Add comments for all A Classic Fairytale missions to summarize the story in a flow chart-like fashion
--[[
A Classic Fairytale: United we stand
= SUMMARY =
Simple Deathmatch against cannibals in two waves.
= GOAL =
Kill both Cannfantery (cannibal) teams.
= FLOW CHART =
- Light Cannfantery and player hogs spawn
- Cut scene: startAnim
- TBS
- Light Cannfantery defeated
- Cut scene: wave2Anim
- Heavy Cannfantery spawns
- TBS
- Heavy Cannfantery defeated
- Cut scene: finalAnim
> Victory
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
-----------------------------Constants---------------------------------
choiceAccept = 1
choiceRefuse = 2
choiceAttack = 3
leaksPos = {2067, 509}
densePos = {1882, 503}
waterPos = {3100, 930}
buffaloPos = {2609, 494}
chiefPos = {2538, 617}
cannibalPos = {{2219, 1339}, {2322, 1357}, {805, 784}, {3876, 1048},
{1101, 916}, {2854, 1408}, {1974, 486}, {1103, 961}}
HogNames = {loc("Olive"), loc("Brain Stu"), loc("Brainila"), loc("Salivaslurper"),
loc("Spleenlover"), loc("Thighlicker"), loc("NomNom"), loc("Mindy")}
natives = {}
-----------------------------Variables---------------------------------
cannibals = {}
cannibalDead = {}
cannibalHidden = {}
cratesSpawned = {}
healthCratesSpawned = {}
sdrmv = 0
denseDead = false
leaksDead = false
waterDead = false
buffaloDead = false
chiefDead = false
nativesDead = {}
m2Choice = 0
m2DenseDead = 0
startAnim = {}
wave2Anim = {}
finalAnim = {}
--------------------------Anim skip functions--------------------------
function AfterHogDeadAnim()
freshDead = nil
TurnTimeLeft = TurnTime
end
function AfterStartAnim()
local goal = loc("Defeat the cannibals!|")
local chiefgoal = loc("Try to protect the chief! You won't lose if he dies, but it is advised that he survives.")
TurnTimeLeft = TurnTime
ShowMission(loc("United We Stand"), loc("Invasion"), goal .. chiefgoal, 1, 6000)
end
function SkipStartAnim()
AnimSetGearPosition(water, 2467, 754)
if cratesSpawned[1] ~= true then
SpawnCrates(1)
end
if healthCratesSpawned[1] ~= true then
SpawnHealthCrates(1)
end
if cannibalHidden[1] == true then
RestoreWave(1)
end
AnimSwitchHog(leaks)
end
function SkipWave2Anim()
if cratesSpawned[2] ~= true then
SpawnCrates(2)
end
if healthCratesSpawned[2] ~= true then
SpawnHealthCrates(2)
end
if cannibalHidden[5] == true then
RestoreWave(2)
end
AnimSwitchHog(cannibals[5])
end
function AfterWave2Anim()
EndTurn(true)
end
function AfterFinalAnim()
if leaksDead == true then
SaveCampaignVar("M4LeaksDead", "1")
else
SaveCampaignVar("M4LeaksDead", "0")
end
if chiefDead == true then
SaveCampaignVar("M4ChiefDead", "1")
else
SaveCampaignVar("M4ChiefDead", "0")
end
if buffaloDead == true then
SaveCampaignVar("M4BuffaloDead", "1")
else
SaveCampaignVar("M4BuffaloDead", "0")
end
if waterDead == true then
SaveCampaignVar("M4WaterDead", "1")
else
SaveCampaignVar("M4WaterDead", "0")
end
if denseDead == true then
SaveCampaignVar("M4DenseDead", "1")
else
SaveCampaignVar("M4DenseDead", "0")
end
if progress and progress<4 then
SaveCampaignVar("Progress", "4")
end
DismissTeam(loc("011101001"))
EndTurn(true)
end
-----------------------------Animations--------------------------------
function Wave2Reaction()
local i = 1
local gearr = nil
while nativesDead[i] == true do
i = i + 1
end
gearr = natives[i]
if denseDead ~= true and band(GetState(dense), gstDrowning) == 0 then
AnimInsertStepNext({func = AnimSay, args = {dense, loc("I'm so scared!"), SAY_SAY, 3000}})
AnimInsertStepNext({func = AnimCustomFunction, args = {dense, EmitDenseClouds, {"Left"}}})
AnimInsertStepNext({func = AnimTurn, args = {dense, "Left"}})
end
AnimInsertStepNext({func = AnimSay, args = {gearr, loc("There's more of them? When did they become so hungry?"), SAY_SHOUT, 8000}})
end
function EmitDenseClouds(dir)
local dif
if dir == "Left" then
dif = 10
else
dif = -10
end
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
end
function AnimationSetup()
table.insert(startAnim, {func = AnimWait, args = {leaks, 4000}})
table.insert(startAnim, {func = AnimCaption, args = {leaks, loc("Back in the village, after telling the villagers about the threat..."), 5000}})
table.insert(startAnim, {func = AnimCaption, args = {leaks, loc("Their buildings were very primitive back then, even for an uncivilised island."), 7000}})
table.insert(startAnim, {func = AnimSay, args = {chief, loc("Young one, you are telling us that they can instantly change location without a shaman?"), SAY_SAY, 8000}})
table.insert(startAnim, {func = AnimSay, args = {chief, loc("That is, indeed, very weird..."), SAY_SAY, 3500}})
table.insert(startAnim, {func = AnimSay, args = {buffalo, loc("If they try coming here, they can have a taste of my delicious knuckles!"), SAY_SHOUT, 8000}})
table.insert(startAnim, {func = AnimSay, args = {buffalo, loc("Haha!"), SAY_SHOUT, 2000}})
if denseDead == false then
table.insert(startAnim, {func = AnimSay, args = {dense, loc("I'm not sure about that!"), SAY_SAY, 3400}})
table.insert(startAnim, {func = AnimSay, args = {dense, loc("They have weapons we've never seen before!"), SAY_SAY, 5000}})
table.insert(startAnim, {func = AnimSay, args = {dense, loc("Luckily, I've managed to snatch some of them."), SAY_SAY, 5000}})
table.insert(startAnim, {func = AnimCustomFunction, args = {dense, SpawnCrates, {1}}})
table.insert(startAnim, {func = AnimSay, args = {dense, loc("Oops...I dropped them."), SAY_SAY, 3000}})
else
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I'm not sure about that!"), SAY_SAY, 3400}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("They have weapons we've never seen before!"), SAY_SAY, 5000}})
table.insert(startAnim, {func = AnimCustomFunction, args = {leaks, SpawnCrates, {1}}})
table.insert(startAnim, {func = AnimWait, args = {leaks, 1000}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("They keep appearing like this. It's weird!"), SAY_SAY, 5000}})
end
table.insert(startAnim, {func = AnimSay, args = {chief, loc("Did anyone follow you?"), SAY_SAY, 3000}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("No, we made sure of that!"), SAY_SAY, 3500}})
table.insert(startAnim, {func = AnimCustomFunction, args = {leaks, SpawnHealthCrates, {1}}})
table.insert(startAnim, {func = AnimWait, args = {leaks, 1000}})
table.insert(startAnim, {func = AnimSay, args = {chief, loc("First aid kits?!"), SAY_SAY, 3000}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I've seen this before. They just appear out of thin air."), SAY_SAY, 7000}})
table.insert(startAnim, {func = AnimMove, args = {water, "Left", 3000, 0}})
table.insert(startAnim, {func = AnimJump, args = {water, "long"}})
table.insert(startAnim, {func = AnimMove, args = {water, "Left", 2655, 0}})
table.insert(startAnim, {func = AnimTurn, args = {water, "Right"}})
table.insert(startAnim, {func = AnimJump, args = {water, "back"}})
table.insert(startAnim, {func = AnimJump, args = {water, "back"}})
table.insert(startAnim, {func = AnimTurn, args = {water, "Left"}})
table.insert(startAnim, {func = AnimMove, args = {water, "Left", 2467, 754}})
table.insert(startAnim, {func = AnimSay, args = {water, loc("Hey guys!"), SAY_SAY, 2500}})
table.insert(startAnim, {func = AnimSay, args = {chief, loc("..."), SAY_THINK, 1500}})
table.insert(startAnim, {func = AnimSay, args = {chief, loc("Where have you been?"), SAY_SAY, 4000}})
table.insert(startAnim, {func = AnimSay, args = {water, loc("Just on a walk."), SAY_SAY, 3000}})
table.insert(startAnim, {func = AnimSay, args = {chief, loc("You have chosen the perfect moment to leave."), SAY_SAY, 6000}})
table.insert(startAnim, {func = AnimCustomFunction, args = {chief, RestoreWave, {1}}})
for i = 1, 4 do
table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[i], unpack(cannibalPos[i])}})
end
table.insert(startAnim, {func = AnimWait, args = {chief, 1500}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("HOW DO THEY KNOW WHERE WE ARE?"), SAY_SHOUT, 5000}})
table.insert(startAnim, {func = AnimSay, args = {chief, loc("We have to protect the village!"), SAY_SAY, 5000}})
table.insert(startAnim, {func = AnimSwitchHog, args = {leaks}})
AddSkipFunction(startAnim, SkipStartAnim, {})
table.insert(wave2Anim, {func = AnimCustomFunction, args = {leaks, RestoreWave, {2}}, swh = false})
for i = 5, 8 do
table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[i], unpack(cannibalPos[i])}})
end
table.insert(wave2Anim, {func = AnimCustomFunction, args = {leaks, Wave2Reaction, {}}, swh = false})
table.insert(wave2Anim, {func = AnimCustomFunction, args = {leaks, SpawnCrates, {2}}, swh = false})
table.insert(wave2Anim, {func = AnimCustomFunction, args = {leaks, SpawnHealthCrates, {2}}, swh = false})
table.insert(wave2Anim, {func = AnimSwitchHog, args = {cannibals[5]}})
AddSkipFunction(wave2Anim, SkipWave2Anim, {})
end
function SetupHogDeadAnim(gear)
hogDeadAnim = {}
if nativesNum == 0 then
return
end
local hogDeadStrings = {string.format(loc("They killed %s! You bastards!"), gear),
string.format(loc("%s! Why?!"), gear),
loc("That was just mean!"),
string.format(loc("Oh no, not %s!"), gear)}
table.insert(hogDeadAnim, {func = AnimSay, args = {CurrentHedgehog, hogDeadStrings[nativesNum], SAY_SHOUT, 4000}})
end
function SetupFinalAnim()
local found = 0
local hogs = {}
local i = 1
if nativesNum >= 2 then
while found < 2 do
if nativesDead[i] ~= true then
found = found + 1
hogs[found] = natives[i]
end
i = i + 1
end
if chiefDead ~= true then
hogs[2] = chief
end
table.insert(finalAnim, {func = AnimCustomFunction, args = {hogs[1], CondNeedToTurn, {hogs[1], hogs[2]}}})
table.insert(finalAnim, {func = AnimSay, args = {hogs[1], loc("We can't hold them up much longer!"), SAY_SAY, 5000}})
table.insert(finalAnim, {func = AnimSay, args = {hogs[1], loc("We need to move!"), SAY_SAY, 3000}})
table.insert(finalAnim, {func = AnimSay, args = {hogs[2], loc("But where can we go?"), SAY_SAY, 3000}})
table.insert(finalAnim, {func = AnimSay, args = {hogs[1], loc("To the caves..."), SAY_SAY, 2500}})
table.insert(finalAnim, {func = AnimSay, args = {hogs[2], loc("Good idea, they'll never find us there!"), SAY_SAY, 5000}})
else
for i = 1, 5 do
if nativesDead[i] ~= true then
hogs[1] = natives[i]
end
end
table.insert(finalAnim, {func = AnimSay, args = {hogs[1], loc("I need to move the tribe!"), SAY_THINK, 4000}})
table.insert(finalAnim, {func = AnimSay, args = {hogs[1], loc("The caves are well hidden, they won't find us there!"), SAY_THINK, 7000}})
end
end
-----------------------------Misc--------------------------------------
function RestoreWave(index)
for i = (index - 1) * 4 + 1, index * 4 do
RestoreHog(cannibals[i])
cannibalHidden[i] = false
end
end
function GetVariables()
m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
if m2DenseDead == 1 then
denseDead = true
end
m2Choice = tonumber(GetCampaignVar("M2Choice"))
end
function SetupPlace()
if m2DenseDead == 1 then
sdrmv = 1
DeleteGear(dense)
end
for i = 1, 8 do
HideHog(cannibals[i])
cannibalHidden[i] = true
end
HideHog(cyborg)
end
function SetupEvents()
AddEvent(CheckWaveDead, {1}, DoWaveDead, {1}, 0)
AddEvent(CheckWaveDead, {2}, DoWaveDead, {2}, 0)
end
function SetupAmmo()
AddAmmo(cannibals[1], amGrenade, 4)
AddAmmo(cannibals[1], amBazooka, 4)
AddAmmo(cannibals[1], amShotgun, 4)
AddAmmo(cannibals[1], amMine, 2)
AddAmmo(cannibals[5], amGrenade, 4)
AddAmmo(cannibals[5], amBazooka, 4)
AddAmmo(cannibals[5], amShotgun, 4)
AddAmmo(cannibals[5], amMine, 2)
AddAmmo(cannibals[5], amMolotov, 2)
AddAmmo(cannibals[5], amFlamethrower, 3)
end
function AddHogs()
AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo")
dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood")
water = AddHog(loc("Fiery Water"), 0, 100, "pirate_jack")
buffalo = AddHog(loc("Raging Buffalo"), 0, 100, "zoo_Bunny")
chief = AddHog(loc("Righteous Beard"), 0, 100, "IndianChief")
natives = {leaks, dense, water, buffalo, chief}
nativesNum = 5
AddTeam(loc("Light Cannfantry"), 14483456, "skull", "Island", "Pirate", "cm_vampire")
for i = 1, 4 do
cannibals[i] = AddHog(HogNames[i], 2, 40, "Zombi")
end
AddTeam(loc("Heavy Cannfantry"), 14483456, "skull", "Island", "Pirate", "cm_vampire")
for i = 5, 8 do
cannibals[i] = AddHog(HogNames[i], 2, 55, "vampirichog")
end
AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_binary")
cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
AnimSetGearPosition(leaks, unpack(leaksPos))
AnimSetGearPosition(dense, unpack(densePos))
AnimSetGearPosition(water, unpack(waterPos))
HogTurnLeft(water, true)
AnimSetGearPosition(buffalo, unpack(buffaloPos))
HogTurnLeft(buffalo, true)
AnimSetGearPosition(chief, unpack(chiefPos))
HogTurnLeft(chief, true)
AnimSetGearPosition(cyborg, 0, 0)
for i = 1, 8 do
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[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
function SpawnHealthCrates(index)
SetHealth(SpawnHealthCrate(0, 0), 25)
SetHealth(SpawnHealthCrate(0, 0), 25)
SetHealth(SpawnHealthCrate(0, 0), 25)
healthCratesSpawned[index] = true
end
function SpawnCrates(index)
if index == 1 then
SpawnAmmoCrate(1943, 408, amBazooka)
SpawnAmmoCrate(1981, 464, amGrenade)
SpawnAmmoCrate(1957, 459, amShotgun)
SpawnAmmoCrate(1902, 450, amDynamite)
SpawnAmmoCrate(1982, 405, amPickHammer)
SpawnUtilityCrate(2028, 455, amRope)
SpawnUtilityCrate(2025, 464, amTeleport)
else
SpawnAmmoCrate(1982, 405, amBlowTorch)
SpawnAmmoCrate(2171, 428, amMolotov)
SpawnAmmoCrate(2364, 346, amFlamethrower)
SpawnAmmoCrate(2521, 303, amBazooka)
SpawnAmmoCrate(2223, 967, amGrenade)
SpawnAmmoCrate(1437, 371, amShotgun)
end
cratesSpawned[index] = true
end
-----------------------------Events------------------------------------
function CheckWaveDead(index)
for i = (index - 1) * 4 + 1, index * 4 do
if cannibalDead[i] ~= true then
return false
end
end
return true
end
function DoWaveDead(index)
SetGearMessage(CurrentHedgehog, 0)
SetState(CurrentHedgehog, 0)
if index == 1 then
AddAnim(wave2Anim)
AddFunction({func = AfterWave2Anim, args = {}})
elseif index == 2 then
SetupFinalAnim()
AddAnim(finalAnim)
AddFunction({func = AfterFinalAnim, args = {}})
end
end
-----------------------------Main Functions----------------------------
function onGameInit()
Seed = 1
GameFlags = 0
TurnTime = 60000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 2
Delay = 10
Map = "Hogville"
Theme = "Nature"
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
AddHogs()
AnimInit()
end
function onGameStart()
progress = tonumber(GetCampaignVar("Progress"))
GetVariables()
SetupAmmo()
SetupPlace()
AnimationSetup()
SetupEvents()
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
if gear == dense then
denseDead = true
nativesNum = nativesNum - 1
nativesDead[2] = true
if sdrmv == 1 then
freshDead = nil
else
freshDead = loc("Dense Cloud")
end
elseif gear == leaks then
leaksDead = true
nativesNum = nativesNum - 1
nativesDead[1] = true
freshDead = loc("Leaks A Lot")
elseif gear == chief then
chiefDead = true
nativesNum = nativesNum - 1
nativesDead[5] = true
freshDead = loc("Righteous Beard")
elseif gear == water then
waterDead = true
nativesNum = nativesNum - 1
nativesDead[3] = true
freshDead = loc("Fiery Water")
elseif gear == buffalo then
buffaloDead = true
nativesNum = nativesNum - 1
nativesDead[4] = true
freshDead = loc("Raging Buffalo")
else
for i = 1, 8 do
if gear == cannibals[i] then
cannibalDead[i] = true
end
end
end
end
function onAmmoStoreInit()
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amSniperRifle, 4, 0, 0, 0)
SetAmmo(amFirePunch, 9, 0, 0, 0)
SetAmmo(amWhip, 9, 0, 0, 0)
SetAmmo(amBaseballBat, 9, 0, 0, 0)
SetAmmo(amHammer, 9, 0, 0, 0)
SetAmmo(amLandGun, 9, 0, 0, 0)
SetAmmo(amSnowball, 8, 0, 0, 0)
SetAmmo(amGirder, 4, 0, 0, 2)
SetAmmo(amParachute, 4, 0, 0, 2)
SetAmmo(amSwitch, 8, 0, 0, 2)
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amRope, 5, 0, 0, 3)
SetAmmo(amBlowTorch, 3, 0, 0, 3)
SetAmmo(amPickHammer, 0, 0, 0, 3)
SetAmmo(amLowGravity, 0, 0, 0, 2)
SetAmmo(amDynamite, 0, 0, 0, 3)
SetAmmo(amBazooka, 0, 0, 0, 4)
SetAmmo(amGrenade, 0, 0, 0, 5)
SetAmmo(amMine, 0, 0, 0, 2)
SetAmmo(amMolotov, 0, 0, 0, 3)
SetAmmo(amFlamethrower, 0, 0, 0, 3)
SetAmmo(amShotgun, 0, 0, 0, 3)
SetAmmo(amTeleport, 0, 0, 0, 2)
SetAmmo(amFlamethrower, 0, 0, 0, 3)
end
function onNewTurn()
if AnimInProgress() then
TurnTimeLeft = -1
return
end
if freshDead ~= nil and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
SetupHogDeadAnim(freshDead)
AddAnim(hogDeadAnim)
AddFunction({func = AfterHogDeadAnim, args = {}})
end
end
function onPrecise()
if GameTime > 2500 then
SetAnimSkip(true)
end
end