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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files/combat.js
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files/combat.js
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@ -1,6 +1,7 @@
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// Holds functions needed to play the game
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const variables = require("./variables.js");
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const death = require("./deathscreens.js");
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const poi = require("./poiscreens.js");
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module.exports = {
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eatFood,
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@ -8,6 +9,7 @@ module.exports = {
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scavenge,
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checkLose,
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calcLocation,
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calcEncounter,
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}
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function eatFood() {
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@ -88,3 +90,55 @@ function calcLocation() { // Calculates your location in the world using locatio
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}
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}
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}
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// Rundown on how I did this:
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/**
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* calcEncounter() checks what faction territory you are in and pipes the respective faction into initilizeEncounter().
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*
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* initEncounter() is pretty much the same however you can use forceFaction (set to true) to bypass the random raider/abomination chance.
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* forceFaction will always be false unless under certian circumstances (eg. Lost Hills, Legion Territory, Malcom Holmes).
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* Turns out the fight/flee variables work exactly how I want so I did not change them.
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*
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* encounterMenuMaker() was changed to account for forceFaction. If forceFaction is set to true, EMM's equivilant forceOpt will take its value.
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* If true it runs the code you had before, no changes. If it is false it will roll a dice to see if you get the normal faction, given by your switch statement,
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* or a radier/abomination. If it is a radier/abomination it will then roll a 50/50. The code for both is the same as the default faction code except that
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* 'faction' will just be 'raider' or 'abomination' instead of the default.
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*
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* I also implemented auto difficulty scaling. Instead of piping in 'encounterDiffOne' you just input the interger of it. This is because you cant
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* use a string as a variable name and or whatever. Just trust me, this is the only way it works. initEncounter() will figure it out on the otherside.
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*/
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function calcEncounter() {
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if (variables.randomNumber(1,100) <= 20) {
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if (variables.location >= 255) {
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if (variables.locationA > variables.locationB) {
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if ((variables.locationA >= 5 && variables.locationA < 17) || (variables.locationA >= 23 && variables.locationA < 40)) {
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poi.initializeEncounter(NCR,4,true,true,false);
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}
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if (variables.locationB >= 40) {
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poi.initializeEncounter(NCR,5,true,true,false);
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}
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} else if (variables.locationA < variables.locationB) {
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if ((variables.locationB >= 0 && variables.locationB < 30) || (variables.locationB >= 40 && variables.locationB < 80)) {
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poi.initializeEncounter(abomination,3,true,true,false)
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}
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if ((variables.locationB >= 30 && variables.locationB < 40) || (variables.locationB >= 90)) {
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poi.initializeEncounter(NCR,5,true,true,false)
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}
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if (variables.locationB >= 80 && variables.locationB < 90) {
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poi.initializeEncounter(enclave,4,true,true,false)
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}
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} else {
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if (variables.location >= 5 && variables.location < 50) {
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poi.initializeEncounter(abomination,1,true,true,false)
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}
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if (variables.location >= 50 && variables.location < 200) {
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poi.initializeEncounter(MWBOS,2,true,true,false)
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}
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if (variables.location >= 200 && variables.location < 255) {
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poi.initializeEncounter(legion,3,true,true,false)
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}
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}
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}
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}
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}
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@ -23,8 +23,10 @@ console.log("2) Learn How to play");
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console.log("3) Quit Game");
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console.log("4) Dev stuff for testing");
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var mainMenuInput = variables.userInput("Enter: ")
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while(true) {
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let mainMenuInput = variables.userInput("Enter: ")
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switch(mainMenuInput) {
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case "1":
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startGame();
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@ -38,10 +40,11 @@ switch(mainMenuInput) {
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variables.sleep(1000);
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break;
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case "4":
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inventoryStuff.inventoryMenuM();
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let testarr = [1,2,3,4]
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console.log(testarr[testarr.length - 1]);
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break;
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}
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}
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function startGame() { // So far what I have is filler and testing, feel free to change.
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console.clear();
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variables.sleep(1000);
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@ -57,4 +60,12 @@ function startGame() { // So far what I have is filler and testing, feel free to
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variables.prewarmoney = 500;
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shops.ravenRock();
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for (variables.location = 0; variables.location <= 255; variables.location++) {
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game.calcLocation();
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game.calcEncounter();
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game.calcSickPoints();
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game.eatFood();
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game.checkLose();
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}
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}
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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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@ -141,7 +183,11 @@ 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 (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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@ -153,5 +199,22 @@ function encounterMenuMaker(reqFaction, diffWeighting){
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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[0];
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return encountered[encountered.length - 1];
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} else {
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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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}
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@ -17,6 +17,8 @@ module.exports = { // Lets variables and functions be used in other files
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name,
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prewarmoney,
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caps,
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locationA,
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locationB,
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sleep,
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userInput,
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randomNumber,
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@ -50,6 +52,24 @@ var isSick = false;
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var sickPoints = 0; // If you accumulate 50 sick points you lose
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var sickSeverity = 0; // 3 levls, starting at 1
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/*
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1 - Villified - Will attack you at all POIs and encounters
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2 - Hated - Will only attack you in major POIs
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3 - Disliked - Will not engage in combat and will not allow you to trade
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4 - Neutral - Can trade
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5 - Good - Will offer assistance and minor discounts when trading
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6 - Liked - Better discounts and assistance, faction bonus
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7 - Idolized - Gives faction bonus and severe discounts when trading, underarmor
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Faction bonuses
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* MW BOS - X-01 PA
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* Legion - The Mark of Caesar, show to frumentari in locations to recieve gear
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* NCR - NCR Emergency 2-Way radio, recieve supply drop when in NCR territory. Useable 3 times
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* BOS - X-01 upgrade to tesla
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* Enclave - X-01 upgrade to APA
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*/
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var reputation = {mwbos: 4, legion: 4, ncr: 2, bos: 1, enclave: 10, abomination: 0, raider: 0} //Number between 0(worst) and 10(best), 5 is neutral
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//Player inventory
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//Record all items in the player's inventory as objects with a name, item category, value, and boolean properties. Example below.
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//{name: "example", category: "testItems", value: 300, use: true, eat: false, drop: true, equip: true}
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