Begin work on rep system. Finished encounter generation for the most part. Needs testing.
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5 changed files with 185 additions and 37 deletions
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@ -1,12 +1,13 @@
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const variables = require("./variables.js");
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const combat = requre("./combat.js");
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module.exports = {
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encounterMenuMaker,
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initializeEncounter,
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}
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function initializeEncounter(reqFaction, diffWeighting, fight, flee){
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var encounter = encounterMenuMaker(reqFaction, diffWeighting);
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function initializeEncounter(reqFaction, diffWeighting, fight, flee, forceFaction){
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var encounter = encounterMenuMaker(reqFaction, diffWeighting, forceFaction);
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console.clear();
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console.log("You come across a " + encounter.name);
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var encounterHealth = variables.randomNumber(encounter.minHealth, encounter.maxHealth);
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@ -14,6 +15,8 @@ function initializeEncounter(reqFaction, diffWeighting, fight, flee){
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console.log("What would you like to do?");
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console.log("--------------------------");
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var playerOptions = 1;
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console.log(playerOptions + ") Inventory");
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playerOptions++
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if(fight == true){
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console.log(playerOptions + ") Fight");
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playerOptions++;
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@ -22,7 +25,23 @@ function initializeEncounter(reqFaction, diffWeighting, fight, flee){
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console.log(playerOptions + ") Flee");
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playerOptions++;
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}
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console.log(playerOptions + ") Inventory");
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while(true) {
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let encounterInput = variables.userInput("Enter: ")
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switch(mainMenuInput) {
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case "1":
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console.log(variables.inventory);
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case "2":
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combat.initCombat(encounter);
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break;
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case "3":
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if (variables.reputation{reqFaction} < 4) {
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if (variables.randomNumber(1,100) < 40){
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console.log("You tried to flee... but they noticed you.");
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combat.initCombat(encounter);
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}
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}
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}
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}
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}
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//Add any new encounter ideas to their required faction and difficulty
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@ -47,7 +66,9 @@ var encounterDiffOne = [
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{name: "weak ghoul", minHealth: 10, maxHealth: 15, lootTable: "junk", numEnemies: 1},
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{name: "bloatfly swarm", minHealth: 1, maxHealth: 5, lootTable: "food", numEnemies: 5},
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{name: "wolf", minHealth: 5, maxHealth: 10, lootTable: "food", numEnemies: 1},
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]
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],
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//MWBOS
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[]
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];
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var encounterDiffTwo = [
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//NCR
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@ -61,6 +82,8 @@ var encounterDiffTwo = [
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//BOS
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[],
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//Abomination
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[],
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//MWBOS
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[]
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];
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var encounterDiffThree = [
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@ -75,6 +98,8 @@ var encounterDiffThree = [
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//BOS
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[],
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//Abomination
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[],
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//MWBOS
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[]
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];
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var encounterDiffFour = [
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@ -89,6 +114,8 @@ var encounterDiffFour = [
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//BOS
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[],
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//Abomination
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[],
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//MWBOS
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[]
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];
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var encounterDiffFive = [
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@ -103,25 +130,40 @@ var encounterDiffFive = [
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//BOS
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[],
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//Abomination
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[],
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//MWBOS
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[]
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];
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//RIP the filterFactionFunction :(
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//Declaring some stuff to make them global variables
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var encountered = [];
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var faction = 0;
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let encountered = [];
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//Creates the menu for an encounter. "faction" represents the faction for the encounter, "diffWeighting" changes the odds for
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//an encounter's difficulty (1-5)
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//IGNORE THE VARIABLE COMMENTS IN THE NESTED SWITCH STATEMENT, they're placeholders for me
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function encounterMenuMaker(reqFaction, diffWeighting){
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var encounterDifficulty = (diffWeighting * variables.randomNumber(1, 20));
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if((reqFaction != "NCR") && (reqFaction != "BOS")){
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factionFailsafe = reqFaction.toLowerCase();
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} else {
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factionFailsafe = reqFaction;
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function encounterMenuMaker(reqFactionEMM, diffWeightingEMM, forceOptEMM){
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switch(diffWeightingEMM){
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case 1:
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reqFactionEMM = encounterDiffOne
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break;
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case 2:
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reqFactionEMM = encounterDiffTwo
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break;
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case 3:
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reqFactionEMM = encounterDiffThree
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break;
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case 4:
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reqFactionEMM = encounterDiffFour
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break;
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case 5:
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reqFactionEMM = encounterDiffFive
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break;
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}
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var encounterDifficulty = (diffWeightingEMM * variables.randomNumber(1, 20));
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factionFailsafe = reqFactionEMM.toLowerCase();
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switch(factionFailsafe){
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case "NCR":
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faction = 0;
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@ -141,17 +183,38 @@ function encounterMenuMaker(reqFaction, diffWeighting){
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case "abomination":
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faction = 5;
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break;
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case "MWBOS":
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faction = 6;
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break;
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}
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if(encounterDifficulty <= 20){
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encountered.push(encounterDiffOne[faction][variables.randomNumber(0, encounterDiffOne[faction].length - 1)]);
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} else if(21 <= encounterDifficulty <= 40){
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encountered.push(encounterDiffTwo[faction][variables.randomNumber(0, encounterDiffTwo[faction].length - 1)]);
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} else if(41 <= encounterDifficulty <= 60){
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if (forceOptEMM == true) {
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if(encounterDifficulty <= 20){
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encountered.push(encounterDiffOne[faction][variables.randomNumber(0, encounterDiffOne[faction].length - 1)]);
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} else if(21 <= encounterDifficulty <= 40){
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encountered.push(encounterDiffTwo[faction][variables.randomNumber(0, encounterDiffTwo[faction].length - 1)]);
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} else if(41 <= encounterDifficulty <= 60){
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encountered.push(encounterDiffThree[faction][variables.randomNumber(0, encounterDiffThree[faction].length - 1)]);
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} else if(61 <= encounterDifficulty <= 80){
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encountered.push(encounterDiffFour[faction][variables.randomNumber(0, encounterDiffFour[faction].length - 1)]);
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} else if(61 <= encounterDifficulty <= 80){
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encountered.push(encounterDiffFour[faction][variables.randomNumber(0, encounterDiffFour[faction].length - 1)]);
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} else {
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encountered.push(encounterDiffFive[faction][variables.randomNumber(0, encounterDiffFive[faction].length - 1)]);
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}
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return encountered[encountered.length - 1];
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} else {
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encountered.push(encounterDiffFive[faction][variables.randomNumber(0, encounterDiffFive[faction].length - 1)]);
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let x = variables.randomNumber(0, 100)
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if (x >= 75) {
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if (x <=80) {
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encountered.push(encounterDiffOne[raider][variables.randomNumber(0, encounterDiffOne[raider].length - 1)])
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}
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if (x <=90) {
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encountered.push(encounterDiffOne[settler][variables.randomNumber(0, encounterDiffOne[settler].length - 1)])
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}
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if (x <=100) {
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encountered.push(encounterDiffOne[abomination][variables.randomNumber(0, encounterDiffOne[abomination].length - 1)])
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}
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}
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if (x < 75) {
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encountered.push(encounterDiffOne[faction][variables.randomNumber(0, encounterDiffOne[faction].length - 1)])
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}
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}
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return encountered[0];
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}
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