search for the missing part. However, a war
-- has broke out and hero has to take part or leave.
-- NOTES:
-- There is an ugly hack out there! I use 2 Captain Limes
-- One in human level and one in bot level
-- I want to have a Captain Lime in human level when the game
-- begins because in animation if the hog is in bot level skip
-- doesn't work - onPrecise() isn't triggered
-- Later I want the hog to take place in the battle in bot level
-- However if I use SetHogLevel I get an error: Engine bug: AI may break demos playing
-- So I have 2 hogs, one in bot level and one in hog level that I hide them
-- or restore them regarding the case
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local missionName = loc("Bad timing")
local chooseToBattle = false
local awaitingInput = false
local previousHog = 0
local heroPlayedFirstTurn = false
local startBattleCalled = false
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Ready for Battle?"),
loc("Captain Lime offered his help if you assist him in battle.").."|"..
loc("What do you want to do?").."| |"..
loc("Fight: Press [Attack]").."|"..
loc("Flee: Press [Jump]"), 1, 9999000, true},
[dialog02] = {missionName, loc("Battle Starts Now!"), loc("You have chosen to fight!").."|"..loc("Lead the Green Bananas to battle and eliminate all the enemies!"), 1, 5000},
[dialog03] = {missionName, loc("Time to run!"), loc("You have chosen to flee.").."|"..loc("You have to reach the left-most place on the map."), 1, 5000},
["fight"] = {missionName, loc("Ready for Battle?"), loc("You have chosen to fight!"), 1, 2000},
["flee"] = {missionName, loc("Ready for Battle?"), loc("You have chosen to flee."), 1, 2000},
["flee_final"] = {missionName, loc("Time to run!"), loc("Knock off the enemies from the left-most place of the map!") .. "|" .. loc("Stay there to flee!"), 1, 6000},
}
-- crates
local crateWMX = 2170
local crateWMY = 1950
local health1X = 2680
local health1Y = 916
-- hogs
local hero = {}
local yellow1 = {}
local green1 = {}
local green2 = {}
local green3 = {}
local green4 = {}
local green5 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
local teamD = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 3350
hero.y = 365
hero.dead = false
green1.name = loc("Captain Lime")
green1.x = 3300
green1.y = 395
green1.dead = false
green2.name = loc("Mister Pear")
green2.x = 3600
green2.y = 1570
green3.name = loc("Lady Mango")
green3.x = 2170
green3.y = 980
green4.name = loc("Green Hog Grape")
green4.x = 2900
green4.y = 1650
green5.name = loc("Mr Mango")
green5.x = 1350
green5.y = 850
yellow1.name = loc("General Lemon")
yellow1.x = 140
yellow1.y = 1980
local yellowArmy = {
{name = loc("Robert Yellow Apple"), x = 710, y = 1780, health = 100},
{name = loc("Summer Squash"), x = 315 , y = 1960, health = 100},
{name = loc("Tall Potato"), x = 830 , y = 1748, health = 80},
{name = loc("Yellow Pepper"), x = 2160 , y = 820, health = 60},
{name = loc("Corn"), x = 1320 , y = 740, health = 60},
{name = loc("Max Citrus"), x = 1900 , y = 1700, health = 40},
{name = loc("Naranja Jed"), x = 960 , y = 516, health = 40},
}
teamA.name = loc("Hog Solo")
teamA.color = -6
teamB.name = loc("Green Bananas")
teamB.color = -6
teamC.name = loc("Yellow Watermelons")
teamC.color = -9
teamD.name = loc("Captain Lime")
teamD.color = -6
function onGameInit()
Seed = 1
TurnTime = 20000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
HealthCaseAmount = 50
Map = "fruit01_map"
Theme = "Fruit"
-- Hog Solo
AddTeam(teamA.name, teamA.color, "Simple", "Island", "Default", "hedgewars")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
HogTurnLeft(hero.gear, true)
-- Captain Lime
AddTeam(teamD.name, teamD.color, "Cherry", "Island", "Default", "congo-brazzaville")
green1.gear = AddHog(green1.name, 0, 200, "war_desertofficer")
AnimSetGearPosition(green1.gear, green1.x, green1.y)
-- Green Bananas
AddTeam(teamB.name, teamB.color, "Cherry", "Island", "Default", "congo-brazzaville")
green2.gear = AddHog(green2.name, 0, 100, "war_britmedic")
AnimSetGearPosition(green2.gear, green2.x, green2.y)
HogTurnLeft(green2.gear, true)
green3.gear = AddHog(green3.name, 0, 100, "hair_red")
AnimSetGearPosition(green3.gear, green3.x, green3.y)
HogTurnLeft(green3.gear, true)
green4.gear = AddHog(green4.name, 0, 100, "war_desertsapper1")
AnimSetGearPosition(green4.gear, green4.x, green4.y)
HogTurnLeft(green4.gear, true)
green5.gear = AddHog(green5.name, 0, 100, "war_sovietcomrade2")
AnimSetGearPosition(green5.gear, green5.x, green5.y)
HogTurnLeft(green5.gear, true)
-- Yellow Watermelons
AddTeam(teamC.name, teamC.color, "Flower", "Island", "Default", "cm_mog")
yellow1.gear = AddHog(yellow1.name, 1, 100, "war_desertgrenadier2")
AnimSetGearPosition(yellow1.gear, yellow1.x, yellow1.y)
-- the rest of the Yellow Watermelons
local yellowHats = { "fr_apple", "fr_banana", "fr_lemon", "fr_orange" }
for i=1,7 do
yellowArmy[i].gear = AddHog(yellowArmy[i].name, 1, yellowArmy[i].health, yellowHats[GetRandom(4)+1])
AnimSetGearPosition(yellowArmy[i].gear, yellowArmy[i].x, yellowArmy[i].y)
end
initCheckpoint("fruit01")
AnimInit(true)
AnimationSetup()
end
function onGameStart()
AnimSetInputMask(0)
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
-- Green team weapons
local greenArmy = { green1, green2 }
for i=1,2 do
AddAmmo(greenArmy[i].gear, amBlowTorch, 5)
AddAmmo(greenArmy[i].gear, amRope, 5)
AddAmmo(greenArmy[i].gear, amBazooka, 10)
AddAmmo(greenArmy[i].gear, amGrenade, 7)
AddAmmo(greenArmy[i].gear, amFirePunch, 2)
AddAmmo(greenArmy[i].gear, amDrill, 3)
AddAmmo(greenArmy[i].gear, amSwitch, 2)
AddAmmo(greenArmy[i].gear, amSkip, 100)
end
-- Yellow team weapons
AddAmmo(yellow1.gear, amBlowTorch, 1)
AddAmmo(yellow1.gear, amRope, 1)
AddAmmo(yellow1.gear, amBazooka, 10)
AddAmmo(yellow1.gear, amGrenade, 10)
AddAmmo(yellow1.gear, amFirePunch, 5)
AddAmmo(yellow1.gear, amDrill, 3)
AddAmmo(yellow1.gear, amBee, 1)
AddAmmo(yellow1.gear, amMortar, 3)
AddAmmo(yellow1.gear, amDEagle, 4)
AddAmmo(yellow1.gear, amDynamite, 1)
AddAmmo(yellow1.gear, amSwitch, 100)
for i=3,7 do
HideHog(yellowArmy[i].gear)
end
-- crates
SpawnHealthCrate(health1X, health1Y)
SpawnSupplyCrate(crateWMX, crateWMY, amWatermelon)
AddAnim(dialog01)
SendHealthStatsOff()
end
function onNewTurn()
if not heroPlayedFirstTurn and CurrentHedgehog ~= hero.gear and startBattleCalled then
EndTurn(true)
elseif not heroPlayedFirstTurn and CurrentHedgehog == hero.gear and startBattleCalled then
heroPlayedFirstTurn = true
elseif not heroPlayedFirstTurn and CurrentHedgehog == green1.gear then
EndTurn(true)
else
if chooseToBattle then
if CurrentHedgehog == green1.gear then
TotalRounds = TotalRounds - 2
AnimSwitchHog(previousHog)
EndTurn(true)
end
previousHog = CurrentHedgehog
end
getNextWave()
end
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
local choiceDialogTimer = 0
function onGameTick20()
-- Make sure the choice dialog never disappears while it is active
if awaitingInput then
choiceDialogTimer = choiceDialogTimer + 20
if choiceDialogTimer > 9990000 then
ShowMission(unpack(goals[dialog01]))
choiceDialogTimer = 0
end
end
end
function onGearDelete(gear)
if gear == hero.gear then
hero.dead = true
elseif gear == green1.gear then
green1.dead = true
end
end
function onAmmoStoreInit()
SetAmmo(amWatermelon, 0, 0, 0, 1)
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
function onHogHide(gear)
for i=3,7 do
if gear == yellowArmy[i].gear then
yellowArmy[i].hidden = true
break
end
end
end
function onHogRestore(gear)
for i=3,7 do
if gear == yellowArmy[i].gear then
yellowArmy[i].hidden = false
break
end
end
end
-------------- EVENTS ------------------
function onHeroDeath(gear)
if hero.dead then
return true
end
return false
end
function onGreen1Death(gear)
if green1.dead then
return true
end
return false
end
function onBattleWin(gear)
local win = true
for i=1,7 do
if i<3 then
if GetHealth(yellowArmy[i].gear) then
win = false
end
else
if GetHealth(yellowArmy[i].gear) and not yellowArmy[i].hidden then
win = false
end
end
end
if GetHealth(yellow1.gear) then
win = false
end
return win
end
function isHeroOnLaunchPad()
if not hero.dead and GetX(hero.gear) < 170 and GetY(hero.gear) > 1980 and StoppedGear(hero.gear) then
return true
end
return false
end
function isLaunchPadEmpty(gear)
local yellowTeam = { yellow1, unpack(yellowArmy) }
for i=1, #yellowArmy+1 do
if not yellowTeam[i].hidden and GetHealth(yellowTeam[i].gear) and GetX(yellowTeam[i].gear) < 170 then
return false
end
end
return true
end
function onHeroOnLaunchPadWithEnemies()
return isHeroOnLaunchPad() and not isLaunchPadEmpty()
end
function heroOnLaunchPadWithEnemies()
ShowMission(unpack(goals["flee_final"]))
end
function onEscapeWin(gear)
local escape = false
if isHeroOnLaunchPad() then
escape = isLaunchPadEmpty()
end
return escape
end
-------------- ACTIONS ------------------
function heroDeath(gear)
gameLost()
end
function green1Death(gear)
gameLost()
end
function battleWin(gear)
-- add stats
saveVariables()
SendStat(siGameResult, loc("Green Bananas won!"))
SendStat(siCustomAchievement, loc("You have eliminated all visible enemy hedgehogs!"))
sendSimpleTeamRankings({teamA.name, teamD.name, teamB.name, teamC.name})
EndGame()
end
function escapeWin(gear)
RemoveEventFunc(heroOnLaunchPadWithEnemies)
-- add stats
saveVariables()
SendStat(siGameResult, loc("Hog Solo escaped successfully!"))
SendStat(siCustomAchievement, loc("You have reached the take-off area successfully!"))
sendSimpleTeamRankings({teamA.name, teamD.name, teamB.name, teamC.name})
EndGame()
end
function heroSelect()
awaitingInput = false
FollowGear(hero.gear)
if chooseToBattle == true then
chooseToBattle = true
ShowMission(unpack(goals["fight"]))
AddEvent(onGreen1Death, {green1.gear}, green1Death, {green1.gear}, 0)
AddEvent(onBattleWin, {hero.gear}, battleWin, {hero.gear}, 0)
AddAnim(dialog02)
else
ShowMission(unpack(goals["flee"]))
AddAmmo(green1.gear, amSwitch, 100)
AddEvent(onHeroOnLaunchPadWithEnemies, {hero.gear}, heroOnLaunchPadWithEnemies, {hero.gear}, 0)
AddEvent(onEscapeWin, {hero.gear}, escapeWin, {hero.gear}, 0)
local greenTeam = { green2, green3, green4, green5 }
for i=1,4 do
SetHogLevel(greenTeam[i].gear, 1)
end
AddAnim(dialog03)
end
end
-------------- ANIMATIONS ------------------
function AfterDialog01()
AnimSwitchHog(hero.gear)
awaitingInput = true
end
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
if anim == dialog01 then
AfterDialog01()
elseif anim == dialog02 or anim == dialog03 then
startBattle()
end
end
function AnimationSetup()
-- DIALOG 01 - Start, Captain Lime talks explains to Hog Solo
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 1000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere on the Planet of Fruits a terrible war is about to begin ..."), 5000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I was told that as the leader of the king's guard, no one knows this world better than you!"), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("So, I kindly ask for your help."), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimWait, args = {green1.gear, 2000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You couldn't have come to a worse time, Hog Solo!"), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("The clan of the Red Strawberry wants to take over the dominion and overthrow King Pineapple."), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Under normal circumstances we could easily defeat them but we have kindly sent most of our men to the Kingdom of Sand to help with the annual dusting of the king's palace."), SAY_SAY, 8000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("However, the army of Yellow Watermelons is about to attack any moment now."), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I would gladly help you if we won this battle but under these circumstances I'll only help you if you fight for our side."), SAY_SAY, 6000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("What do you say? Will you fight for us?"), SAY_SAY, 3000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
table.insert(dialog01, {func = ShowMission, args = goals[dialog01]})
table.insert(dialog01, {func = AfterDialog01, args = {}})
-- DIALOG 02 - Hero selects to fight
AddSkipFunction(dialog02, Skipanim, {dialog02})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You choose well, Hog Solo!"), SAY_SAY, 3000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I have only 3 hogs available and they are all cadets."), SAY_SAY, 4000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("As you are more experienced, I want you to lead them to battle."), SAY_SAY, 4000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Of course, I will observe the battle and intervene if necessary."), SAY_SAY, 5000}})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 4500}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("No problem, Captain!"), SAY_SAY, 2000}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("The enemies aren't many anyway, it is going to be easy!"), SAY_SAY, 1}})
table.insert(dialog02, {func = AnimWait, args = {green1.gear, 9000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Don't be foolish, son, there will be more."), SAY_SAY, 2000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Try to be smart and eliminate them quickly. This way you might scare off the rest!"), SAY_SAY, 5000}})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 5000}})
table.insert(dialog02, {func = ShowMission, args = goals[dialog02]})
table.insert(dialog02, {func = startBattle, args = {hero.gear}})
-- DIALOG 03 - Hero selects to flee
AddSkipFunction(dialog03, Skipanim, {dialog03})
table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Too bad! Then you should really leave!"), SAY_SAY, 3000}})
table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Things are going to get messy around here."), SAY_SAY, 3000}})
table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Also, you should know that the only place where you can fly is the left-most part of this area."), SAY_SAY, 5000}})
table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("All the other places are protected by our flight-inhibiting weapons."), SAY_SAY, 4000}})
table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Now go and don't waste more of my time, you coward!"), SAY_SAY, 4000}})
table.insert(dialog03, {func = AnimWait, args = {hero.gear, 5000}})
table.insert(dialog03, {func = ShowMission, args = goals[dialog03]})
table.insert(dialog03, {func = startBattle, args = {hero.gear}})
end
------------- OTHER FUNCTIONS ---------------
function startBattle()
AnimSetInputMask(0xFFFFFFFF)
-- Hog Solo weapons
AddAmmo(hero.gear, amRope, 2)
AddAmmo(hero.gear, amBazooka, 3)
AddAmmo(hero.gear, amParachute, 1)
AddAmmo(hero.gear, amGrenade, 6)
AddAmmo(hero.gear, amDEagle, 4)
AddAmmo(hero.gear, amSkip, 100)
SetHogLevel(green1.gear, 1)
startBattleCalled = true
EndTurn(true)
end
function gameLost()
if chooseToBattle then
SendStat(siGameResult, loc("The Green Bananas lost, try again!"))
SendStat(siCustomAchievement, loc("You have to eliminate all the visible enemies."))
SendStat(siCustomAchievement, loc("5 additional enemies will be spawned during the game."))
SendStat(siCustomAchievement, loc("You are in control of all the active ally units."))
SendStat(siCustomAchievement, loc("The ally units share their ammo."))
SendStat(siCustomAchievement, loc("Try to keep as many allies alive as possible."))
else
SendStat(siGameResult, loc("Hog Solo couldn't escape, try again!"))
SendStat(siCustomAchievement, loc("You have to get to the left-most land and remove any enemy hog from there."))
SendStat(siCustomAchievement, loc("You will play every 3 turns."))
end
sendSimpleTeamRankings({teamC.name, teamA.name, teamD.name, teamB.name})
EndGame()
end
function getNextWave()
if GetHogTeamName(CurrentHedgehog) ~= teamC.name then
return
end
if TotalRounds == 4 then
RestoreHog(yellowArmy[3].gear)
AnimCaption(hero.gear, string.format(loc("%s enters the battlefield"), yellowArmy[3].name), 5000)
if not chooseToBattle and not GetHealth(yellow1.gear) then
SetGearPosition(yellowArmy[3].gear, yellow1.x, yellow1.y)
end
elseif TotalRounds == 7 then
RestoreHog(yellowArmy[4].gear)
RestoreHog(yellowArmy[5].gear)
AnimCaption(hero.gear, string.format(loc("%s and %s enter the battlefield"), yellowArmy[4].name, yellowArmy[5].name), 5000)
if not chooseToBattle and not GetHealth(yellow1.gear) and not GetHealth(yellowArmy[3].gear) then
SetGearPosition(yellowArmy[4].gear, yellow1.x, yellow1.y)
end
elseif TotalRounds == 10 then
RestoreHog(yellowArmy[6].gear)
RestoreHog(yellowArmy[7].gear)
AnimCaption(hero.gear, string.format(loc("%s and %s enter the battlefield"), yellowArmy[6].name, yellowArmy[7].name), 5000)
if not chooseToBattle and not GetHealth(yellow1.gear) and not GetHealth(yellowArmy[3].gear)
and not GetHealth(yellowArmy[4].gear) then
SetGearPosition(yellowArmy[6].gear, yellow1.x, yellow1.y)
end
end
end
function saveVariables()
saveCompletedStatus(2)
SaveCampaignVar("UnlockedMissions", "4")
SaveCampaignVar("Mission1", "8")
SaveCampaignVar("Mission2", "3")
SaveCampaignVar("Mission3", "10")
SaveCampaignVar("Mission4", "1")
end
function onLJump()
if awaitingInput then
PlaySound(sndPlaced)
PlaySound(sndCoward, green1.gear)
chooseToBattle = false
heroSelect()
end
end
onHJump = onLJump
function onAttack()
if awaitingInput then
PlaySound(sndPlaced)
chooseToBattle = true
heroSelect()
end
end