------------------- ABOUT ---------------------- -- -- This is the first stop of hero's journey. -- Here he'll get fuels to continue traveling. -- However, the PAotH allies of the hero have -- been taken hostages by professor Hogevil. -- So hero has to get whatever available equipement -- there is and rescue them. HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua") ----------------- VARIABLES -------------------- -- globals local campaignName = loc("A Space Adventure") local missionName = loc("The first stop") local weaponsAcquired = false local battleZoneReached = false local checkPointReached = 1 -- 1 is start of the game local afterDialog02 = false local gameOver = false -- dialogs local dialog01 = {} local dialog02 = {} local dialog03 = {} local dialog04 = {} local dialog05 = {} local dialog06 = {} -- mission objectives local goals = { [dialog01] = {missionName, loc("Getting ready"), loc("Go to the upper platform and get the weapons in the crates!"), 1, 4500}, [dialog02] = {missionName, loc("Prepare to fight"), loc("Go down and save these PAotH hogs!"), 1, 5000}, [dialog03] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000}, [dialog04] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000} } -- crates local weaponsY = 100 local bazookaX = 70 local parachuteX = 110 local grenadeX = 160 local deserteagleX = 200 -- hogs local hero = {} local paoth1 = {} local paoth2 = {} local paoth3 = {} local paoth4 = {} local professor = {} local minion1 = {} local minion2 = {} local minion3 = {} local minion4 = {} -- teams local teamA = {} local teamB = {} local teamC = {} local teamD = {} -- hedgehogs values hero.name = loc("Hog Solo") hero.x = 1380 hero.y = 1750 hero.dead = false paoth1.name = loc("Joe") paoth1.x = 1430 paoth1.y = 1750 paoth2.name = loc("Bruce") paoth2.x = 3760 paoth2.y = 1800 paoth3.name = loc("Helena") paoth3.x = 3800 paoth3.y = 1800 paoth4.name = loc("Boris") paoth4.x = 3860 paoth4.y = 1800 professor.name = loc("Prof. Hogevil") professor.x = 3800 professor.y = 1600 professor.dead = false professor.health = 120 minion1.name = loc("Minion") minion1.x = 2460 minion1.y = 1450 minion2.name = loc("Minion") minion2.x = 2450 minion2.y = 1900 minion3.name = loc("Minion") minion3.x = 3500 minion3.y = 1750 teamA.name = loc("PAotH") teamA.color = -6 teamB.name = loc("Minions") teamB.color = -2 teamC.name = loc("Professor") teamC.color = -2 teamD.name = loc("Hog Solo") teamD.color = -6 -------------- LuaAPI EVENT HANDLERS ------------------ function onGameInit() Seed = 1 GameFlags = gfSolidLand + gfDisableWind TurnTime = 25000 CaseFreq = 0 MinesNum = 0 MinesTime = 3000 Explosives = 0 HealthDecrease = 0 WaterRise = 0 Map = "moon01_map" Theme = "Cheese" -- Because ofc moon is made of cheese :) -- Hog Solo AddTeam(teamD.name, teamD.color, "Simple", "Island", "Default", "hedgewars") if tonumber(GetCampaignVar("HeroHealth")) then hero.gear = AddHog(hero.name, 0, tonumber(GetCampaignVar("HeroHealth")), "war_desertgrenadier1") else hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1") end AnimSetGearPosition(hero.gear, hero.x, hero.y) -- PAotH AddTeam(teamA.name, teamA.color, "Earth", "Island", "Default", "cm_galaxy") paoth1.gear = AddHog(paoth1.name, 0, 100, "scif_2001O") AnimSetGearPosition(paoth1.gear, paoth1.x, paoth1.y) HogTurnLeft(paoth1.gear, true) paoth2.gear = AddHog(paoth2.name, 0, 100, "scif_2001Y") AnimSetGearPosition(paoth2.gear, paoth2.x, paoth2.y) HogTurnLeft(paoth2.gear, true) paoth3.gear = AddHog(paoth3.name, 0, 100, "hair_purple") AnimSetGearPosition(paoth3.gear, paoth3.x, paoth3.y) HogTurnLeft(paoth3.gear, true) paoth4.gear = AddHog(paoth4.name, 0, 100, "scif_2001Y") AnimSetGearPosition(paoth4.gear, paoth4.x, paoth4.y) HogTurnLeft(paoth4.gear, true) -- Professor AddTeam(teamC.name, teamC.color, "star", "Island", "Default", "cm_sine") professor.gear = AddHog(professor.name, 0, professor.health, "tophats") AnimSetGearPosition(professor.gear, professor.x, professor.y) HogTurnLeft(professor.gear, true) -- Minions AddTeam(teamB.name, teamB.color, "eyecross", "Island", "Default", "cm_sine") minion1.gear = AddHog(minion1.name, 1, 50, "Gasmask") AnimSetGearPosition(minion1.gear, minion1.x, minion1.y) HogTurnLeft(minion1.gear, true) minion2.gear = AddHog(minion2.name, 1, 50, "Gasmask") AnimSetGearPosition(minion2.gear, minion2.x, minion2.y) HogTurnLeft(minion2.gear, true) minion3.gear = AddHog(minion3.name, 1, 50, "Gasmask") AnimSetGearPosition(minion3.gear, minion3.x, minion3.y) HogTurnLeft(minion3.gear, true) -- get the check point checkPointReached = initCheckpoint("moon01") if checkPointReached == 1 then -- Start of the game elseif checkPointReached == 2 then AnimSetGearPosition(hero.gear, parachuteX, weaponsY) if GetHealth(hero.gear) + 5 > 100 then SaveCampaignVar("HeroHealth", 100) else SaveCampaignVar("HeroHealth", GetHealth(hero.gear) + 5) end end AnimInit(true) AnimationSetup() end function onGameStart() -- wait for the first turn to start AnimWait(hero.gear, 3000) FollowGear(hero.gear) ShowMission(campaignName, missionName, loc("Hog Solo has to refuel his saucer.").. "|"..loc("Rescue the imprisoned PAotH team and get the fuel!"), -amSkip, 0) AddAmmo(minion1.gear, amDEagle, 10) AddAmmo(minion2.gear, amDEagle, 10) AddAmmo(minion3.gear, amDEagle, 10) AddAmmo(minion1.gear, amBazooka, 2) AddAmmo(minion2.gear, amBazooka, 2) AddAmmo(minion3.gear, amBazooka, 2) AddAmmo(minion1.gear, amGrenade, 2) AddAmmo(minion2.gear, amGrenade, 2) AddAmmo(minion3.gear, amGrenade, 2) -- check for death has to go first AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) AddEvent(onProfessorDeath, {professor.gear}, professorDeath, {professor.gear}, 0) AddEvent(onMinionsDeath, {professor.gear}, minionsDeath, {professor.gear}, 0) AddEvent(onProfessorAndMinionsDeath, {professor.gear}, professorAndMinionsDeath, {professor.gear}, 0) AddEvent(onProfessorHit, {professor.gear}, professorHit, {professor.gear}, 1) if checkPointReached == 1 then AddAmmo(hero.gear, amRope, 2) AddAmmo(hero.gear, amSkip, 0) SpawnSupplyCrate(bazookaX, weaponsY, amBazooka) SpawnSupplyCrate(parachuteX, weaponsY, amParachute) SpawnSupplyCrate(grenadeX, weaponsY, amGrenade) SpawnSupplyCrate(deserteagleX, weaponsY, amDEagle) AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0) EndTurn(true) AddAnim(dialog01) elseif checkPointReached == 2 then AddAmmo(hero.gear, amBazooka, 3) AddAmmo(hero.gear, amParachute, 1) AddAmmo(hero.gear, amGrenade, 6) AddAmmo(hero.gear, amDEagle, 4) SetWind(60) GameFlags = bor(GameFlags,gfDisableWind) weaponsAcquired = true afterDialog02 = true EndTurn(true) AddAnim(dialog02) end -- this event check goes here to be executed after the onWeaponsPlatform check AddEvent(onBattleZone, {hero.gear}, battleZone, {hero.gear}, 0) SendHealthStatsOff() end function onAmmoStoreInit() SetAmmo(amBazooka, 0, 0, 0, 3) SetAmmo(amParachute, 0, 0, 0, 1) SetAmmo(amGrenade, 0, 0, 0, 6) SetAmmo(amDEagle, 0, 0, 0, 4) SetAmmo(amSkip, 9, 0, 0, 1) end function onGameTick() AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() if CurrentHedgehog ~= hero.gear and not battleZone then EndTurn(true) end end function onNewTurn() -- rounds start if hero got his weapons or got near the enemies if CurrentHedgehog == hero.gear then if not weaponsAcquired and not battleZoneReached then SetTurnTimeLeft(MAX_TURN_TIME) end elseif CurrentHedgehog == minion1.gear or CurrentHedgehog == minion2.gear or CurrentHedgehog == minion3.gear then if not battleZoneReached then EndTurn(true) elseif weaponsAcquired and not battleZoneReached and afterDialog02 then battleZone(hero.gear) end elseif CurrentHedgehog == paoth1.gear or CurrentHedgehog == paoth2.gear or CurrentHedgehog == paoth3.gear or CurrentHedgehog == paoth4.gear then EndTurn(true) elseif CurrentHedgehog == professor.gear then if weaponsAcquired and not battleZoneReached and afterDialog02 then battleZone(hero.gear) else EndTurn(true) end end end function onPrecise() if GameTime > 3000 then SetAnimSkip(true) end end function onGearDelete(gear) if gear == hero.gear then hero.dead = true elseif gear == professor.gear then professor.dead = true end end -------------- EVENTS ------------------ function onWeaponsPlatform(gear) if not hero.dead and (GetAmmoCount(hero.gear, amBazooka) > 0 or GetAmmoCount(hero.gear, amParachute) > 0 or GetAmmoCount(hero.gear, amGrenade) > 0 or GetAmmoCount(hero.gear, amDEagle) > 0) and StoppedGear(hero.gear) then return true end return false end function onHeroDeath(gear) if hero.dead then return true end return false end function onBattleZone(gear) if not battleZoneReached and not hero.dead and StoppedGear(gear) and (GetX(gear) > 1900 or (weaponsAcquired and GetY(gear) > 1200)) then return true end return false end function onProfessorHit(gear) if GetHealth(gear) then if CurrentHedgehog ~= hero.gear and GetHealth(gear) < professor.health then professor.health = GetHealth(gear) return true elseif GetHealth(gear) < professor.health then professor.health = GetHealth(gear) end end return false end function onProfessorDeath(gear) if professor.dead then return true end return false end function onMinionsDeath(gear) if not (GetHealth(minion1.gear) or GetHealth(minion2.gear) or GetHealth(minion3.gear)) then return true end return false end function onProfessorAndMinionsDeath(gear) if professor.dead and (not (GetHealth(minion1.gear) or GetHealth(minion2.gear) or GetHealth(minion3.gear))) then return true end return false end -------------- ACTIONS ------------------ function weaponsPlatform(gear) if not battleZoneReached then -- Player entered weapons platform before entering battle zone. -- Checkpoint and dialog! saveCheckpoint("2") SaveCampaignVar("HeroHealth",GetHealth(hero.gear)) EndTurn(true) weaponsAcquired = true SetWind(60) GameFlags = bor(GameFlags,gfDisableWind) AddAmmo(hero.gear, amRope, 0) AddAmmo(hero.gear, amSkip, 100) if GetX(hero.gear) < 1900 then AddAnim(dialog02) end end -- The player may screw up by going into the battle zone too early (dialog03). -- In that case, the player is punished for this stupid move (no checkpoint), -- but it is still theoretically possible to win by going for the weapons -- very fast. end function heroDeath(gear) SendStat(siGameResult, loc("Hog Solo lost, try again!")) SendStat(siCustomAchievement, loc("You have to get the weapons and rescue the PAotH researchers.")) sendSimpleTeamRankings({teamC.name, teamB.name, teamD.name, teamA.name}) EndGame() end function battleZone(gear) battleZoneReached = true AddAmmo(hero.gear, amSkip, 100) EndTurn(true) if weaponsAcquired then AddAnim(dialog04) else AddAnim(dialog03) end end function professorHit(gear) if currentHedgehog ~= hero.gear then AnimSay(professor.gear,loc("Don't hit me, you fools!"), SAY_SHOUT, 2000) end end function victory() AnimCaption(hero.gear, loc("Congrats! You won!"), 6000) saveCompletedStatus(1) SendStat(siGameResult, loc("Hog Solo wins, congratulations!")) sendSimpleTeamRankings({teamD.name, teamA.name, teamC.name, teamB.name}) SaveCampaignVar("CosmosCheckPoint", "5") -- hero got fuels resetCheckpoint() -- reset this mission gameOver = true EndGame() end function professorAndMinionsDeath(gear) if gameOver then return end SendStat(siCustomAchievement, loc("You have eliminated the whole evil team. You're pretty tough!")) SaveCampaignVar("ProfDiedOnMoon", "1") victory() end function professorDeath(gear) if gameOver then return end local m1h = GetHealth(minion1.gear) local m2h = GetHealth(minion2.gear) local m3h = GetHealth(minion3.gear) if m1h == 0 or m2h == 0 or m3h == 0 then return end if m1h and m1h > 0 and StoppedGear(minion1.gear) then Dialog06Setup(minion1.gear) elseif m2h and m2h > 0 and StoppedGear(minion2.gear) then Dialog06ASetup(minion2.gear) elseif m3h and m3h > 0 and StoppedGear(minion3.gear) then Dialog06Setup(minion3.gear) end AddAnim(dialog06) end function afterDialog06() EndTurn(true) SendStat(siCustomAchievement, loc("You have eliminated Professor Hogevil.")) SendStat(siCustomAchievement, loc("You drove the minions away.")) SaveCampaignVar("ProfDiedOnMoon", "1") victory() end function afterDialog05() EndTurn(true) HideHog(professor.gear) SendStat(siCustomAchievement, loc("You have eliminated the evil minions.")) SendStat(siCustomAchievement, loc("You drove Professor Hogevil away.")) SaveCampaignVar("ProfDiedOnMoon", "0") victory() end function minionsDeath(gear) if professor.dead or GetHealth(professor.gear) == nil or GetHealth(professor.gear) == 0 then return end if gameOver then return end AddAnim(dialog05) 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 then setAfterDialog02() AnimSwitchHog(hero.gear) elseif anim == dialog03 or anim == dialog04 then startCombat() elseif anim == dialog05 then runaway(professor.gear) afterDialog05() elseif anim == dialog06 then runaway(minion1.gear) runaway(minion2.gear) runaway(minion3.gear) afterDialog06() end end function AnimationSetup() -- DIALOG 01 - Start, welcome to moon AddSkipFunction(dialog01, Skipanim, {dialog01}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near a PAotH base on the moon ..."), 4000}}) table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Hey, Hog Solo! Finally you have come!"), SAY_SAY, 2000}}) table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("It seems that Professor Hogevil has prepared for your arrival!"), SAY_SAY, 4000}}) table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("He has captured the rest of the PAotH team and awaits to capture you!"), SAY_SAY, 5000}}) table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("We have to hurry! Are you armed?"), SAY_SAY, 4300}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 450}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("No, I am afraid I had to travel light."), SAY_SAY, 2500}}) table.insert(dialog01, {func = AnimWait, args = {paoth1.gear, 3200}}) table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Okay, then you have to go and take some of the weapons we have hidden in case of an emergency!"), SAY_SAY, 7000}}) table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("They are up there! Take this rope and hurry!"), SAY_SAY, 7000}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Ehm, okay ..."), SAY_SAY, 2500}}) table.insert(dialog01, {func = ShowMission, args = goals[dialog01]}) table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 02 - To the weapons platform AddSkipFunction(dialog02, Skipanim, {dialog02}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 100}}) table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Checkpoint reached!"), 4000}}) table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I've made it! Yeah!"), SAY_SHOUT, 4000}}) table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}}) table.insert(dialog02, {func = setAfterDialog02, args = {}}) table.insert(dialog02, {func = ShowMission, args = goals[dialog02]}) table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 03 - Hero spotted and has no weapons AddSkipFunction(dialog03, Skipanim, {dialog03}) table.insert(dialog03, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}}) table.insert(dialog03, {func = AnimSay, args = {minion1.gear, loc("Look, boss! There is the target!"), SAY_SHOUT, 4000}}) table.insert(dialog03, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}}) table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Oops, I've been spotted and I have no weapons! I am doomed!"), SAY_THINK, 4000}}) table.insert(dialog03, {func = ShowMission, args = goals[dialog03]}) table.insert(dialog03, {func = startCombat, args = {hero.gear}}) -- DIALOG 04 - Hero spotted and *HAS* weapons AddSkipFunction(dialog04, Skipanim, {dialog04}) table.insert(dialog04, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}}) table.insert(dialog04, {func = AnimSay, args = {minion1.gear, loc("Look, boss! There is the target!"), SAY_SHOUT, 4000}}) table.insert(dialog04, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}}) table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Here we go!"), SAY_THINK, 4000}}) table.insert(dialog04, {func = ShowMission, args = goals[dialog04]}) table.insert(dialog04, {func = startCombat, args = {hero.gear}}) -- DIALOG 05 - All minions dead AddSkipFunction(dialog05, Skipanim, {dialog05}) table.insert(dialog05, {func = AnimWait, args = {professor.gear, 1500}}) table.insert(dialog05, {func = AnimSay, args = {professor.gear, loc("I may lost this battle, but I haven't lost the war yet!"), SAY_SHOUT, 5000}}) table.insert(dialog05, {func = runaway, args = {professor.gear}}) table.insert(dialog05, {func = afterDialog05, args = {professor.gear}}) end function Dialog06Setup(livingMinion) -- DIALOG 06 - Professor dead AddSkipFunction(dialog06, Skipanim, {dialog06}) table.insert(dialog06, {func = AnimWait, args = {livingMinion, 1500}}) table.insert(dialog06, {func = AnimSay, args = {livingMinion, loc("The boss has fallen! Retreat!"), SAY_SHOUT, 3000}}) table.insert(dialog06, {func = runaway, args = {minion1.gear}}) table.insert(dialog06, {func = runaway, args = {minion2.gear}}) table.insert(dialog06, {func = runaway, args = {minion3.gear}}) table.insert(dialog06, {func = afterDialog06, args = {livingMinion}}) end function runaway(gear) if GetHealth(gear) then AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false) SetState(gear, bor(GetState(gear), gstInvisible)) end end ------------------- custom "animation" functions -------------------------- function startCombat() -- use this so minion3 will gain control AnimSwitchHog(minion3.gear) EndTurn(true) end function setAfterDialog02() afterDialog02 = true end