------------------- 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.
-- TODO: remove unwanted delay after first dialog
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("Fruit planet, The War!")
local chooseToBattle = false
local previousHog = 0
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Ready for Battle?"), loc("Walk left if you want to join Captain Lime or right if you want to decline his offer"), 1, 7000},
[dialog02] = {missionName, loc("Battle Starts Now!"), loc("You have choose to fight! Lead the Green Bananas to battle and try not to let them be killed"), 1, 7000},
[dialog03] = {missionName, loc("Ready for Battle?"), loc("You have choose to flee... Unfortunately the only place where you can launch your saucer is in the most left side of the map"), 1, 7000},
}
-- 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 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = "Hog Solo"
hero.x = 3650
hero.y = 295
hero.dead = false
green1.name = "Captain Lime"
green1.x = 3600
green1.y = 295
green1.dead = false
green2.name = "Mister Pear"
green2.x = 3600
green2.y = 1570
green3.name = "Lady Mango"
green3.x = 2170
green3.y = 980
green4.name = "Green Hog Grape"
green4.x = 2900
green4.y = 1650
yellow1.name = "General Lemon"
yellow1.x = 140
yellow1.y = 1980
local yellowArmy = {
{name = "Robert Yellow Apple", x = 710, y = 1780},
{name = "Summer Squash", x = 315 , y = 1960},
{name = "Tall Potato", x = 830 , y = 1748},
{name = "Yellow Pepper", x = 2160 , y = 820},
{name = "Corn", x = 1320 , y = 740},
{name = "Max Citrus", x = 1900 , y = 1700},
{name = "Naranja Jed", x = 960 , y = 516},
}
teamA.name = loc("Hog Solo")
teamA.color = tonumber("38D61C",16) -- green
teamB.name = loc("Green Bananas")
teamB.color = tonumber("38D61C",16) -- green
teamC.name = loc("Yellow Watermelons")
teamC.color = tonumber("DDFF00",16) -- yellow
function onGameInit()
Seed = 1
TurnTime = 20000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Delay = 3
SuddenDeathTurns = 100
HealthCaseAmount = 50
Map = "fruit01_map"
Theme = "Fruit"
-- Hog Solo
AddTeam(teamA.name, teamA.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)
-- Green Bananas
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
green1.gear = AddHog(green1.name, 1, 100, "war_desertgrenadier1")
AnimSetGearPosition(green1.gear, green1.x, green1.y)
green2.gear = AddHog(green2.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(green2.gear, green2.x, green2.y)
HogTurnLeft(green2.gear, true)
green3.gear = AddHog(green3.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(green3.gear, green3.x, green3.y)
HogTurnLeft(green3.gear, true)
green4.gear = AddHog(green4.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(green4.gear, green4.x, green4.y)
HogTurnLeft(green4.gear, true)
-- Yellow Watermelons
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
yellow1.gear = AddHog(yellow1.name, 1, 100, "war_desertgrenadier1")
AnimSetGearPosition(yellow1.gear, yellow1.x, yellow1.y)
-- the rest of the Yellow Watermelons
for i=1,7 do
yellowArmy[i].gear = AddHog(yellowArmy[i].name, 1, 100, "war_desertgrenadier1")
AnimSetGearPosition(yellowArmy[i].gear, yellowArmy[i].x, yellowArmy[i].y)
end
AnimInit()
AnimationSetup()
end
function onGameStart()
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onHeroSelect, {hero.gear}, heroSelect, {hero.gear}, 0)
-- 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)
-- Green team weapons
AddAmmo(green1.gear, amBlowTorch, 5)
AddAmmo(green1.gear, amRope, 5)
AddAmmo(green1.gear, amBazooka, 10)
AddAmmo(green1.gear, amGrenade, 7)
AddAmmo(green1.gear, amFirePunch, 2)
AddAmmo(green1.gear, amDrill, 3)
AddAmmo(green1.gear, amSkip, 100)
-- 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, amSniperRifle, 5)
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)
SpawnAmmoCrate(crateWMX, crateWMY, amWatermelon)
SetHogLevel(green1.gear,0)
AddAnim(dialog01)
SendHealthStatsOff()
end
function onNewTurn()
WriteLnToConsole("NEW TURN "..TotalRounds.." hog "..CurrentHedgehog)
if chooseToBattle then
if CurrentHedgehog == green1.gear then
WriteLnToConsole("IT'S GREEN HOG ")
TotalRounds = TotalRounds - 2
SwitchHog(previousHog)
TurnTimeLeft = 0
end
previousHog = CurrentHedghog
end
getNextWave()
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
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 onEscapeWin(gear)
local escape = false
if not hero.dead and GetX(hero.gear) < 170 and GetY(hero.gear) > 1980 and StoppedGear(hero.gear) then
escape = true
local yellowTeam = { yellow1, unpack(yellowArmy) }
for i=1,8 do
if not yellowTeam[i].hidden and GetHealth(yellowTeam[i].gear) and GetX(yellowTeam[i].gear) < 170 then
escape = false
break
end
end
end
return escape
end
function onHeroSelect(gear)
if GetX(hero.gear) ~= hero.x then
return true
end
return false
end
-------------- OUTCOMES ------------------ I should really s/OUTCOMES/ACTIONS/
function heroDeath(gear)
gameLost()
end
function green1Death(gear)
gameLost()
end
function battleWin(gear)
-- add stats
EndGame()
end
function escapeWin(gear)
-- add stats
EndGame()
end
function heroSelect(gear)
TurnTimeLeft = 0
FollowGear(hero.gear)
if GetX(hero.gear) < hero.x then
chooseToBattle = true
AddEvent(onGreen1Death, {green1.gear}, green1Death, {green1.gear}, 0)
AddEvent(onBattleWin, {hero.gear}, battleWin, {hero.gear}, 0)
AddAnim(dialog02)
elseif GetX(hero.gear) > hero.x then
HogTurnLeft(hero.gear, true)
AddAmmo(green1.gear, amSwitch, 100)
AddEvent(onEscapeWin, {hero.gear}, escapeWin, {hero.gear}, 0)
local greenTeam = { green2, green3, green4 }
for i=1,3 do
SetHogLevel(greenTeam[i].gear, 1)
end
AddAnim(dialog03)
end
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
if anim == dialog01 then
AnimSwitchHog(hero.gear)
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, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere in 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 overthrone 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 to 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 = {missionName, loc("Ready for Battle?"), loc("Walk left if you want to join Captain Lime or right if you want to decline his offer"), 1, 7000}})
table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 02 - Hero selects to fight
AddSkipFunction(dialog02, Skipanim, {dialog02})
table.insert(dialog02, {func = AnimWait, args = {green1.gear, 3000}})
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 more experienced I want you to lead them to the battle"), SAY_SAY, 4000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I of cource will observe the battle and intervene if necessary"), SAY_SAY, 5000}})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 5000}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("No problem Captain! The enemies aren't many anyway, it is going to be easy!"), SAY_SAY, 5000}})
table.insert(dialog02, {func = AnimWait, args = {green1.gear, 5000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Don't be fool son, they'll be more"), SAY_SAY, 3000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Try to be smart and eliminate them quickly. This way you might scare the rest!"), SAY_SAY, 5000}})
table.insert(dialog02, {func = startBattle, args = {hero.gear}})
-- DIALOG 03 - Hero selects to flee
AddSkipFunction(dialog03, Skipanim, {dialog03})
table.insert(dialog03, {func = AnimWait, args = {green1.gear, 3000}})
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 that you can fly would be the most left one"), SAY_SAY, 5000}})
table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("All the other places are protected by our anti flying 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 = startBattle, args = {hero.gear}})
end
------------- OTHER FUNCTIONS ---------------
function startBattle()
SetHogLevel(green1.gear, 1)
AnimSwitchHog(yellow1.gear)
TurnTimeLeft = 0
end
function gameLost()
if chooseToBattle then
SendStat('siGameResult', loc("Green Bananas lost, try again!")) --1
SendStat('siCustomAchievement', loc("You have to eliminate all the visible enemies")) --11
SendStat('siCustomAchievement', loc("5 additional enemies will be spawned during the game")) --11
SendStat('siCustomAchievement', loc("You are controlling all the active ally units")) --11
SendStat('siCustomAchievement', loc("The ally units share their ammo")) --11
SendStat('siCustomAchievement', loc("Try to keep as many allies alive as possible")) --11
else
SendStat('siGameResult', loc("Hog Solo couldn't escape, try again!")) --1
SendStat('siCustomAchievement', loc("You have to get to the most left land and remove any enemy hog from there")) --11
SendStat('siCustomAchievement', loc("You will play every 3 turns")) --11
SendStat('siCustomAchievement', loc("Green hogs won't intenionally hurt you")) --11
end
SendStat('siPlayerKills','1',teamC.name)
SendStat('siPlayerKills','0',teamA.name)
SendStat('siPlayerKills','0',teamB.name)
EndGame()
end
function getNextWave()
if TotalRounds == 4 then
RestoreHog(yellowArmy[3].gear)
AnimCaption(hero.gear, loc("Next wave in 3 turns"), 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, loc("Last wave in 3 turns"), 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)
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