share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/fruit02.lua
author Wuzzy <Wuzzy2@mail.ru>
Mon, 03 Jun 2019 15:37:32 +0200
changeset 15111 f9d57bade2a5
parent 15091 9f2374425744
permissions -rw-r--r--
ASA fruit02: Add workaround for incorrect weapon display on turn start

------------------- ABOUT ----------------------
--
-- In this adventure hero gets the lost part with
-- the help of the green bananas hogs.

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")

----------------- VARIABLES --------------------
-- globals
local missionName = loc("Getting to the device")
local inBattle = false
local tookPartInBattle = false
local previousHog = -1
local permitCaptainLimeDeath = false
local fixedWind = false
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
local dialog05 = {}
-- mission objectives
local minesTimeText = loc("Mines time: 0 seconds")
local goals
-- crates
local girderCrate = {name = amGirder, x = 1680, y = 1160}

local eagleCrate = {name = amDEagle, x = 1680, y = 1650}

local weaponCrate = { x = 1320, y = 1870}
local deviceCrate = { gear = nil, x = 1360, y = 1870}
local ropeCrate = {name = amRope, x = 1400, y = 1870}
-- hogs
local hero = {}
local green1 = {}
local green2 = {}
local green3 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1200
hero.y = 820
hero.dead = false
green1.name = loc("Captain Lime")
green1.hat = "war_desertofficer"
green1.x = 1050
green1.y = 820
green1.dead = false
green2.name = loc("Mister Pear")
green2.hat = "war_britmedic"
green2.x = 1350
green2.y = 820
green3.name = loc("Lady Mango")
green3.hat = "hair_red"
green3.x = 1450
green3.y = 820
local redHedgehogs = {
	{ name = loc("Poisonous Apple") },
	{ name = loc("Dark Strawberry") },
	{ name = loc("Watermelon Heart") },
	{ name = loc("Deadly Grape") }
}
-- Hog Solo and Green Bananas
teamA.name = loc("Hog Solo and GB")
teamA.color = -6
-- Captain Lime can use one of 2 clan colors:
-- One when being friendly (same as hero), and a different one when he turns evil.
-- Captain Lime be in his own clan.
teamB.name = loc("Captain Lime")
teamB.colorNice = teamA.color
teamB.colorEvil = -5
teamC.name = loc("Fruit Assassins")
teamC.color = -1

function onGameInit()
	GameFlags = gfDisableWind
	Seed = 1
	TurnTime = 20000
	CaseFreq = 0
	MinesNum = 0
	MinesTime = 1
	Explosives = 0
	-- Disable Sudden Death
	HealthDecrease = 0
	WaterRise = 0
	Map = "fruit02_map"
	Theme = "Fruit"

	local health = 100


	-- Fruit Assassins
	local assasinsHats = { "NinjaFull", "NinjaStraight", "NinjaTriangle" }
	teamC.name = AddTeam(teamC.name, teamC.color, "bp2", "Island", "Default_qau", "cm_scout")
	for i=1,table.getn(redHedgehogs) do
		redHedgehogs[i].gear =  AddHog(redHedgehogs[i].name, 1, 100, assasinsHats[GetRandom(3)+1])
		SetGearPosition(redHedgehogs[i].gear, 2010 + 50*i, 630)
	end
	local assassinsColor = div(GetClanColor(GetHogClan(redHedgehogs[1].gear)), 0x100)

	-- Hero and Green Bananas
	teamA.name = AddMissionTeam(teamA.color)
	hero.gear = AddMissionHog(health)
	hero.name = GetHogName(hero.gear)
	SetHogTeamName(hero.gear, string.format(loc("%s and GB"), teamA.name))
	teamA.name = GetHogTeamName(hero.gear)
	SetGearPosition(hero.gear, hero.x, hero.y)
	HogTurnLeft(hero.gear, true)
	local heroColor = div(GetClanColor(GetHogClan(hero.gear)), 0x100)

	-- companions
	-- Change companion identity if they have same name as hero
	-- to avoid confusion.
	if green2.name == hero.name then
		green2.name = loc("Green Hog Grape")
		green2.hat = "war_desertsapper1"
	elseif green3.name == hero.name then
		green3.name = loc("Green Hog Grape")
		green3.hat = "war_desertsapper1"
	end
	green2.gear = AddHog(green2.name, 0, 100, green2.hat)
	SetGearPosition(green2.gear, green2.x, green2.y)
	HogTurnLeft(green2.gear, true)

	green3.gear = AddHog(green3.name, 0, 100, green3.hat)
	SetGearPosition(green3.gear, green3.x, green3.y)
	HogTurnLeft(green3.gear, true)

	-- Captain Lime
        -- Spawn with his "true" evil color so a new clan is created for Captain Lime ...
	teamB.name = AddTeam(teamB.name, teamB.colorEvil, "Cherry", "Island", "Default_qau", "congo-brazzaville")
	SetTeamPassive(teamB.name, true)
	green1.gear = AddHog(green1.name, 0, 100, green1.hat)
	-- ... however, we immediately change the color to "nice mode".
	-- Captain Lime starts as (seemingly) friendly in this mission.
	SetClanColor(GetHogClan(green1.gear), teamB.colorNice)
	SetGearPosition(green1.gear, green1.x, green1.y)

	-- Populate goals table
	goals = {
		[dialog01] = {missionName, loc("Exploring the tunnel"), loc("Search for the device with the help of the other hedgehogs.").."|"..string.format(loc("%s must collect the final crates."), hero.name) .. "|" .. minesTimeText, 1, 4000},
		[dialog02] = {missionName, loc("Exploring the tunnel"), loc("Explore the tunnel with the other hedgehogs and search for the device.").."|"..string.format(loc("%s must collect the final crates."), hero.name) .. "|" .. minesTimeText, 1, 4000},
		[dialog03] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack Captain Lime before he attacks back.").."|"..minesTimeText, 1, 4000},
		[dialog04] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack the assassins before they attack back.").."|"..minesTimeText, 1, 4000},
	}

	AnimInit(true)
	AnimationSetup()
end

function onGameStart()
	AnimWait(hero.gear, 3000)
	FollowGear(hero.gear)

	if GetCampaignVar("Fruit01JoinedBattle") and GetCampaignVar("Fruit01JoinedBattle") == "true" then
		tookPartInBattle = true
	end

	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
	AddEvent(onDeviceCrates, {hero.gear}, deviceCrateEvent, {hero.gear}, 0)

	-- Hero and Green Bananas weapons
	AddAmmo(hero.gear, amSwitch, 100)
	-- Assassins weapons
	AddAmmo(redHedgehogs[1].gear, amBazooka, 6)
	AddAmmo(redHedgehogs[1].gear, amGrenade, 6)
	AddAmmo(redHedgehogs[1].bot, amDEagle, 6)
	for i=1,table.getn(redHedgehogs) do
		HideHog(redHedgehogs[i].gear)
	end

	-- explosives
	-- I wanted to use FindPlace but doesn't accept height values...
	local x1 = 950
	local x2 = 1306
	local y1 = 1210
	local y2 = 1620

	-- barrel mania in the large hole
	local barrels = {
		{1290, 1618},
		{1285, 1587},
		{1287, 1556},
		{1286, 1525},
		{1247, 1637},
		{1250, 1606},
		{1249, 1575},
		{1251, 1544},
		{1206, 1646},
		{1211, 1615},
		{1209, 1584},
		{1166, 1646},
		{1168, 1615},
		{1170, 1584},
		{1125, 1637},
		{1120, 1606},
		{1128, 1575},
		{1089, 1622},
		{1084, 1591},
		{1093, 1560},
		{1044, 1596},
		{1044, 1565},
		{1005, 1554},
		{1005, 1523},
		{973, 1492},
		{1062, 1534},
		{1128, 1544},
		{1168, 1553},
		{1210, 1553},
		{1097, 1529},
		{1040, 1505},
	}
	for b=1, #barrels do
		local barrel = AddGear(barrels[b][1], barrels[b][2], gtExplosives, 0, 0, 0, 0)
		SetHealth(barrel, 21)
	end

	-- single barrel at the right corner
	AddGear(3128, 1680, gtExplosives, 0, 0, 0, 0)

	--mines
	AddGear(3135, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3145, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3155, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3165, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3175, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3115, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3105, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3095, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3085, 1680, gtMine, 0, 0, 0, 0)
	AddGear(3075, 1680, gtMine, 0, 0, 0, 0)

	AddAmmo(hero.gear, amFirePunch, 3)
	if tookPartInBattle then
		AddAnim(dialog01)
	else
		AddAnim(dialog02)
	end

	-- place crates
	SpawnSupplyCrate(girderCrate.x, girderCrate.y, girderCrate.name)
	SpawnSupplyCrate(eagleCrate.x, eagleCrate.y, eagleCrate.name)
	deviceCrate.gear = SpawnFakeUtilityCrate(deviceCrate.x, deviceCrate.y, false, false) -- anti-gravity device
	-- Rope crate is placed after device crate has been collected.
	-- This is done so it is impossible the player can rope before getting
	-- the device part.

	if tookPartInBattle then
		SpawnSupplyCrate(weaponCrate.x, weaponCrate.y, amWatermelon)
	else
		SpawnSupplyCrate(weaponCrate.x, weaponCrate.y, amSniperRifle)
	end

	SendHealthStatsOff()
end

function onNewTurn()
	if not inBattle and CurrentHedgehog == green1.gear then
		SkipTurn()
	elseif (not inBattle) and GetHogTeamName(CurrentHedgehog) == teamA.name then
		if CurrentHedgehog ~= hero.gear then
			-- FIXME: This screw up the selected weapon caption, as
			-- SwitchHog does not update the selected display caption
			AnimSwitchHog(hero.gear)
		end
		-- Workaround: Add a caption that overwrites the displayed weapon display
		AddCaption(loc("Let's go!"), capcolDefault, capgrpAmmoinfo)
		SetTurnTimeLeft(MAX_TURN_TIME)
		wind()
	elseif inBattle then
		if CurrentHedgehog == green1.gear and previousHog ~= hero.gear then
			SkipTurn()
			return
		end
		for i=1,table.getn(redHedgehogs) do
			if CurrentHedgehog == redHedgehogs[i].gear and previousHog ~= hero.gear then
				SkipTurn()
				return
			end
		end
		SetTurnTimeLeft(20000)
		wind()
	else
		EndTurn(true)
	end
	previousHog = CurrentHedgehog
end

function onGameTick()
	AnimUnWait()
	if ShowAnimation() == false then
		return
	end
	ExecuteAfterAnimations()
	CheckEvents()
end

function onGameTick20()
	if not permitCaptainLimeDeath and not GetHealth(green1.gear) then
		-- game ends with the according stat messages
		heroDeath()
		permitCaptainLimeDeath = true
	end
	if (not fixedWind) and CurrentHedgehog and GetY(CurrentHedgehog) > 1350 then
		fixedWind = true
		wind()
	end
end

function onGearAdd(gear)
	-- Turn sticky flames to normal flames, to reduce the waiting time after blowing up the barrels
	if GetGearType(gear) == gtFlame and band(GetState(gear), gsttmpFlag) ~= 0 then
		SetState(gear, band(GetState(gear), bnot(gsttmpFlag)))
	end
end

function onGearDelete(gear)
	if gear == hero.gear then
		hero.dead = true
	elseif gear == green1.gear then
		green1.dead = true
	elseif gear == deviceCrate.gear then
		if band(GetGearMessage(gear), gmDestroy) ~= 0 then
			PlaySound(sndShotgunReload)
			AddCaption(loc("Anti-Gravity Device Part (+1)"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmostate)
			deviceCrate.collected = true
			deviceCrate.collector = CurrentHedgehog
		end
	end
end

function onGearDamage(gear, damage)
	if GetGearType(gear) == gtCase then
		-- in this mode every crate is essential in order to complete the mission
		-- destroying a crate ends the game
		heroDeath()
	end
end

function onAmmoStoreInit()
	SetAmmo(amDEagle, 0, 0, 0, 6)
	SetAmmo(amGirder, 0, 0, 0, 2)
	SetAmmo(amRope, 0, 0, 0, 1)
	SetAmmo(amSkip, 9, 0, 0, 1)
	if tonumber(getBonus(2)) == 1 then
		SetAmmo(amWatermelon, 0, 0, 0, 2)
		SetAmmo(amSniperRifle, 0, 0, 0, 2)
	else
		SetAmmo(amWatermelon, 0, 0, 0, 1)
		SetAmmo(amSniperRifle, 0, 0, 0, 1)
	end
end

function onPrecise()
	if GameTime > 3000 then
		SetAnimSkip(true)
	end
end

-------------- EVENTS ------------------

function onHeroDeath(gear)
	if hero.dead then
		return true
	end
	return false
end

function onDeviceCrates(gear)
	if not hero.dead and deviceCrate.collected and StoppedGear(hero.gear) then
		return true
	end
	return false
end

function onSurface(gear)
	if not hero.dead and GetY(hero.gear)<850 and  StoppedGear(hero.gear) then
		return true
	end
	return false
end

function onCaptainLimeDeath(gear)
	if (not IsHogAlive(hero.gear)) or (not StoppedGear(hero.gear)) then
		return false
	end
	if green1.dead then
		return true
	end
	return false
end

function onRedTeamDeath(gear)
	if (not IsHogAlive(hero.gear)) or (not StoppedGear(hero.gear)) then
		return false
	end
	local redDead = true
	for i=1,table.getn(redHedgehogs) do
		if GetHealth(redHedgehogs[i].gear) then
			redDead = false
			break
		end
	end
	return redDead
end

-------------- ACTIONS ------------------
ended = false

function heroDeath(gear)
	if not ended then
		SendStat(siGameResult, string.format(loc("%s lost, try again!"), hero.name))
		SendStat(siCustomAchievement, string.format(loc("To win the game, %s has to get the bottom crates and come back to the surface."), hero.name))
		SendStat(siCustomAchievement, loc("You can use the other 2 hogs to assist you."))
		SendStat(siCustomAchievement, loc("Do not destroy the crates!"))
		if tookPartInBattle then
			if permitCaptainLimeDeath then
				SendStat(siCustomAchievement, string.format(loc("You'll have to eliminate %s at the end."), teamC.name))
				sendSimpleTeamRankings({teamC.name, teamA.name})
			else
				sendSimpleTeamRankings({teamA.name})
			end
		else
			if permitCaptainLimeDeath then
				SendStat(siCustomAchievement, loc("You'll have to eliminate Captain Lime at the end."))
				sendSimpleTeamRankings({teamB.name, teamA.name})
			else
				SendStat(siCustomAchievement, loc("Don't eliminate Captain Lime before collecting the last crate!"))
				sendSimpleTeamRankings({teamA.name})
			end
		end
		EndGame()
		ended = true
	end
end

-- Device crate got taken
function deviceCrateEvent(gear)
	-- Stop hedgehog
	SetGearMessage(deviceCrate.collector, 0)
	if deviceCrate.collector == hero.gear then
		-- Hero collected the device crate

		if not tookPartInBattle then
			-- Captain Lime turns evil
			AddAnim(dialog03)
		else
			-- Fruit Assassins attack
			for i=1,table.getn(redHedgehogs) do
				RestoreHog(redHedgehogs[i].gear)
			end
			AddAnim(dialog04)
		end
		-- needs to be set to true for both plots
		permitCaptainLimeDeath = true
		AddAmmo(hero.gear, amSwitch, 0)
		AddEvent(onSurface, {hero.gear}, surface, {hero.gear}, 0)
	else
		-- Player let the Green Bananas collect the crate.
		-- How dumb!
		-- Player will lose for this.
		AnimationSetup05(deviceCrate.collector)
		AddAnim(dialog05)
	end
end

function surface(gear)
	previousHog = -1
	if tookPartInBattle then
		escapeHog(green1.gear)
		AddEvent(onRedTeamDeath, {green1.gear}, redTeamDeath, {green1.gear}, 0)
	else
		SetHogLevel(green1.gear, 1)
		-- Equip Captain Lime with weapons
		AddAmmo(green1.gear, amBazooka, 6)
		AddAmmo(green1.gear, amGrenade, 6)
		AddAmmo(green1.gear, amDEagle, 2)
		AddEvent(onCaptainLimeDeath, {green1.gear}, captainLimeDeath, {green1.gear}, 0)
	end
	EndTurn(true)
	escapeHog(green2.gear)
	escapeHog(green3.gear)
	inBattle = true
end

function captainLimeDeath(gear)
	-- hero win in scenario of escape in 1st part
	saveCompletedStatus(3)
	SendStat(siGameResult, loc("Congratulations, you won!"))
	SendStat(siCustomAchievement, loc("You retrieved the lost part."))
	SendStat(siCustomAchievement, loc("You defended yourself against Captain Lime."))
	sendSimpleTeamRankings({teamA.name, teamB.name})
	EndGame()
end

function redTeamDeath(gear)
	-- hero win in battle scenario
	saveCompletedStatus(3)
	SendStat(siGameResult, loc("Congratulations, you won!"))
	SendStat(siCustomAchievement, loc("You retrieved the lost part."))
	SendStat(siCustomAchievement, string.format(loc("You defended yourself against %s."), teamC.name))
	sendSimpleTeamRankings({teamA.name, teamC.name})
	EndGame()
end

-------------- ANIMATIONS ------------------

function Skipanim(anim)
	if goals[anim] ~= nil then
		ShowMission(unpack(goals[anim]))
	end
	if anim == dialog03 or anim == dialog04 then
		spawnRopeCrate()
	end
	if anim == dialog03 then
		makeCptLimeEvil()
	elseif anim == dialog05 then
		heroIsAStupidFool()
	else
		EndTurn(true)
	end
end

function AnimationSetup()
	-- DIALOG 01 - Start, Captain Lime helps the hero because he took part in the battle
	AddSkipFunction(dialog01, Skipanim, {dialog01})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, string.format(loc("Somewhere else on the planet of fruits, Captain Lime helps %s"), hero.name), 5000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You fought bravely and you helped us win this battle!"), SAY_SAY, 5000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("So, as promised I have brought you where I think that the device you are looking for is hidden."), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I know that your resources are low due to the battle but I'll send two of my best hogs to assist you."), SAY_SAY, 7000}})
	table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Good luck!"), SAY_SAY, 2000}})
	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
	table.insert(dialog01, {func = ShowMission, args = goals[dialog01]})
	-- DIALOG02 - Start, hero escaped from the previous battle
	AddSkipFunction(dialog02, Skipanim, {dialog02})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, string.format(loc("Somewhere else on the planet of fruits, %s gets closer to the device"), hero.name), 5000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You are the one who fled! So, you are alive."), SAY_SAY, 4000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I'm still low on hogs. If you are not afraid I could use a set of extra hands."), SAY_SAY, 4000}})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 8000}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I am sorry but I was looking for a device that may be hidden somewhere around here."), SAY_SAY, 4500}})
	table.insert(dialog02, {func = AnimWait, args = {green1.gear, 12500}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Many long forgotten things can be found in the same tunnels that we are about to explore!"), SAY_SAY, 7000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("If you help us you can keep the device if you find it but we'll keep everything else."), SAY_SAY, 7000}})
	table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("What do you say? Are you in?"), SAY_SAY, 3000}})
	table.insert(dialog02, {func = AnimWait, args = {hero.gear, 1800}})
	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Okay then!"), SAY_SAY, 2000}})
	table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
	table.insert(dialog02, {func = ShowMission, args = goals[dialog02]})
	-- DIALOG03 - At crates, hero learns that Captain Lime is bad
	AddSkipFunction(dialog03, Skipanim, {dialog03})
	table.insert(dialog03, {func = AnimWait, args = {hero.gear, 2000}})
	table.insert(dialog03, {func = FollowGear, args = {hero.gear}})
	table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
	table.insert(dialog03, {func = AnimWait, args = {green1.gear, 4000}})
	table.insert(dialog03, {func = AnimSay, args = {green1.gear, string.format(loc("This %s is so naive! I'm going to shoot this fool so I can keep that device for myself!"), hero.name), SAY_THINK, 4000}})
	table.insert(dialog03, {func = ShowMission, args = goals[dialog03]})
	table.insert(dialog03, {func = spawnRopeCrate, args = {hero.gear}})
	table.insert(dialog03, {func = makeCptLimeEvil, args = {hero.gear}})
	-- DIALOG04 - At crates, hero learns about the Assassins ambush
	AddSkipFunction(dialog04, Skipanim, {dialog04})
	table.insert(dialog04, {func = AnimWait, args = {hero.gear, 2000}})
	table.insert(dialog04, {func = FollowGear, args = {hero.gear}})
	table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
	table.insert(dialog04, {func = AnimWait, args = {redHedgehogs[1].gear, 4000}})
	table.insert(dialog04, {func = AnimSay, args = {redHedgehogs[1].gear, loc("We have spotted the enemy! We'll attack when the enemies start gathering!"), SAY_THINK, 4000}})
	table.insert(dialog04, {func = ShowMission, args = goals[dialog04]})
	table.insert(dialog04, {func = spawnRopeCrate, args = {hero.gear}})
	table.insert(dialog04, {func = goToThesurface, args = {hero.gear}})
end

function AnimationSetup05(collector)
	-- DIALOG05 - A member or the green bananas collected the target crate and steals it. Player loses
	AddSkipFunction(dialog05, Skipanim, {dialog05})
	table.insert(dialog05, {func = AnimWait, args = {collector, 2000}})
	table.insert(dialog05, {func = FollowGear, args = {collector}})
	table.insert(dialog05, {func = AnimSay, args = {collector, loc("Oh yes! I got the device part! Now it belongs to me alone."), SAY_SAY, 4000}})
	table.insert(dialog05, {func = AnimWait, args = {collector, 3000}})
	table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Hey! I was supposed to collect it!"), SAY_SHOUT, 3000}})
	table.insert(dialog05, {func = AnimWait, args = {hero.gear, 3000}})
	table.insert(dialog05, {func = AnimSay, args = {collector, loc("I don't care. It's worth a fortune! Good bye, you idiot!"), SAY_SAY, 5000}})
	table.insert(dialog05, {func = heroIsAStupidFool, args = {collector}})

end

------------- OTHER FUNCTIONS ---------------

-- Hide hog and create a simple escaping effect, if hog exists.
-- No-op is hog does not exist
function escapeHog(gear)
	if GetHealth(gear) then
		AddVisualGear(GetX(gear), GetY(gear), vgtSmokeWhite, 0, false)
		for i=1, 4 do
			AddVisualGear(GetX(gear)-16+math.random(32), GetY(gear)-16+math.random(32), vgtSmokeWhite, 0, false)
		end
		HideHog(gear)
	end
end

function makeCptLimeEvil()
	-- Turn Captain Lime evil
	SetHogLevel(green1.gear, 1)
	SetTeamPassive(teamB.name, false)
	-- ... and reveal his "true" evil color. Muhahaha!
	SetClanColor(GetHogClan(green1.gear), teamB.colorEvil)
	EndTurn(true)
end

function spawnRopeCrate()
	-- should be spawned after the device part was gotten and the cut scene finished.
	SpawnSupplyCrate(ropeCrate.x, ropeCrate.y, ropeCrate.name)
end

function goToThesurface()
	EndTurn(true)
end

-- Player let wrong hog collect crate
function heroIsAStupidFool()
	if not ended then
		escapeHog(deviceCrate.collector)
		AddCaption(loc("The device part has been stolen!"))
		sendSimpleTeamRankings({teamA.name})
		SendStat(siGameResult, string.format(loc("%s lost, try again!"), hero.name))
		SendStat(siCustomAchievement, string.format(loc("Oh no, the companions have betrayed %s and stole the anti-gravity device part!"), hero.name))
		SendStat(siCustomAchievement, string.format(loc("Only %s can be trusted with the crate."), hero.name))
		EndGame()
		ended = true
	end
end

function wind()
	if fixedWind then
		SetWind(10)
	else
		SetWind(GetRandom(201)-100)
	end
end