--[[
########################################################################
Name: Battalion
Made by: Anachron
########################################################################
]]--
--[[
Readme:
https://github.com/Anachron/hw-battalion
########################################################################
]]--
--[[
########################################################################
Todo/Idea-List
########################################################################
- Make Hogs sorted by rareness for teams with less hogs (more fair)
- Keep first picked up unused crate utitlity until next round
- Ship default scheme but let user overwrite it
- Make SuddenDeathWaterRise dynamic
- Make SuddenDeathTurns dynamic
- Add Hog Variants like Crazy Scientist or Astronaut
########################################################################
]]--
--[[
##############################################################################
### GENERAL SCRIPT LOADING AND VARIABLE INITIALISATION ###
##############################################################################
]]--
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")
-- List of all hog variants with belonging weapons,
-- hitpoints, chances and more
local variants = {}
local varName = ""
local newLine = ""--string.char(0x0A)
local gmAny = 0xFFFFFFFF
local version = "0.33"
--[[
##############################################################################
### VARIANT SETUP ###
##############################################################################
]]--
varName = "Pyromancer"
variants[varName] = {}
variants[varName]["chance"] = 7
variants[varName]["hat"] = "Gasmask"
variants[varName]["hp"] = 70
variants[varName]["hogLimit"] = 2
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amFlamethrower, amMolotov, amWhip}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amRope, amParachute}
variants[varName]["special"] = false
varName = "Builder"
variants[varName] = {}
variants[varName]["chance"] = 10
variants[varName]["hat"] = "constructor"
variants[varName]["hp"] = 100
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amDynamite, amWhip, amHammer}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amGirder, amBlowTorch}
variants[varName]["special"] = false
varName = "Rifleman"
variants[varName] = {}
variants[varName]["chance"] = 7
variants[varName]["hat"] = "Sniper"
variants[varName]["hp"] = 70
variants[varName]["hogLimit"] = 2
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amRCPlane, amShotgun, amSniperRifle}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amLowGravity, amParachute}
variants[varName]["special"] = false
varName = "Warrior"
variants[varName] = {}
variants[varName]["chance"] = 12
variants[varName]["hat"] = "spartan"
variants[varName]["hp"] = 120
variants[varName]["hogLimit"] = 2
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amClusterBomb, amGrenade, amBazooka}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amParachute, amRope}
variants[varName]["special"] = false
varName = "Chef"
variants[varName] = {}
variants[varName]["chance"] = 7
variants[varName]["hat"] = "chef"
variants[varName]["hp"] = 70
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amCake, amKnife, amWhip}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amRubber, amParachute}
variants[varName]["special"] = false
varName = "Medic"
variants[varName] = {}
variants[varName]["chance"] = 12
variants[varName]["hat"] = "war_desertmedic"
variants[varName]["hp"] = 120
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amResurrector, amMine, amGasBomb}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amTeleport, amParachute}
variants[varName]["special"] = false
varName = "Ninja"
variants[varName] = {}
variants[varName]["chance"] = 8
variants[varName]["hat"] = "NinjaTriangle"
variants[varName]["hp"] = 80
variants[varName]["hogLimit"] = 2
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amSMine, amMine, amFirePunch}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amRope, amParachute}
variants[varName]["special"] = false
varName = "Athlete"
variants[varName] = {}
variants[varName]["chance"] = 8
variants[varName]["hat"] = "footballhelmet"
variants[varName]["hp"] = 80
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amBaseballBat, amFirePunch, amSeduction}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amRope, amPickHammer}
variants[varName]["special"] = false
varName = "Scientist"
variants[varName] = {}
variants[varName]["chance"] = 7
variants[varName]["hat"] = "doctor"
variants[varName]["hp"] = 80
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amPortalGun, amSineGun, amIceGun}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amTeleport, amJetpack}
variants[varName]["special"] = false
varName = "Air General"
variants[varName] = {}
variants[varName]["chance"] = 5
variants[varName]["hat"] = "war_desertofficer"
variants[varName]["hp"] = 50
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amMineStrike, amNapalm, amAirAttack}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amRope, amParachute}
variants[varName]["special"] = true
varName = "Hunter"
variants[varName] = {}
variants[varName]["chance"] = 10
variants[varName]["hat"] = "Skull"
variants[varName]["hp"] = 100
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amBee, amMortar, amDrill}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amRope, amParachute}
variants[varName]["special"] = false
varName = "King"
variants[varName] = {}
variants[varName]["chance"] = 3
variants[varName]["hat"] = "crown"
variants[varName]["hp"] = 60
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amWatermelon, amHellishBomb, amBallgun}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amRope, amParachute}
variants[varName]["special"] = true
varName = "Knight"
variants[varName] = {}
variants[varName]["chance"] = 0
variants[varName]["hat"] = "knight"
variants[varName]["hp"] = 80
variants[varName]["hogLimit"] = 1
variants[varName]["weaponLimit"] = 1
variants[varName]["weapons"] = {amShotgun, amBazooka, amMine}
variants[varName]["helperLimit"] = 1
variants[varName]["helpers"] = {amParachute, amRope}
variants[varName]["special"] = true
--[[
##############################################################################
### GENERAL VARIABLES USED FOR GAMEPLAY ###
##############################################################################
]]--
local unused = {amSnowball, amDrillStrike, amTardis}
local lowWeaps = {amKamikaze}
local lowTresh = 25
local counter = {} -- Saves how many hogs of a variant a team has
local group = {} -- Saves randomized variants for all teams
local teamIndex = {} -- Temporary counter for amount of mutated hogs in team
local teamHogs = {} -- Saves a list of all hogs belonging to a team
local hogCount = {} -- Saves how many hogs a team has
local teamNames = {} -- Saves all teams and names
local hogInfo = {} -- Saves all hogs with their original values
local LastHog = nil -- Last Hedgehog
local CurHog = nil -- Current Hedgehog
local LastTeam = nil -- Last Team
local CurTeam = nil -- Current Team
local TurnEnded = true -- Boolean whether current turn ended or not
local mode = 'default' -- Which game type to play
local luck = 100 -- Multiplier for bonuses like crates
local strength = 1 -- Multiplier for more weapons
local mutate = false -- Whether or not to mutate the hogs
local highHasBonusWeps = false -- whether or not a hog got bonus weapons on current turn
local highHasBonusHelp = false -- whether or not a hog got bonus helpers on current turn
local highPickupCount = 1
local highPickupSDCount = 2
local highHelperCount = 1
local highHelperSDCount = 1
local highEnemyKillHPBonus = 10
local highFriendlyKillHPBonus = 15
local highWeapons = {} -- Saves the weapons from kills
local highHelpers = {} -- Saves the helpers from kills
local highSpecialBonus = {amTeleport, amJetpack}
local highSpecialPool = {amExtraDamage, amVampiric}
local kingLinkPerc = 50 -- Percentage of life to share from the team
local pointsWepBase = 5 -- Game start points weapons
local pointsHlpBase = 2 -- Game start points helpers
local pointsKeepPerc = 80 -- Percentage of points to take to next round
local pointsWepTurn = 5 -- Round bonus points weapons
local pointsHlpTurn = 2 -- Round bonus points helpers
local pointsWepMax = 25 -- Maximum points for weapons
local pointsHlpMax = 10 -- Maximum points for helpers
local pointsKeepSDPerc = 60 -- Percentage of points to take to next round on SD
local pointsWepSDTurn = 7 -- Round bonus points weapons on SD
local pointsHlpSDTurn = 3 -- Round bonus points helpers on SD
local pointsWepSDMax = 35 -- Maximum points for weapons on SD
local pointsHlpSDMax = 15 -- Maximum points for helpers on SD
local pointsWeaponVal = {}
pointsWeaponVal[amBazooka] = 5
pointsWeaponVal[amShotgun] = 4
pointsWeaponVal[amFirePunch] = 3
pointsWeaponVal[amMine] = 5
--pointsWeaponVal[amAirAttack] = 10
pointsWeaponVal[amBee] = 6
pointsWeaponVal[amClusterBomb] = 7
pointsWeaponVal[amGrenade] = 5
pointsWeaponVal[amDEagle] = 3
pointsWeaponVal[amWhip] = 3
pointsWeaponVal[amDynamite] = 7
--pointsWeaponVal[amMineStrike] = 14
pointsWeaponVal[amMortar] = 4
pointsWeaponVal[amWatermelon] = 30
pointsWeaponVal[amSniperRifle] = 3
pointsWeaponVal[amBaseballBat] = 3
pointsWeaponVal[amCake] = 7
--pointsWeaponVal[amNapalm] = 11
pointsWeaponVal[amDrill] = 6
pointsWeaponVal[amHellishBomb] = 20
pointsWeaponVal[amSineGun] = 4
--pointsWeaponVal[amKamikaze] = 3
--pointsWeaponVal[amBallgun] = 12
--pointsWeaponVal[amPianoStrike] = 15
pointsWeaponVal[amSnowball] = 2
pointsWeaponVal[amMolotov] = 3
pointsWeaponVal[amFlamethrower] = 4
pointsWeaponVal[amRCPlane] = 7
--pointsWeaponVal[amDrillStrike] = 12
pointsWeaponVal[amGasBomb] = 2
pointsWeaponVal[amHammer] = 3
pointsWeaponVal[amSMine] = 4
pointsWeaponVal[amAirMine] = 3
pointsWeaponVal[amKnife] = 3
pointsWeaponVal[amPortalGun] = 5
--pointsWeaponVal[amIceGun] = 6
pointsWeaponVal[amSeduction] = 2
local pointsHelperVal = {}
pointsHelperVal[amRope] = 5
pointsHelperVal[amParachute] = 2
--pointsHelperVal[amGirder] = 3
pointsHelperVal[amBlowTorch] = 2
pointsHelperVal[amLowGravity] = 3
--pointsHelperVal[amRubber] = 4
pointsHelperVal[amPickHammer] = 2
pointsHelperVal[amTeleport] = 10
pointsHelperVal[amJetpack] = 8
local pointsPerTeam = {}
local pointsToWep = {} -- List of [points] = {ammo1, ammo2}
local pointsToHlp = {} -- List of [points] = {ammo1, ammo2}
local wepPoints = {}
local hlpPoints = {}
local suddenDeath = false
local healthCrateChance = 7
local utilCrateChance = 9
local weaponCrateChance = 12
local healthCrateChanceSD = 12
local utilCrateChanceSD = 16
local weaponCrateChanceSD = 21
local emptyCrateChance = 7
local bonusCrateChance = 5
local cratePickupGap = 35
local utilities = {amInvulnerable, amVampiric, amExtraTime, amExtraDamage, amRope, amLandGun}
local autoSelectHelpers = {amRope, amParachute}
local LastWaterLine = 0 -- Saves WaterLine to make sure a water rise wont trigger highland kill
local helpers = {}
helpers[amSkip] = true
helpers[amRope] = true
helpers[amParachute] = true
helpers[amBlowTorch] = true
helpers[amGirder] = true
helpers[amTeleport] = true
helpers[amSwitch] = true
helpers[amJetpack] = true
helpers[amBirdy] = true
helpers[amPortalGun] = true
helpers[amResurrector] = true
helpers[amTardis] = true
helpers[amLandGun] = true
helpers[amRubber] = true
--helpers[amKamikaze] = true
local posCaseAmmo = 1
local posCaseHealth = 2
local posCaseUtility = 4
local posCaseDummy = 8
--[[
##############################################################################
### GENERAL BONUS LUA FUNCTIONS ###
##############################################################################
]]--
function swap(array, index1, index2)
array[index1], array[index2] = array[index2], array[index1]
end
function shuffle(array)
local cnt = #array
while cnt > 1 do
local index = GetRandom(cnt) +1
swap(array, index, cnt)
cnt = cnt - 1
end
end
function table.clone(org)
local copy = {}
for orig_key, orig_value in pairs(org) do
copy[orig_key] = orig_value
end
return copy
end
--[[
##############################################################################
### WEAPON, UTILITY AND AMMO FUNCTIONS ###
##############################################################################
]]--
function clearHogAmmo(hog)
local lastNum = amRubber
if amAirMine ~= nil then
lastNum = amAirMine
end
for val=0,lastNum do
AddAmmo(hog, val, 0)
end
end
function autoSelectAmmo(hog, var)
-- Check if hog has any "useful" helper, select helper, if yes
for key, val in pairs(autoSelectHelpers) do
if GetAmmoCount(hog, val) > 0 then
SetWeapon(val)
return
end
end
end
function AddHogAmmo(hog, ammo)
-- Add weapons of variant
--for key, val in pairs(variants[var]["weapons"]) do
for key, val in pairs(ammo) do
--AddAmmo(hog, val, 1)
AddAmmo(hog, val, GetAmmoCount(hog, val) +1)
end
end
function GetRandomAmmo(hog, sourceType)
local var = getHogInfo(hog, 'variant')
ammo = {}
local source = ''
if variants[var] == nil then
return ammo
end
if sourceType == "weapons" then
source = variants[var][sourceType]
sourceLimit = variants[var]["weaponLimit"]
elseif sourceType == "helpers" then
source = variants[var][sourceType]
sourceLimit = variants[var]["helperLimit"]
elseif sourceType == 'poolWeapons' then
if highWeapons[hog] == nil then
highWeapons[hog] = {}
end
source = highWeapons[hog]
if suddenDeath == false then
sourceLimit = highPickupCount
else
sourceLimit = highPickupSDCount
end
elseif sourceType == 'poolHelpers' then
if highHelpers[hog] == nil then
highHelpers[hog] = {}
end
source = highHelpers[hog]
if suddenDeath == false then
sourceLimit = highHelperCount
else
sourceLimit = highHelperSDCount
end
else
return ammo
end
local varAmmo = {}
for key, val in pairs(source) do
varAmmo[key] = val
end
-- If the amount of random weapons is equally to the amount of weapons possible
-- We don't need to randomize
if sourceLimit >= table.getn(source) then
return varAmmo
end
local randIndex = 0
local i = 0
while i < sourceLimit and #varAmmo > 0 do
randIndex = GetRandom(#varAmmo) +1
ammo[i] = varAmmo[randIndex]
-- Shift last value to the current index
varAmmo[randIndex] = varAmmo[#varAmmo]
-- And remove the last index from the array
varAmmo[#varAmmo] = nil
i = i +1
end
return ammo
end
function addTurnAmmo(hog)
-- Check if hog is valid
if hog == nil then
return
end
-- Check if hog is alive
local hp = GetHealth(hog)
if hp == nil or hp <= 0 then
return
end
-- Unless its points mode, get weapons normally by variant
if mode ~= "points" then
local maxHp = getHogInfo(hog, 'maxHp')
local hpPer = div(hp * 100, maxHp)
local wep = getHogInfo(hog, 'weapons')
local hlp = getHogInfo(hog, 'helpers')
if wep == nil or table.getn(wep) == 0 then
hogInfo[hog]['weapons'] = GetRandomAmmo(hog, "weapons")
wep = getHogInfo(hog, 'weapons')
end
if hlp == nil or table.getn(hlp) == 0 then
hogInfo[hog]['helpers'] = GetRandomAmmo(hog, "helpers")
hlp = getHogInfo(hog, 'helpers')
end
AddHogAmmo(hog, wep)
AddHogAmmo(hog, hlp)
if mode == 'highland' then
local poolWeapons = GetRandomAmmo(hog, 'poolWeapons')
local poolHelpers = GetRandomAmmo(hog, 'poolHelpers')
AddHogAmmo(hog, poolWeapons)
AddHogAmmo(hog, poolHelpers)
end
if hpPer < lowTresh or suddenDeath == true then
AddHogAmmo(hog, lowWeaps)
end
-- We are on points mode, so we need to generate weapons based on points
else
setupPointsAmmo(hog)
end
AddAmmo(hog, amSkip, -1)
end
function setupPointsAmmo(hog)
local teamName = getHogInfo(hog, 'team')
local turnWepPoints = pointsPerTeam[teamName]['weapons']
local turnHlpPoints = pointsPerTeam[teamName]['helpers']
local weps = {}
local help = {}
local wepPointsTmp = table.clone(wepPoints)
local wepMinPnt = wepPointsTmp[1]
local wepMaxPnt = wepPointsTmp[#wepPointsTmp]
--AddCaption("Hog: " .. hog .. " Wep: " .. turnWepPoints .. " - Hlp: " .. turnHlpPoints, GetClanColor(GetHogClan(CurHog)), capgrpGameState)
--WriteLnToConsole("BEFORE ## Team: " .. teamName .. " Wep: " .. pointsPerTeam[teamName]['weapons'] .. " - Hlp: " .. pointsPerTeam[teamName]['helpers'])
while true do
if turnWepPoints < wepMinPnt then
break
end
if wepPointsTmp[#wepPointsTmp] > turnWepPoints then
while wepPointsTmp[#wepPointsTmp] > turnWepPoints do
table.remove(wepPointsTmp)
end
wepMaxPnt = turnWepPoints
end
local randPoint = wepPointsTmp[GetRandom(#wepPointsTmp) +1]
local randWepList = pointsToWep[randPoint]
local randWep = randWepList[GetRandom(#randWepList) +1]
table.insert(weps, randWep)
turnWepPoints = turnWepPoints -randPoint
end
local hlpPointsTmp = table.clone(hlpPoints)
local hlpMinPnt = hlpPointsTmp[1]
local hlpMaxPnt = hlpPointsTmp[#hlpPointsTmp]
while true do
if turnHlpPoints < hlpMinPnt then
break
end
if hlpPointsTmp[#hlpPointsTmp] > turnHlpPoints then
while hlpPointsTmp[#hlpPointsTmp] > turnHlpPoints do
table.remove(hlpPointsTmp)
end
hlpMaxPnt = turnHlpPoints
end
local randPoint = hlpPointsTmp[GetRandom(#hlpPointsTmp) +1]
local randHlpList = pointsToHlp[randPoint]
local randHlp = randHlpList[GetRandom(#randHlpList) +1]
table.insert(help, randHlp)
turnHlpPoints = turnHlpPoints -randPoint
end
AddHogAmmo(hog, weps)
AddHogAmmo(hog, help)
-- Save remaining points
pointsPerTeam[teamName]['weaponsRem'] = turnWepPoints
pointsPerTeam[teamName]['helpersRem'] = turnHlpPoints
-- Save already collected points so that they wont be "taxed"
pointsPerTeam[teamName]['weaponsFix'] = pointsPerTeam[teamName]['weapons']
pointsPerTeam[teamName]['helpersFix'] = pointsPerTeam[teamName]['helpers']
--WriteLnToConsole("AFTER ## Team: " .. teamName .. " Wep: " .. pointsPerTeam[teamName]['weapons'] .. " - Hlp: " .. pointsPerTeam[teamName]['helpers'])
end
--[[
##############################################################################
### HOG SETUP FUNCTIONS ###
##############################################################################
]]--
function MutateHog(hog)
local var = getHogInfo(hog, 'variant')
SetHogName(hog, var)
SetHogHat(hog, variants[var]["hat"])
end
function GetRandomVariant()
local maxNum = 0
for key, val in pairs(variants) do
maxNum = maxNum + variants[key]["chance"]
end
local rand = GetRandom(maxNum)
local lowBound = 0
local highBound = 0
local var = nil
for key, val in pairs(variants) do
highBound = lowBound + variants[key]["chance"]
if rand <= highBound then
var = key
break
end
lowBound = highBound
end
return var
end
function addRandomVariantToTeam(team)
if counter[team] == nil then
counter[team] = {}
end
while true do
local var = GetRandomVariant()
if counter[team][var] == nil and variants[var]["hogLimit"] > 0 then
counter[team][var] = 1
break
elseif counter[team][var] ~= nil and counter[team][var] < variants[var]["hogLimit"] then
counter[team][var] = counter[team][var] +1
break
end
end
return var
end
function setTeamHogs(team)
local maxHog = hogCount[team]
group[team] = {}
counter[team] = {}
if mode == 'king' then
maxHog = maxHog -1
end
for i=1,maxHog do
table.insert(group[team], group['all'][i])
end
if mode == 'king' then
counter[team]['King'] = 1
table.insert(group[team], 'King')
end
end
function countTeamHogs(hog)
local team = GetHogTeamName(hog)
if hogCount[team] == nil then
hogCount[team] = 1
teamHogs[team] = {}
else
hogCount[team] = hogCount[team] +1
end
teamHogs[team][hogCount[team]] = hog
teamNames[team] = 1
end
function setHogVariant(hog)
local team = getHogInfo(hog, 'team')
if teamIndex[team] == nil then
teamIndex[team] = 1
else
teamIndex[team] = teamIndex[team] +1
end
local hogNum = teamIndex[team]
local hogVar = group[team][hogNum]
hogInfo[hog]['variant'] = hogVar
SetHealth(hog, variants[hogVar]["hp"])
end
function getHogInfo(hog, info)
if hog == nil then
AddCaption(loc("ERROR [getHogInfo]: Hog is nil!"), 0xFFFFFFFF, capgrpMessage)
WriteLnToConsole(loc("ERROR [getHogInfo]: Hog is nil!"), 0xFFFFFFFF, capgrpMessage)
return
end
if hogInfo[hog] == nil then
return nil
end
return hogInfo[hog][info]
end
function setHogInfo(hog)
if hog == nil then
AddCaption(loc("ERROR [getHogInfo]: Hog is nil!"), 0xFFFFFFFF, capgrpMessage)
WriteLnToConsole(loc("ERROR [getHogInfo]: Hog is nil!"), 0xFFFFFFFF, capgrpMessage)
return
end
hogInfo[hog] = {}
hogInfo[hog]['maxHp'] = GetHealth(hog)
hogInfo[hog]['name'] = GetHogName(hog)
hogInfo[hog]['hat'] = GetHogHat(hog)
hogInfo[hog]['team'] = GetHogTeamName(hog)
hogInfo[hog]['clan'] = GetHogClan(hog)
hogInfo[hog]['clanColor'] = GetClanColor(hogInfo[hog]['clan'])
end
--[[
##############################################################################
### CRATE SPAWN AND PICKUP FUNCTIONS ###
##############################################################################
]]--
--[[
: Heals either 10 (95% chance) or 15 (5% chance) hitpoints
: Plus 10% of the hogs base hitpoints.
:
: Has a 7% chance to be empty.
]]--
function onHealthCratePickup()
local factor = 2
local msgColor = getHogInfo(CurHog, 'clanColor')
local healHp = 0
PlaySound(sndShotgunReload)
if GetRandom(100) < emptyCrateChance then
AddCaption(loc("It's empty!"), msgColor, capgrpMessage)
return
elseif GetRandom(100) < bonusCrateChance then
factor = 3
end
local var = getHogInfo(CurHog, 'variant')
local hogHealth = GetHealth(CurHog)
healHp = 5 * factor
-- Add extra 10% of hogs base hp to heal
healHp = healHp + div(getHogInfo(CurHog, 'maxHp'), 10)
AddCaption(string.format(loc("+%d"), healHp), msgColor, capgrpMessage)
SetEffect(CurHog, hePoisoned, 0)
SetHealth(CurHog, hogHealth + healHp)
local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) +cratePickupGap, vgtHealthTag, healHp, false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, msgColor)
end
--[[
: Adds either 1 (95% chance) or 2 (5% chance) random weapon(s) based on the hog variant.
:
: Has a 7% chance to be empty.
]]--
function onWeaponCratePickup()
local factor = 1 * strength
local msgColor = GetClanColor(GetHogClan(CurHog))
PlaySound(sndShotgunReload)
if GetRandom(100) < emptyCrateChance then
AddCaption(loc("It's empty!"), msgColor, capgrpMessage)
return
elseif GetRandom(100) < bonusCrateChance then
factor = 2 * strength
end
local randIndex
local randAmmo
if mode ~= 'points' then
local var = getHogInfo(CurHog, 'variant')
randIndex = GetRandom(table.getn(variants[var]["weapons"])) +1
randAmmo = variants[var]["weapons"][randIndex]
else
local possibleWeapons = {}
for key, val in pairs(pointsWeaponVal) do
if val > 2 and val < 8 then
table.insert(possibleWeapons, key)
end
end
randIndex = GetRandom(table.getn(possibleWeapons)) +1
randAmmo = possibleWeapons[randIndex]
end
AddCaption(string.format(loc("+%d ammo"), factor), msgColor, capgrpMessage)
AddAmmo(CurHog, randAmmo, GetAmmoCount(CurHog, randAmmo) +factor)
local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) +cratePickupGap, vgtAmmo, 0, true)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, randAmmo, nil, nil, nil, msgColor)
end
--[[
: Adds either 1 (95% chance) or 2 (5% chance) random helper(s) based on the hog variant.
:
: Has a 7% chance to be empty.
]]--
function onUtilityCratePickup()
local factor = 1 * strength
local msgColor = GetClanColor(GetHogClan(CurHog))
PlaySound(sndShotgunReload)
if GetRandom(100) < emptyCrateChance then
AddCaption(loc("It's empty!"), msgColor, capgrpMessage)
return
elseif GetRandom(100) < bonusCrateChance then
factor = 2 * strength
end
local randIndex
local randUtility
if mode ~= 'points' then
randIndex = GetRandom(table.getn(utilities)) +1
randUtility = utilities[randIndex]
else
local possibleHelpers = {}
for key, val in pairs(pointsHelperVal) do
table.insert(possibleHelpers, key)
end
randIndex = GetRandom(table.getn(possibleHelpers)) +1
randUtility = possibleHelpers[randIndex]
end
AddCaption(string.format(loc("+%d ammo"), factor), msgColor, capgrpMessage)
AddAmmo(CurHog, randUtility, GetAmmoCount(CurHog, randUtility) +factor)
local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) +cratePickupGap, vgtAmmo, 0, true)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, randUtility, nil, nil, nil, msgColor)
end
function onPickupCrate(crate)
local pos = GetGearPos(crate)
-- Check if the crate is fake
if pos % posCaseDummy >= 1 then
if pos % posCaseDummy == posCaseAmmo then
onWeaponCratePickup()
elseif pos % posCaseDummy == posCaseHealth then
onHealthCratePickup()
elseif pos % posCaseDummy == posCaseUtility then
onUtilityCratePickup()
end
end
end
function RandomTurnEvents()
if GetRandom(100) < weaponCrateChance then
SpawnFakeAmmoCrate(0, 0, false, false)
return 5000
elseif GetRandom(100) < utilCrateChance then
SpawnFakeUtilityCrate(0, 0, false, false)
return 5000
elseif GetRandom(100) < healthCrateChance then
SpawnFakeHealthCrate(0, 0, false, false)
return 5000
end
return 0
end
--[[
##############################################################################
### SUDDEN DEATH FUNCTIONS ###
##############################################################################
]]--
function onSuddenDeathDamage(hog)
local hp = GetHealth(hog)
local maxHp = getHogInfo(hog, 'maxHp')
local newHp = 0
local hpDec = 0
local hpPer = div(hp * 100, maxHp)
if hp > 1 then
local msgColor = GetClanColor(GetHogClan(hog))
if hpPer <= 25 then
newHp = hp -2
elseif hpPer <= 50 then
newHp = hp -3
elseif hpPer <= 75 then
newHp = hp -4
elseif hpPer <= 100 then
newHp = hp -5
elseif hpPer <= 125 then
newHp = hp -6
elseif hpPer <= 150 then
newHp = hp -7
else
newHp = div(hp * 93, 100)
end
if newHp <= 0 then
newHp = 1
end
hpDec = hp - newHp
SetHealth(hog, newHp)
local effect = AddVisualGear(GetX(hog), GetY(hog) +cratePickupGap, vgtHealthTag, hpDec, false)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, msgColor)
end
end
function onSuddenDeathTurn()
runOnGears(onSuddenDeathDamage)
end
function onSuddenDeath()
suddenDeath = true
healthCrateChance = healthCrateChanceSD
utilCrateChance = utilCrateChanceSD
weaponCrateChance = weaponCrateChanceSD
if mode == 'highland' then
highEnemyKillHPBonus = highEnemyKillHPBonus +5
highFriendlyKillHPBonus = highFriendlyKillHPBonus +10
end
if mode ~= 'points' then
for key, val in pairs(variants) do
if not variants[key]["special"] then
variants[key]["weaponLimit"] = variants[key]["weaponLimit"] +1
end
end
end
if mode ~= 'points' then
for hog, val in pairs(hogInfo) do
hogInfo[hog]['weapons'] = {}
hogInfo[hog]['helpers'] = {}
end
runOnGears(setupHogTurn)
end
end
--[[
##############################################################################
### GEAR TRACKING FUNCTIONS ###
##############################################################################
]]--
function onGearAdd(gear)
local gearType = GetGearType(gear)
if gearType == gtHedgehog then
trackGear(gear)
elseif gearType == gtRCPlane then
-- Limit bombs to 1 until 0.9.23 is released
SetHealth(gear, 1)
elseif gearType == gtAirBomb then
-- gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom
SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 15)
elseif gearType == gtCake then
-- gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom
SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 50)
elseif gearType == gtDEagleShot then
-- gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom
SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 12)
end
end
function onHighlandKill(gear)
local deathVar = getHogInfo(gear, 'variant')
local killVar = getHogInfo(CurHog, 'variant')
local bonAmmo = {}
local deathMaxHP = getHogInfo(gear, 'maxHp')
local curHP = GetHealth(CurHog)
local newHP = 0
local hpDiff = 0
local addAmmo = false
-- Killer hog is dead! Don't do anything
if curHP == nil or curHP <= 0 then
return
end
-- Killer and victim is equal! Don't do anything
if CurHog == gear then
return
end
-- Hog drowned because of water, not enemy
if LastWaterLine ~= WaterLine then
return
end
-- Enemy kill! Add weapons to pool and to hog
if getHogInfo(gear, 'clan') ~= getHogInfo(CurHog, 'clan') then
-- Initialize weapons if required
if highWeapons[CurHog] == nil then
highWeapons[CurHog] = {}
end
if highHelpers[CurHog] == nil then
highHelpers[CurHog] = {}
end
-- If not a special hog, use the victims weapons
if variants[deathVar]['special'] == false then
bonAmmo = variants[deathVar]['weapons']
if suddenDeath == true then
ammoCount = highPickupSDCount
else
ammoCount = highPickupCount
end
-- Check if hog already got bonus weapons
if table.getn(highWeapons[CurHog]) == 0 and highHasBonusWeps == false then
highHasBonusWeps = true
addAmmo = true
end
-- Pass turn bonus weapons to hog pool
for key, val in pairs(bonAmmo) do
local idx = table.getn(highWeapons[CurHog]) +1
highWeapons[CurHog][idx] = val
end
-- It's a special hog, use special pool
else
bonAmmo = highSpecialBonus
ammoCount = 1
-- Check if hog already got bonus helpers
if table.getn(highWeapons[CurHog]) == 0 and highHasBonusHelp == false then
highHasBonusHelp = true
addAmmo = true
end
-- Pass turn bonus weapons to hog pool
for key, val in pairs(highSpecialPool) do
local idx = table.getn(highHelpers[CurHog]) +1
highHelpers[CurHog][idx] = val
end
end
if addAmmo then
local i = 1
while i <= ammoCount and #bonAmmo > 0 do
local randAmmo = GetRandom(#bonAmmo) +1
local randAmmoType = bonAmmo[randAmmo]
-- Remove the randomized weapon so it cannot be picked up twice
table.remove(bonAmmo, randAmmo)
AddAmmo(CurHog, randAmmoType, GetAmmoCount(CurHog, randAmmoType) +1)
local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) + (cratePickupGap * i), vgtAmmo, 0, true)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, randAmmoType, nil, nil, nil, nil)
i = i +1
end
end
hpDiff = div(deathMaxHP * highEnemyKillHPBonus, 100)
newHP = curHP + hpDiff
SetHealth(CurHog, newHP)
local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) - cratePickupGap, vgtHealthTag, hpDiff, false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(CurHog)))
-- Friendly fire! Remove all weapons and helpers from pool
else
highWeapons[CurHog] = {}
highHelpers[CurHog] = {}
hpDiff = div(deathMaxHP * highFriendlyKillHPBonus, 100)
newHP = curHP - hpDiff
if newHP > 0 then
SetHealth(CurHog, newHP)
else
SetHealth(CurHog, 0)
end
local effect = AddVisualGear(GetX(CurHog), GetY(CurHog) - cratePickupGap, vgtHealthTag, hpDiff, false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(CurHog)))
end
end
function onKingDeath(KingHog)
local team = getHogInfo(KingHog, 'team')
local msgColor = getHogInfo(KingHog, 'clanColor')
AddCaption(string.format(loc("The king of %s has died!"), team), 0xFFFFFFFF, capgrpGameState)
PlaySound(sndByeBye)
DismissTeam(team)
-- for hog, val in pairs(hogInfo) do
-- if getHogInfo(hog, 'team') == team then
-- hp = GetHealth(hog)
-- if hp ~= nil and hp > 0 then
-- SetState(KingHog, gstHHDeath)
-- SetHealth(hog, 0)
-- SetGearValues(hog, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0)
-- end
-- end
-- end
end
function onPointsKill(gear)
local deathVar = getHogInfo(gear, 'variant')
local killVar = getHogInfo(CurHog, 'variant')
local deathClan = getHogInfo(gear, 'clan')
local killClan = getHogInfo(CurHog, 'clan')
local team = getHogInfo(CurHog, 'team')
local curHP = GetHealth(CurHog)
-- Killer hog is dead! Don't do anything
if curHP == nil or curHP <= 0 then
return
end
-- Hog drowned because of water, not enemy
if LastWaterLine ~= WaterLine then
return
end
-- Same clan, friendly kill, skip
if killClan == deathClan then
return
end
pointsPerTeam[team]['weapons'] = pointsPerTeam[team]['weapons'] + 2
pointsPerTeam[team]['helpers'] = pointsPerTeam[team]['helpers'] + 1
local effect = AddVisualGear(GetX(CurHog) - (cratePickupGap / 2), GetY(CurHog), vgtHealthTag, 2, false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFFFFFFFF)
local effect = AddVisualGear(GetX(CurHog) + (cratePickupGap / 2), GetY(CurHog), vgtHealthTag, 1, false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0x444444FF)
end
function onGearDelete(gear)
trackDeletion(gear)
if GetGearType(gear) == gtCase and band(GetGearMessage(gear), gmDestroy) ~= 0 then
onPickupCrate(gear)
end
if GetGearType(gear) == gtHedgehog then
if mode ~= 'points' then
hogInfo[gear]['weapons'] = {}
hogInfo[gear]['helpers'] = {}
end
-- If dying gear is a hog and mode is highland, check for kills
if mode == 'highland' then
onHighlandKill(gear)
-- If current hog is dying and we are on points mode, we need to save the unused weapons/helpers
elseif mode == 'points' and CurHog == gear then
savePoints(gear)
elseif mode == 'points' and CurHog ~= gear then
onPointsKill(gear)
end
if mode == 'king' and getHogInfo(gear, 'variant') == 'King' then
onKingDeath(gear)
end
end
end
--[[
##############################################################################
### TURN BASED FUNCTIONS ###
##############################################################################
]]--
function calcKingHP()
local teamKings = {}
local teamHealth = {}
for hog, val in pairs(hogInfo) do
local hp = GetHealth(hog)
if hp ~= nil and hp > 0 then
local team = getHogInfo(hog, 'team')
if teamHealth[team] == nil then
teamHealth[team] = 0
end
if getHogInfo(hog, 'variant') == 'King' then
teamKings[team] = hog
else
teamHealth[team] = teamHealth[team] + hp
end
end
end
for team, hog in pairs(teamKings) do
local hp = GetHealth(hog)
local newHP = div(teamHealth[team] * kingLinkPerc, 100)
local diff = newHP - hp
-- Set hitpoints to 1 if no other hog is alive or only has 1 hitpoint
if newHP <= 0 then
newHP = 1
diff = 0
end
if diff < 0 then
diff = -diff
end
if hp ~= newHP then
SetHealth(hog, newHP)
local effect = AddVisualGear(GetX(hog), GetY(hog) - cratePickupGap, vgtHealthTag, diff, false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(hog)))
end
end
end
function setupHogTurn(hog)
clearHogAmmo(hog)
addTurnAmmo(hog)
end
function onTurnEnd()
local anyHog = nil
for team, val in pairs(teamNames) do
-- Count amount of alive hogs in team
local c = 0
for idx, hog in pairs(teamHogs[team]) do
if GetHealth(hog) ~= nil then
anyHog = hog
c = c + 1
end
end
-- Only one hog left, unfreeze the hog
if c == 1 then
if GetHealth(anyHog) ~= nil then
SetEffect(anyHog, heFrozen, 0)
end
end
end
-- When we are on points mode count remaining weapon/helper points
if mode == 'points' and GetHealth(CurHog) ~= nil then
savePoints(CurHog)
end
-- Run random turn events
RandomTurnEvents()
end
function savePoints(hog)
local team = getHogInfo(hog, 'team')
local hogWepPoints = 0
local hogHlpPoints = 0
for ammoType=0,amAirMine do
local ammoCount = GetAmmoCount(hog, ammoType)
if pointsWeaponVal[ammoType] ~= nil then
hogWepPoints = hogWepPoints + (pointsWeaponVal[ammoType] * ammoCount)
elseif pointsHelperVal[ammoType] ~= nil then
hogHlpPoints = hogHlpPoints + (pointsHelperVal[ammoType] * ammoCount)
end
end
local wepWoTax = pointsPerTeam[team]['weaponsFix']
local hlpWoTax = pointsPerTeam[team]['helpersFix']
local wepToTax = 0
local hlpToTax = 0
if hogWepPoints <= wepWoTax then
wepWoTax = hogWepPoints
else
wepToTax = hogWepPoints - wepWoTax
end
if hogHlpPoints <= hlpWoTax then
hlpWoTax = hogHlpPoints
else
hlpToTax = hogHlpPoints - hlpWoTax
end
if suddenDeath == false then
pointsPerTeam[team]['weapons'] = pointsPerTeam[team]['weaponsRem'] + wepWoTax + div(wepToTax * pointsKeepPerc, 100)
pointsPerTeam[team]['helpers'] = pointsPerTeam[team]['helpersRem'] + hlpWoTax + div(hlpToTax * pointsKeepPerc, 100)
else
pointsPerTeam[team]['weapons'] = pointsPerTeam[team]['weaponsRem'] + wepWoTax + div(wepToTax * pointsKeepSDPerc, 100)
pointsPerTeam[team]['helpers'] = pointsPerTeam[team]['helpersRem'] + hlpWoTax + div(hlpToTax * pointsKeepSDPerc, 100)
end
local effect = AddVisualGear(GetX(hog) - (cratePickupGap / 2), GetY(hog), vgtHealthTag, pointsPerTeam[team]['weapons'], false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFFFFFFFF)
local effect = AddVisualGear(GetX(hog) + (cratePickupGap / 2), GetY(hog), vgtHealthTag, pointsPerTeam[team]['helpers'], false)
-- (vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint)
SetVisualGearValues(effect, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0x444444FF)
end
function onPointsTurn()
local hogWepPoints = 0
local hogHlpPoints = 0
if suddenDeath == false then
pointsPerTeam[LastTeam]['weapons'] = pointsPerTeam[LastTeam]['weapons'] + pointsWepTurn
pointsPerTeam[LastTeam]['helpers'] = pointsPerTeam[LastTeam]['helpers'] + pointsHlpTurn
if pointsPerTeam[LastTeam]['weapons'] > pointsWepMax then
pointsPerTeam[LastTeam]['weapons'] = pointsWepMax
end
if pointsPerTeam[LastTeam]['helpers'] > pointsHlpMax then
pointsPerTeam[LastTeam]['helpers'] = pointsHlpMax
end
else
pointsPerTeam[LastTeam]['weapons'] = pointsPerTeam[LastTeam]['weapons'] + pointsWepSDTurn
pointsPerTeam[LastTeam]['helpers'] = pointsPerTeam[LastTeam]['helpers'] + pointsHlpSDTurn
if pointsPerTeam[LastTeam]['weapons'] > pointsWepSDMax then
pointsPerTeam[LastTeam]['weapons'] = pointsWepSDMax
end
if pointsPerTeam[LastTeam]['helpers'] > pointsHlpSDMax then
pointsPerTeam[LastTeam]['helpers'] = pointsHlpSDMax
end
end
-- Take the first alive hog from LastTeam and setup new weapons and helpers
-- Since the weapons and helpers are shared the whole team, this is sufficent
for idx, teamHog in pairs(teamHogs[LastTeam]) do
if GetHealth(teamHog) ~= nil then
clearHogAmmo(teamHog)
addTurnAmmo(teamHog)
break
end
end
end
function onNewTurn()
LastHog = CurHog
LastTeam = CurTeam
CurHog = CurrentHedgehog
CurTeam = getHogInfo(CurHog, 'team')
TurnEnded = false
if suddenDeath == true then
onSuddenDeathTurn()
else
AddCaption(string.format(loc("Round %d (Sudden Death in round %d)"), (TotalRounds +1), (SuddenDeathTurns +2)), getHogInfo(CurHog, 'clanColor'), capgrpGameState)
end
-- Generate new weapons for last hog if it's still alive
if LastHog ~= nil and LastHog ~= CurHog then
if mode == 'points' then
onPointsTurn()
else
hogInfo[LastHog]['weapons'] = {}
hogInfo[LastHog]['helpers'] = {}
setupHogTurn(LastHog)
end
end
-- Recalculate the kings hp if required
if mode == 'king' then
calcKingHP()
end
if mode == 'highland' then
highHasBonusWeps = false
highHasBonusHelp = false
end
-- Set LastWaterLine to the current water line
LastWaterLine = WaterLine
end
function onGameTick20()
if TurnEnded == false and TurnTimeLeft <= 0 then
TurnEnded = true
onTurnEnd()
end
end
--[[
##############################################################################
### GAME START FUNCTIONS ###
##############################################################################
]]--
function onAmmoStoreInit()
local lastNum = amAirMine
for val=0,lastNum do
SetAmmo(val, 0, 0, 0, 0)
end
end
function onParameters()
parseParams()
if params['mode'] ~= nil then
mode = params['mode']
end
if params['mutate'] ~= nil then
mutate = params['mutate']
end
if params['strength'] ~= nil and tonumber(params['strength']) > 0 then
strength = tonumber(params['strength'])
-- Highland
if mode == 'highland' then
highPickupCount = highPickupCount * strength
highPickupSDCount = highPickupSDCount * strength
highHelperCount = highHelperCount * strength
highHelperSDCount = highHelperSDCount * strength
-- Points
elseif mode == 'points' then
pointsWepBase = pointsWepBase * strength
pointsHlpBase = pointsHlpBase * strength
pointsWepTurn = pointsWepTurn * strength
pointsHlpTurn = pointsHlpTurn * strength
pointsWepMax = pointsWepMax * strength
pointsHlpMax = pointsHlpMax * strength
pointsWepSDTurn = pointsWepSDTurn * strength
pointsHlpSDTurn = pointsHlpSDTurn * strength
pointsWepSDMax = pointsWepSDMax * strength
pointsHlpSDMax = pointsHlpSDMax * strength
-- Either king or normal mode, change variants
else
for name, data in pairs(variants) do
variants[name]["weaponLimit"] = variants[name]["weaponLimit"] * strength
variants[name]["helperLimit"] = variants[name]["helperLimit"] * strength
end
end
end
if params['luck'] ~= nil and tonumber(params['luck']) > 0 then
luck = tonumber(params['luck'])
healthCrateChance = div(healthCrateChance * luck, 100)
utilCrateChance = div(utilCrateChance * luck, 100)
weaponCrateChance = div(weaponCrateChance * luck, 100)
healthCrateChanceSD = div(healthCrateChanceSD * luck, 100)
utilCrateChanceSD = div(utilCrateChanceSD * luck, 100)
weaponCrateChanceSD = div(weaponCrateChanceSD * luck, 100)
emptyCrateChance = div(emptyCrateChance * 100, luck)
bonusCrateChance = div(bonusCrateChance * luck, 100)
end
end
function onGameStart()
-- If we are not on points mode, we start randomizing everything
if mode ~= 'points' then
if GetGameFlag(gfBorder) or MapHasBorder() then
variants["Air General"] = nil
variants['Athlete'] = nil
end
if mode == 'king' then
variants['King']['chance'] = 0
end
for i=1,8 do
addRandomVariantToTeam("all")
end
-- Translate randomized team to a flat group
group['all'] = {}
for key, val in pairs(counter["all"]) do
for i=1, counter["all"][key] do
table.insert(group['all'], key)
end
end
-- Shuffle group for more randomness
shuffle(group['all'])
-- We are in points mode, setup other weapons
elseif mode == 'points' then
--variants['King']['chance'] = 0
--if variants['Air General'] ~= nil then
-- variants['Air General']['chance'] = 0
--end
-- Translate [ammo] -> points to [points] -> {ammo1, ammo2}
for ammoType, ammoPoints in pairs(pointsWeaponVal) do
if pointsToWep[ammoPoints] == nil then
pointsToWep[ammoPoints] = {}
end
table.insert(pointsToWep[ammoPoints], ammoType)
end
for ammoType, ammoPoints in pairs(pointsHelperVal) do
if pointsToHlp[ammoPoints] == nil then
pointsToHlp[ammoPoints] = {}
end
table.insert(pointsToHlp[ammoPoints], ammoType)
end
for points, ammoList in pairs(pointsToWep) do
table.insert(wepPoints, points)
end
for points, ammoList in pairs(pointsToHlp) do
table.insert(hlpPoints, points)
end
table.sort(wepPoints)
table.sort(hlpPoints)
-- All done, sort the table
--table.sort(pointsToWep)
--table.sort(pointsToHlp)
end
-- Initial Hog Setup
runOnGears(countTeamHogs)
for key, val in pairs(teamNames) do
if mode == 'points' then
pointsPerTeam[key] = {}
pointsPerTeam[key]['weapons'] = pointsWepBase
pointsPerTeam[key]['helpers'] = pointsHlpBase
else
setTeamHogs(key)
end
end
runOnGears(setHogInfo)
if mode ~= 'points' then
runOnGears(setHogVariant)
runOnGears(setupHogTurn)
if mutate ~= false and mutate ~= 'false' then
runOnGears(MutateHog)
end
end
if mode == 'points' then
for key, val in pairs(teamNames) do
clearHogAmmo(teamHogs[key][1])
addTurnAmmo(teamHogs[key][1])
end
end
if mode == 'king' then
calcKingHP()
end
local txt = ''
local icon = 0
if mode ~= 'points' then
txt = txt .. loc("Variants: Hogs will be randomized from 12 different variants") .. "|"
txt = txt .. loc("Weapons: Hogs will get 1 out of 3 weapons randomly each turn") .. "|"
txt = txt .. loc("Helpers: Hogs will get 1 out of 2 helpers randomly each turn") .. "|"
txt = txt .. loc("Crates: Crates drop randomly with chance of being empty") .. "|"
txt = txt .. loc("Last Resort: Having less than 25% base health gives kamikaze") .. "|"
txt = txt .. loc("Modifiers: Unlimited ammo, per-hog ammo") .. "|"
else
txt = txt .. loc("Crates: Crates drop randomly and may be empty") .. "|"
txt = txt .. loc("Modifiers: Unlimited ammo, shared clan ammo") .. "|"
end
if luck ~= 100 then
txt = txt .. string.format(loc("Luck: %d%% (modifier for crates)"), luck) .. "|"
end
if strength > 1 then
txt = txt .. string.format(loc("Strength: %d (multiplier for ammo)"), strength) .. "|"
end
if mode == 'highland' then
txt = txt .. " |"
txt = txt .. loc("--- Highland ---").."|"
txt = txt .. string.format(loc("Enemy kills: Collect victim's weapons and +%d%% of its base health"), highEnemyKillHPBonus).."|"
txt = txt .. string.format(loc("Friendly kills: Clear killer's pool and -%d%% of its base health"), highFriendlyKillHPBonus).."|"
txt = txt .. string.format(loc("Turns: Hogs get %d random weapon(s) from their pool"), highPickupCount).."|"
txt = txt .. loc("Hint: Kills won't transfer a hog's pool to the killer's pool").."|"
txt = txt .. loc("Specials: Kings and air generals drop helpers, not weapons").."|"
icon = 1 -- Target
elseif mode == 'king' then
txt = txt .. " |"
txt = txt .. loc("--- King ---").."|"
txt = txt .. loc("Variants: The last hog of each team will be a king").."|"
txt = txt .. string.format(loc("Turns: King's health is set to %d%% of the team health"), kingLinkPerc).."|"
icon = 0 -- Golen Crown
elseif mode == 'points' then
txt = txt .. " |"
txt = txt .. loc("--- Points ---").."|"
txt = txt .. loc("Variants: Kings and air generals are disabled").."|"
txt = txt .. string.format(loc("Weapons: Each team starts with %d weapon points"), pointsWepBase).."|"
txt = txt .. string.format(loc("Helpers: Each team starts with %d helper points"), pointsHlpBase).."|"
txt = txt .. string.format(loc("Turns: Refill %d weapon and %d helper points|and randomize weapons and helpers based on team points"), pointsWepTurn, pointsHlpTurn).."|"
icon = 4 -- Golden Star
else
icon = -amGrenade -- Grenade
end
--txt = txt .. "Switch: Max. 3 times a game per team, cooldown of 5 turns|"
txt = txt .. " |"
txt = txt .. loc("--- Sudden Death ---").."|"
txt = txt .. loc("Weapons: Nearly every hog variant gets 1 kamikaze").."|"
txt = txt .. loc("Crates: Crates drop more often with a higher chance of bonus ammo").."|"
txt = txt .. loc("Water: Rises by 37 per turn").."|"
txt = txt .. loc("Health: Hogs lose up to 7% base health per turn").."|"
if mode == 'default' then
txt = txt .. " |"
txt = txt .. loc("--- Hint ---").."|"
txt = txt .. loc("Modes: Activate “highland”, “king” or “points” mode by putting mode=<name>|into the script parameter").."|"
end
if mode == 'highland' then
txt = txt .. string.format(loc("Highland: Hogs get %d random weapons from their pool"), highPickupSDCount) .. "|"
end
ShowMission(loc("Battalion"), loc("Less tools, more fun"), txt, icon, 1000)
end
function onGameInit()
--[[ CONFIGURATEABLE FOR PLAYERS ]]--
--[[ ONCE IT HAS BEEN ADDED TO HW ]]--
--[[ REQUIRED CONFIGURATIONS ]]--
WaterRise = 37 -- Water rises by 37
HealthDecrease = 0 -- No health decrease by game, script with 7%
CaseFreq = 0 -- don't spawn crates
-- Removed gfResetWeps to see weapons next turn
EnableGameFlags(gfInfAttack)
DisableGameFlags(gfResetWeps)
if mode ~= 'points' then
EnableGameFlags(gfPerHogAmmo)
else
DisableGameFlags(gfPerHogAmmo)
end
end