--[[ Basic Bazooka Training This training missions teaches players how to use the bazooka. Lesson plan: - Selecting bazooka - Aiming and shooting - Wind - Limited ammo - “Bouncing bomb” / water skip - Precise aiming ]] HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Achievements.lua") local hog -- Hog gear local weaponSelected = false -- Player has selected the weapon local gamePhase = 0 -- Used to track progress local targetsLeft = 0 -- # of targets left in this round local targetGears = {} -- list of target gears local bazookasInGame = 0 -- # of bazookas currently flying local bazookaGears = {} -- list of bazooka gears local limitedAmmo = 10 -- amount of ammo for the limited ammo challenge local limitedAmmoReset = -1 -- Timer for resetting ammo if player fails in -- limited ammo challenge. -1 = no-op local gameOver = false -- If true, game has ended local shotsFired = 0 -- Total # of bazookas fired local maxTargets = 0 -- Target counter, used together with flawless local flawless = true -- track flawless victory (100% accuracy, no hurt, no death) local missedTauntTimer = -1 -- Wait timer for playing sndMissed. -1 = no-op function onGameInit() ClearGameFlags() EnableGameFlags(gfDisableWind, gfOneClanMode, gfInfAttack, gfSolidLand) Map = "" Seed = 0 Theme = "Nature" MapGen = mgDrawn TurnTime = cMaxTurnTime Explosives = 0 MinesNum = 0 CaseFreq = 0 WaterRise = 0 HealthDecrease = 0 ------ TEAM LIST ------ AddTeam(loc("Bazooka Team"), -1, "Flower", "Earth", "Default", "hedgewars") hog = AddHog(loc("Greenhorn"), 0, 100, "NoHat") SetGearPosition(hog, 1485, 2001) SetEffect(hog, heResurrectable, 1) SendHealthStatsOff() end function onGearResurrect(gear, vGear) if gear == hog then flawless = false SetGearPosition(hog, 1485, 2001) if vGear then SetVisualGearValues(vGear, GetX(hog), GetY(hog)) end AddCaption(loc("Your hedgehog has been revived!")) end end function placeGirders() PlaceGirder(1520, 2018, 4) PlaceGirder(1449, 1927, 6) PlaceGirder(1341, 1989, 0) PlaceGirder(1141, 1990, 0) PlaceGirder(2031, 1907, 6) PlaceGirder(2031, 1745, 6) PlaceGirder(2398, 1985, 4) PlaceGirder(2542, 1921, 7) PlaceGirder(2617, 1954, 6) PlaceGirder(2565, 2028, 0) PlaceGirder(2082, 1979, 0) PlaceGirder(2082, 1673, 0) PlaceGirder(1980, 1836, 0) PlaceGirder(1716, 1674, 0) PlaceGirder(1812, 1832, 0) PlaceGirder(1665, 1744, 6) PlaceGirder(2326, 1895, 6) PlaceGirder(2326, 1734, 6) PlaceGirder(2326, 1572, 6) PlaceGirder(2275, 1582, 0) PlaceGirder(1738, 1714, 7) PlaceGirder(1818, 1703, 0) PlaceGirder(1939, 1703, 4) PlaceGirder(2805, 1781, 3) PlaceGirder(2905, 1621, 3) PlaceGirder(3005, 1441, 3) PlaceGirder(945, 1340, 5) end function spawnTargets(phase) if not phase then phase = gamePhase end if phase == 0 then AddGear(1734, 1656, gtTarget, 0, 0, 0, 0) AddGear(1812, 1814, gtTarget, 0, 0, 0, 0) AddGear(1974, 1818, gtTarget, 0, 0, 0, 0) elseif phase == 2 then AddGear(2102, 1655, gtTarget, 0, 0, 0, 0) AddGear(2278, 1564, gtTarget, 0, 0, 0, 0) AddGear(2080, 1961, gtTarget, 0, 0, 0, 0) elseif phase == 3 then AddGear(1141, 1972, gtTarget, 0, 0, 0, 0) AddGear(1345, 1971, gtTarget, 0, 0, 0, 0) AddGear(1892, 1680, gtTarget, 0, 0, 0, 0) elseif phase == 4 then AddGear(2584, 2010, gtTarget, 0, 0, 0, 0) elseif phase == 5 then AddGear(955, 1320, gtTarget, 0, 0, 0, 0) elseif phase == 6 then AddGear(2794, 1759, gtTarget, 0, 0, 0, 0) AddGear(2894, 1599, gtTarget, 0, 0, 0, 0) AddGear(2994, 1419, gtTarget, 0, 0, 0, 0) end end function onGameStart() placeGirders() spawnTargets() ShowMission(loc("Basic Bazooka Training"), loc("Basic Training"), loc("Destroy all the targets!"), -amBazooka, 0) end function newGamePhase() -- Spawn targets, update wind and ammo, show instructions if gamePhase == 0 then ShowMission(loc("Basic Bazooka Training"), loc("Select Weapon"), loc("To begin with the training, select the bazooka from the ammo menu!").."|".. loc("Open ammo menu: [Right click]").."|".. loc("Select weapon: [Left click]"), 2, 5000) elseif gamePhase == 1 then ShowMission(loc("Basic Bazooka Training"), loc("My First Bazooka"), loc("Let's get started!").."|".. loc("Launch some bazookas to destroy the targets!").."|".. loc("Hold the Attack key pressed for more power.").."|".. loc("Don't hit yourself!").."|".. loc("Attack: [Space]").."|".. loc("Aim: [Up]/[Down]").."|".. loc("Walk: [Left]/[Right]"), 2, 10000) spawnTargets() elseif gamePhase == 2 then ShowMission(loc("Basic Bazooka Training"), loc("Wind"), loc("Bazookas are influenced by wind.").."|".. loc("You see the wind strength at the bottom right corner.").."|".. loc("Destroy the targets!"), 2, 5000) SetWind(50) spawnTargets() elseif gamePhase == 3 then -- Vaporize any bazookas still in the air for gear, _ in pairs(bazookaGears) do AddVisualGear(GetX(gear), GetY(gear), vgtSteam, 0, false) DeleteGear(gear) PlaySound(sndVaporize) end ShowMission(loc("Basic Bazooka Training"), loc("Limited Ammo"), loc("Your ammo is limited this time.").."|".. loc("Destroy all targets with no more than 10 bazookas."), 2, 8000) SetWind(-20) AddAmmo(hog, amBazooka, limitedAmmo) spawnTargets() elseif gamePhase == 4 then ShowMission(loc("Basic Bazooka Training"), loc("Bouncing Bomb"), loc("The next target can only be reached by something called “bouncing bomb”.").."|".. loc("Hint: Launch the bazooka horizontally at full power."), 2, 8000) SetWind(90) spawnTargets() AddAmmo(hog, amBazooka, 100) if GetCurAmmoType() ~= amBazooka then SetWeapon(amBazooka) end elseif gamePhase == 5 then ShowMission(loc("Basic Bazooka Training"), loc("High Target"), loc("By the way, not only bazookas will bounce on water, but also grenades and many other things.").."|".. loc("The next target is high in the sky."), 2, 8000) SetWind(-33) spawnTargets() elseif gamePhase == 6 then ShowMission(loc("Basic Bazooka Training"), loc("Final Targets"), loc("The final targets are quite tricky. You need to aim well.").."|".. loc("Precise Aim: [Left Shift] + [Up]/[Down]").."|".. loc("Hint: It might be easier if you vary the angle only slightly."), 2, 12000) SetWind(75) spawnTargets() elseif gamePhase == 7 then ShowMission(loc("Basic Bazooka Training"), loc("Training complete!"), loc("Congratulations!"), 0, 0) SetInputMask(0) AddAmmo(CurrentHedgehog, amBazooka, 0) if shotsFired > maxTargets then flawless = false else -- For 100% accuracy awardAchievement(loc("Bazooka Master")) end if flawless then PlaySound(sndFlawless, hog) else PlaySound(sndVictory, hog) end SendStat(siCustomAchievement, loc("Good job!")) SendStat(siGameResult, loc("You have completed the Basic Bazooka Training!")) SendStat(siPlayerKills, "0", loc("Bazooka Team")) EndGame() gameOver = true end gamePhase = gamePhase + 1 end function onNewTurn() if gamePhase == 0 then newGamePhase() end end function onHogAttack(ammoType) if ammoType == amBazooka then HideMission() end end function onAttack() if GetCurAmmoType() == amBazooka then HideMission() end end function onGearAdd(gear) if GetGearType(gear) == gtTarget then targetsLeft = targetsLeft + 1 maxTargets = maxTargets + 1 targetGears[gear] = true elseif GetGearType(gear) == gtShell then bazookasInGame = bazookasInGame + 1 bazookaGears[gear] = true shotsFired = shotsFired + 1 end end function onGearDelete(gear) if GetGearType(gear) == gtTarget then targetsLeft = targetsLeft - 1 targetGears[gear] = nil if targetsLeft <= 0 then newGamePhase() end elseif GetGearType(gear) == gtShell then bazookasInGame = bazookasInGame - 1 bazookaGears[gear] = nil if bazookasInGame == 0 and GetAmmoCount(hog, amBazooka) == 0 then limitedAmmoReset = 20 flawless = false end end end function onGearDamage(gear) if gear == hog then flawless = false end end function onGameTick20() -- Reset targets and ammo if ammo depleted if limitedAmmoReset > 0 then limitedAmmoReset = limitedAmmoReset - 20 end if limitedAmmoReset == 0 then if not gameOver and bazookasInGame == 0 and GetAmmoCount(hog, amBazooka) == 0 then for gear, _ in pairs(targetGears) do DeleteGear(gear) end spawnTargets(3) AddCaption(loc("Out of ammo! Try again!")) AddAmmo(hog, amBazooka, limitedAmmo) SetWeapon(amBazooka) missedTauntTimer = 1000 end limitedAmmoReset = -1 end if missedTauntTimer > 0 then missedTauntTimer = missedTauntTimer - 20 end if missedTauntTimer == 0 then PlaySound(sndMissed, hog) missedTauntTimer = -1 end if not weaponSelected and gamePhase == 1 and GetCurAmmoType() == amBazooka then newGamePhase() weaponSelected = true end end function onAmmoStoreInit() SetAmmo(amBazooka, 9, 0, 0, 0) end