-- Based on mikade's Highlander
--------------------------------
-- Shopplander
-- Made by eldiablo
--------------------------------
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
local atkArray = {
amBazooka, amRCPlane, amBallgun, amDynamite, amCake, amHellishBomb, amBee, amMortar, amDrill, amGrenade, amClusterBomb, amMolotov, amSineGun, amWatermelon, amShotgun, amFirePunch, amWhip, amBaseballBat, amFlamethrower, amMine, amSMine
}
local utilArray = { amBlowTorch, amExtraDamage, amIceGun, amBirdy, amPickHammer, amPortalGun, amLaserSight, amLowGravity, }
local wepArray = {}
local currHog
local lastHog
local started = false
local switchStage = 0
local lastWep = amNothing
local shotsFired = 0
function CheckForWeaponSwap()
if GetCurAmmoType() ~= lastWep then
shotsFired = 0
end
lastWep = GetCurAmmoType()
end
function onSlot()
CheckForWeaponSwap()
end
function onSetWeapon()
CheckForWeaponSwap()
end
function onHogAttack()
CheckForWeaponSwap()
shotsFired = shotsFired + 1
end
function StartingSetUp(gear)
for i = 1, #wepArray do
setGearValue(gear,wepArray[i],0)
end
setGearValue(gear,amKamikaze,100)
setGearValue(gear,amRope,100)
setGearValue(gear,amSkip,100)
i = 1 + GetRandom(#atkArray)
setGearValue(gear,atkArray[i],1)
i = 1 + GetRandom(#utilArray)
setGearValue(gear,utilArray[i],1)
SetHealth(gear, 100)
end
--[[function SaveWeapons(gear)
-- er, this has no 0 check so presumably if you use a weapon then when it saves you wont have it
for i = 1, (#wepArray) do
setGearValue(gear, wepArray[i], GetAmmoCount(gear, wepArray[i]) )
--AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) )
end
end]]
function ConvertValues(gear)
for i = 1, #wepArray do
AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) )
end
end
-- this is called when a hog dies
function TransferWeps(gear)
if CurrentHedgehog ~= nil then
for i = 1, #wepArray do
val = getGearValue(gear,wepArray[i])
if val ~= 0 then
setGearValue(CurrentHedgehog, wepArray[i], val)
-- if you are using multi-shot weapon, gimme one more
if (GetCurAmmoType() == wepArray[i]) and (shotsFired ~= 0) then
AddAmmo(CurrentHedgehog, wepArray[i], val+1)
-- assign ammo as per normal
else
AddAmmo(CurrentHedgehog, wepArray[i], val)
end
end
end
end
end
function onGameInit()
GameFlags = bor(GameFlags,gfInfAttack + gfRandomOrder + gfPerHogAmmo)
HealthCaseProb = 100
end
function onGameStart()
ShowMission (
loc("SHOPPLANDER"),
loc("Not all hogs are born smart."),
"- " .. loc("Eliminate enemy hogs and take their weapons.") .. "|" ..
"- " .. loc("Per-Hog Ammo") .. "|" ..
"- " .. loc("Weapons reset.") .. "|" ..
"- " .. loc("Unlimited Attacks&Rope") .. "|" ..
"", 4, 4000
)
if MapHasBorder() == false then
for i, w in pairs(airWeapons) do
table.insert(atkArray, w)
end
end
for i, w in pairs(atkArray) do
table.insert(wepArray, w)
end
for i, w in pairs(utilArray) do
table.insert(wepArray, w)
end
table.insert(wepArray, amSkip)
table.insert(wepArray, amRope)
table.insert(wepArray, amKamikaze)
runOnGears(StartingSetUp)
runOnGears(ConvertValues)
end
function CheckForHogSwitch()
if (CurrentHedgehog ~= nil) then
currHog = CurrentHedgehog
if currHog ~= lastHog then
-- re-assign ammo to this guy, so that his entire ammo set will
-- be visible during another player's turn
if lastHog ~= nil then
ConvertValues(lastHog)
end
-- give the new hog what he is supposed to have, too
ConvertValues(CurrentHedgehog)
end
lastHog = currHog
end
end
function onNewTurn()
CheckForHogSwitch()
end
--function onGameTick20()
--CheckForHogSwitch()
-- if we use gfPerHogAmmo is this even needed? Err, well, weapons reset, so... yes?
-- orrrr, should we rather call the re-assignment of weapons onNewTurn()? probably not because
-- then you cant switch hogs... unless we add a thing in onSwitch or whatever
-- ye, that is probably better actually, but I'll add that when/if I add switch
--end
--[[function onHogHide(gear)
-- waiting for Henek
end
function onHogRestore(gear)
-- waiting for Henek
end]]
function onGearAdd(gear)
--if GetGearType(gear) == gtSwitcher then
-- SaveWeapons(CurrentHedgehog)
--end
if (GetGearType(gear) == gtHedgehog) then
trackGear(gear)
end
end
function onGearDelete(gear)
if (GetGearType(gear) == gtHedgehog) then --or (GetGearType(gear) == gtResurrector) then
TransferWeps(gear)
trackDeletion(gear)
end
end
function onAmmoStoreInit()
-- no, you can't set your own ammo scheme
end
ObjectList = {}
-- Overall padding for roping freedom
Padding = 430
-- This could probably use less points and more precision
-- 700x700 for object space
function DrawStar(x, y, d, f)
-- default scale is 700x700 or so
local s = 700
local i = 0
local j = 0
if not(d == 1) then s = div(s,d) end
if NoOverlap(x,y,s,s) then
AddCollision(x,y,s,s)
if not(d == 1) then
i = 6-d
j = math.min(div(5,d),1)
-- centre
AddPoint(x,y,div(20,d))
-- arms
AddPoint(x-div(325,d),y-f*div(108,d),2)
AddPoint(x+div(325,d),y-f*div(108,d))
AddPoint(x-div(205,d),y+f*div(270,d))
AddPoint(x,y-f*div(345,d))
AddPoint(x+div(205,d),y+f*div(270,d))
AddPoint(x-div(325,d),y-f*div(108,d))
if d < 4 then
-- fill in arm 1
AddPoint(x-div(275,d),y-f*div(92,d),i)
AddPoint(x-div(50,d),y-f*div(92,d))
AddPoint(x-div(105,d),y+f*div(25,d))
AddPoint(x-div(250,d),y-f*div(80,d))
AddPoint(x-div(115,d),y-f*div(70,d))
AddPoint(x-div(130,d),y-f*div(25,d))
AddPoint(x-div(175,d),y-f*div(60,d))
-- fill in arm 2
AddPoint(x+div(275,d),y-f*div(92,d),i)
AddPoint(x+div(50,d),y-f*div(92,d))
AddPoint(x+div(105,d),y+f*div(25,d))
AddPoint(x+div(250,d),y-f*div(80,d))
AddPoint(x+div(115,d),y-f*div(70,d))
AddPoint(x+div(130,d),y-f*div(25,d))
AddPoint(x+div(175,d),y-f*div(60,d))
-- fill in arm 3
AddPoint(x-div(175,d),y+f*div(230,d),i)
AddPoint(x-div(110,d),y+f*div(60,d))
AddPoint(x,y+f*div(120,d))
AddPoint(x-div(155,d),y+f*div(215,d))
AddPoint(x-div(105,d),y+f*div(95,d))
AddPoint(x-div(60,d),y+f*div(130,d))
AddPoint(x-div(85,d),y+f*div(155,d),j)
-- fill in arm 4
AddPoint(x,y-f*div(300,d),3)
AddPoint(x+div(50,d),y-f*div(125,d))
AddPoint(x-div(50,d),y-f*div(125,d))
AddPoint(x,y-f*div(270,d))
AddPoint(x-div(40,d),y-f*div(160,d))
AddPoint(x+div(40,d),y-f*div(160,d))
AddPoint(x,y-f*div(195,d),j)
-- fill in arm 5
AddPoint(x+div(175,d),y+f*div(230,d),i)
AddPoint(x+div(110,d),y+f*div(60,d))
AddPoint(x,y+f*div(120,d))
AddPoint(x+div(155,d),y+f*div(215,d))
AddPoint(x+div(105,d),y+f*div(95,d))
AddPoint(x+div(60,d),y+f*div(130,d))
AddPoint(x+div(85,d),y+f*div(155,d),j)
end
else
-- centre
AddPoint(x,y,20)
-- arms
AddPoint(x-325,y-f*108,1)
AddPoint(x+325,y-f*108)
AddPoint(x-205,y+f*270)
AddPoint(x,y-f*345)
AddPoint(x+205,y+f*270)
AddPoint(x-325,y-f*108)
-- fill in arm 1
AddPoint(x-275,y-f*92,4)
AddPoint(x-50,y-f*92)
AddPoint(x-105,y+f*25)
AddPoint(x-250,y-f*80)
AddPoint(x-115,y-f*70)
AddPoint(x-130,y-f*25)
AddPoint(x-175,y-f*60)
-- fill in arm 2
AddPoint(x+275,y-f*92,4)
AddPoint(x+50,y-f*92)
AddPoint(x+105,y+f*25)
AddPoint(x+250,y-f*80)
AddPoint(x+115,y-f*70)
AddPoint(x+130,y-f*25)
AddPoint(x+175,y-f*60)
-- fill in arm 3
AddPoint(x-175,y+f*230,4)
AddPoint(x-110,y+f*60)
AddPoint(x-10,y+f*120)
AddPoint(x-155,y+f*215)
AddPoint(x-105,y+f*95)
AddPoint(x-60,y+f*130)
AddPoint(x-85,y+f*155,5)
-- fill in arm 4
AddPoint(x,y-f*300,3)
AddPoint(x+50,y-f*125)
AddPoint(x-50,y-f*125)
AddPoint(x,y-f*270)
AddPoint(x-40,y-f*160)
AddPoint(x+40,y-f*160)
AddPoint(x,y-f*195,5)
-- fill in arm 5
AddPoint(x+175,y+f*230,4)
AddPoint(x+110,y+f*60)
AddPoint(x+10,y+f*120)
AddPoint(x+155,y+f*215)
AddPoint(x+105,y+f*95)
AddPoint(x+60,y+f*130)
AddPoint(x+85,y+f*155,5)
end
return true
else
return false
end
end
-- well. this was easy
function DrawCircle(x, y, w)
if NoOverlap(x,y,w*10+6,w*10+6) then
AddCollision(x,y,w*10+6,w*10+6)
AddPoint(x,y,w)
return true
else
return false
end
end
function DrawCrescent(x, y, w, s)
local b = div(w*(GetRandom(4)+1)*10+6,6)
if NoOverlap(x,y,w*10+6,w*10+6) then
AddCollision(x,y,w*10+6,w*10+6)
AddPoint(x,y,w)
if s then -- side
if GetRandom(1) == 0 then
b = b*-1
end
AddPoint(x-b,y,w,true)
else -- top
AddPoint(x,y-b,w,true)
end
return true
else
return false
end
end
function DrawCones(x,w,h,c)
local i = 0
local y = 2048-h
local hw = div(w,2)
if NoOverlap(x+div(w*c,2),y+div(h,2),w*c,h) then
AddCollision(x+div(w*c,2),y+div(h,2),w*c,h)
x = x + hw
for i = 1,c do -- I'm guessing outlining is slightly more efficient than fanning at 16px brush
AddPoint(x,y,1)
AddPoint(x-hw+8,2048)
AddPoint(x+hw-8,2048)
AddPoint(x,y)
for j = x-hw+25,x+hw,34 do
AddPoint(x,y+30,3)
AddPoint(j,2048)
end
if GetRandom(2)==0 then
AddPoint(x,y-20,8)
end
x = x + w
end
else
return false
end
end
function DrawPlateau(x,y,l,t,b)
local bo = 0
local to = 0
local bSucc = false
local tSucc = false
if NoOverlapXY(x-28,y-28,x+l+28,y+l+28) then
AddPoint(x,y,5)
AddPoint(x+l,y)
to = GetRandom(6)
if not(to==0) then
if GetRandom(2)==0 then
to = div(l,to)
else
to = l-div(l,to)
end
end
if t>0 and NoOverlapXY(x+to-28,y-t-28,x+to+28,y+28) then
AddPoint(x+to,y-t,5)
AddPoint(x+to,y)
if GetRandom(2)==0 then
AddPoint(x+to,y-t+75,20)
else -- square off
AddPoint(x+to-20,y-t,1)
AddPoint(x+to-20,y-t-20)
AddPoint(x+to+20,y-t-20)
AddPoint(x+to+20,y-t)
end
tSucc = true
end
if to > 120 and GetRandom(2)==0 then -- left bumper
AddPoint(x+15,y-20,9)
else -- square off
--AddPoint(x-50,y,2)
AddPoint(x,y+20,1)
AddPoint(x-20,y+20)
AddPoint(x-20,y-20)
AddPoint(x,y-20)
end
if to < (l-120) and GetRandom(2)==0 then -- right bumper
AddPoint(x+l-15,y-20,9)
else -- square off
--AddPoint(x+l+50,y,2)
AddPoint(x+l,y+20,1)
AddPoint(x+l+20,y+20)
AddPoint(x+l+20,y-20)
AddPoint(x+l,y-20)
end
bo = GetRandom(6)
if not(bo == 0) then
if GetRandom(2)==0 then
bo = div(l,bo)
else
bo = l-div(l,bo)
end
end
-- still consider a success even if we can't place this one. Might need to return more than true/false
if b>0 and NoOverlapXY(x+bo-28,y-28,x+bo+28,y+b+28) then
AddPoint(x+bo,y,5)
AddPoint(x+bo,y+b)
if GetRandom(2)==0 then
AddPoint(x+bo,y+b-75,20)
else -- square off
AddPoint(x+bo-20,y+b,1)
AddPoint(x+bo-20,y+b+20)
AddPoint(x+bo+20,y+b+20)
AddPoint(x+bo+20,y+b)
end
bSucc = true
end
if bSucc then AddCollisionXY(x+bo-28,y-28,x+bo+28,y+b+28) end
if tSucc then AddCollisionXY(x+to-28,y-t-28,x+to+28,y+28) end
AddCollisionXY(x-28,y-28,x+l+28,y+28)
return true
else
return false
end
end
function AddCollision(x,y,w,h)
table.insert(ObjectList,{x-div(w+Padding,2),
y-div(h+Padding,2),
x+div(w+Padding,2),
y+div(h+Padding,2)})
end
function AddCollisionXY(x,y,x2,y2)
table.insert(ObjectList,{x-div(Padding,2),
y-div(Padding,2),
x2+div(Padding,2),
y2+div(Padding,2)})
end
-- bounding box check
function NoOverlap(x,y,w,h)
w = w
h = h
x = x-div(w,2)
y = y-div(h,2)
return NoOverlapXY(x,y,x+w,y+h)
end
function NoOverlapXY(x,y,x2,y2)
local i = 1
local l = table.getn(ObjectList)
local ox = 0
local oy = 0
local ox2 = 0
local oy2 = 0
while i<=l do
ox = ObjectList[i][1]
oy = ObjectList[i][2]
ox2 = ObjectList[i][3]
oy2 = ObjectList[i][4]
-- WriteLnToConsole(ox..' '..oy..' '..ox2..' '..oy2..' - '..x..' '..y..' '..x2..' '..y2)
--if (math.abs(ox + ox2 -x - x2) <= (ox2 - ox + x2 - x)) and (math.abs(oy + oy2 - y - y2) <= (oy - oy2 + y - y2)) then
if x < ox2 and ox < x2 and y < oy2 and oy < y2 then
return false
end
i=i+1
end
return true
end
function dbg()
local i = 1
local l = table.getn(ObjectList)
local ox = 0
local oy = 0
local ox2 = 0
local oy2 = 0
while i<=l do
ox = ObjectList[i][1]
oy = ObjectList[i][2]
ox2 = ObjectList[i][3]
oy2 = ObjectList[i][4]
AddPoint(ox,oy,1)
AddPoint(ox2,oy)
AddPoint(ox2,oy2)
AddPoint(ox,oy2)
AddPoint(ox,oy)
AddPoint(ox2,oy2)
i=i+1
end
end
function onPreviewInit()
onGameInit()
end
function onGameInit()
MapGen = mgDrawn
TemplateFilter = 0
local TotGen = 0
local Tries = 0
local i = 0
local l = 0
local x = 0
local y = 0
local w = 0
local h = 0
if GetGameFlag(gfSolidLand) then EnableGameFlags(gfShoppaBorder) end
if not GetGameFlag(gfBottomBorder) and GetRandom(2) == 0 then
AddPoint(-50,2010,7)
AddPoint(4150,2010)
for i = 0,GetRandom(3) do
x = GetRandom(4096)
w = GetRandom(40)+10
AddPoint(x,2200,w,true)
AddPoint(x,1900)
table.insert(ObjectList,{x-div(w*9,2),
2010-div(100,2),
x+div(w*9,2),
2010+div(100,2)})
end
end
if GetRandom(2) == 0 then
l = GetRandom(3)+1
w = GetRandom(200)+200
h = GetRandom(350)+200
x = GetRandom(4096-w*l)
DrawCones(x,w,h,l)
--if DrawCones(x,w,h,l) then TotGen = TotGen+1
end
if GetRandom(2) == 0 then
for i = 1,GetRandom(5)+1 do
w = GetRandom(35)+15
x = GetRandom(4096-w*12)+w
if GetRandom(2)==0 then
y = 2048-GetRandom(w*10+6)
else
y = 2048
end
-- if AddPoint(x,y,w) then TotGetn = TotGen+1
DrawCircle(x,y,w)
end
end
if GetRandom(2)==0 then
x = GetRandom(3300)+350
y = GetRandom(1300)+350
if DrawStar(x,y, 1, 1+GetRandom(2)*-2) then
TotGen = TotGen+1
end
end
while (TotGen < 6) and (Tries < 100) do
l = GetRandom(1000-Tries*10)+300
x = GetRandom(3900-l)+100
y = GetRandom(1900)+100
if GetRandom(2)==0 then b = GetRandom(800)+300
else b = 0 end
if GetRandom(2)==0 then t = GetRandom(800)+300
else t = 0 end
if y-t < 50 then t = y - 50 end
if t < 200 then t = 0 end
if DrawPlateau(x,y,l,t,b) then
TotGen = TotGen+1
end
Tries = Tries + 1
end
Tries = 0
while (TotGen < 17) and (Tries < 1000) do
if Tries < 500 and GetRandom(2)==0 then
x = GetRandom(3300)+350
y = GetRandom(1300)+350
if DrawStar(x,y, 1, 1+GetRandom(2)*-2) then
TotGen = TotGen+1
end
else
if Tries > 500 then d = GetRandom(2)+3
else d = GetRandom(3)+2 end
x = GetRandom(4000-div(700,d))+div(700,d*2)
y = GetRandom(1300-div(700,d))+div(700,d*2)
if DrawStar(x,y, d, 1+GetRandom(2)*-2) then
TotGen = TotGen+1
end
end
w = GetRandom(35-div(Tries,29))+15
x = GetRandom(4050-w*20)+w*10
y = GetRandom(2000-w*20)+w*10
if DrawCircle(x,y,w) then
TotGen = TotGen+1
end
w = GetRandom(35-div(Tries,29))+5
x = GetRandom(4050-w*20)+w*10
y = GetRandom(2000-w*20)+w*10
if DrawCrescent(x,y,w,GetRandom(2)==0) then
TotGen = TotGen+1
end
Tries = Tries + 1
end
-- Padding = div(Padding,2)
-- Tries = 0
-- while (TotGen < 21) and (Tries < 10000) do
-- r = GetRandom(20-div(Tries,223))+5
-- x = GetRandom(4050-r*20)+r*10
-- y = GetRandom(2000-r*20)+r*10
-- if DrawCircle(x,y,r) then
-- TotGen = TotGen+1
-- end
-- Tries = Tries + 1
-- end
--dbg()
FlushPoints()
end