A lot, i dont rembr

This commit is contained in:
Raktbastr 2025-04-14 11:37:22 -05:00
parent fdd58af63e
commit 82565a2be9
6 changed files with 547 additions and 45 deletions

View file

@ -5,6 +5,11 @@ var readlineSync = require('readline-sync');
const { exec } = require("child_process");
import { promisify } from "util";
const execPromise = promisify(exec);
import './variables.js';
import { inventoryMenuM } from './inventory.js';
import { checkPOI } from './poiscreens.js';
global.isRawModeEnabled = false; // Track whether raw mode is enabled
@ -30,12 +35,14 @@ export function healthCapCalc() { // Calculates HP cap given current radPoints
}
export function radPointsCalc() { // Calculates radPoints given walk/foodrate
radPoints = radPoints + 0.5 * (radSeverity * 10 + 5 * (walkRate + foodRate))
if (isRadiated == true) {
radPoints = radPoints + 0.5 * (radSeverity * 10 + 5 * (walkRate + foodRate));
}
}
export function eatFood() { // Calculates food amount after a day of eating
if (food == 0) {
health = health - 3*walkRate
health = health - 0.25*walkRate
} else {
food = food - walkRate * foodRate
}
@ -93,10 +100,10 @@ export async function sleep(time) {
}
function death() {
let random = variables.randomNumber(1,3);
if (random = 1) { deathScreen1(); }
if (random = 2) { deathScreen2(); }
if (random = 3) { deathScreen3(); }
let random = randomNumber(1,3);
if (random = 1) { death1(); }
if (random = 2) { death2(); }
if (random = 3) { death3(); }
}
function death1() {
@ -128,3 +135,233 @@ function timeDeath() { // The death screen for passing the time limit
console.log("Signed, Enclave Internal Messager");
console.clear;
}
var travelFrame = 0;
export function travelScreen() {
if (travelFrame < 0 || travelFrame > 3) {
travelFrame = 0;
} else if (travelFrame == 0) {
console.clear();
console.log("┌──────────────────────────────────────┐");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ ◜─◝ │");
console.log("│ ◟_◞ │");
console.log("│ /║\\ │");
console.log("│ \\V/ │");
console.log("│ / \\ │");
console.log("│ ▁\\ ▔╹ │");
console.log("│======================================│");
console.log("│ . . - . . - . . . - │");
console.log("│ - . . . . . . - . .│");
console.log("└──────────────────────────────────────┘");
console.log("Press [ENTER] to open Pip-Boy");
console.log("Current Health: "+health);
console.log("Food Amt: "+food);
console.log("Distance to next POI: ");
travelFrame++
} else if (travelFrame == 1) {
console.clear();
console.log("┌──────────────────────────────────────┐");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ ◜─◝ │");
console.log("│ ◟_◞ │");
console.log("│ /║\\ │");
console.log("│ \\V/ │");
console.log("│ \\ │");
console.log("│ ▁│▔╹ │");
console.log("│======================================│");
console.log("│ - . - . . . - . - . │");
console.log("│ - . . - . . . - .│");
console.log("└──────────────────────────────────────┘");
console.log("Press [ENTER] to open Pip-Boy");
console.log("Current Health: "+health);
console.log("Food Amt: "+food);
console.log("Distance to next POI: ");
travelFrame++
} else if (travelFrame == 2) {
console.clear();
console.log("┌──────────────────────────────────────┐");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ ◜─◝ │");
console.log("│ ◟_◞ │");
console.log("│ /║\\ │");
console.log("│ \\V/ │");
console.log("│ │");
console.log("│ _/_\\ │");
console.log("│======================================│");
console.log("│ - . - . . . - . - . │");
console.log("│ - . . - . . . - .│");
console.log("└──────────────────────────────────────┘");
console.log("Press [ENTER] to open Pip-Boy");
console.log("Current Health: "+health);
console.log("Food Amt: "+food);
console.log("Distance to next POI: ");
travelFrame++
} else if (travelFrame == 3) {
console.clear();
console.log("┌──────────────────────────────────────┐");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ │");
console.log("│ ◜─◝ │");
console.log("│ ◟_◞ │");
console.log("│ /║\\ │");
console.log("│ \\V/ │");
console.log("│ \\ │");
console.log("│ ▁│▔╹ │");
console.log("│======================================│");
console.log("│ - . - . . . - . - . │");
console.log("│ - . . - . . . - .│");
console.log("└──────────────────────────────────────┘");
console.log("Press [ENTER] to open Pip-Boy");
console.log("Current Health: "+health);
console.log("Food Amt: "+food);
console.log("Distance to next POI: ");
travelFrame=0;
}
}
export async function walkPathA() {
enableRawMode();
if (paused) {
disableRawMode();
pauseScreen();
enableRawMode();
}
if (location > 255) {
disableRawMode();
return;
}
calcLocation();
radPointsCalc();
healthCapCalc();
checkLose();
travelScreen();
checkPOI();
eatFood();
//await sleep(0.5);
walkPathA();
}
process.stdin.resume();
process.stdin.on('data', (key) => {
if (key.toString() === ' ') {
paused = true; // Pause the game
} else if (key.toString() === '\u0003') { // Handle Ctrl+C (ASCII code for Ctrl+C)
console.log("\nExiting game...");
process.exit(); // Exit the program
}
});
export function enableRawMode() {
if (!isRawModeEnabled) {
process.stdin.setRawMode(true);
process.stdin.resume();
isRawModeEnabled = true;
}
}
export function disableRawMode() {
if (isRawModeEnabled) {
process.stdin.setRawMode(false);
process.stdin.pause();
isRawModeEnabled = false;
}
}
var paused = false;
export function pauseScreen() {
console.clear();
console.log ("What would you like to do?");
console.log ("--------------------------");
console.log ("1) Resume");
console.log ("2) View Inventory");
console.log ("3) View Distances");
console.log ("4) View Stats");
console.log ("5) Scavenge");
let pauseInput = userInput("Enter: ");
switch(pauseInput) {
case "1":
paused = false;
break;
case "2":
inventoryMenuM();
break;
case "3":
console.clear();
console.log("Current Location: "+location);
if (path == 0) {
console.log("Current Path: Main");
}
if (path == 1) {
console.log("Current Path: A (Southern)");
}
if (path == 2) {
console.log("Current Path: B (Northern)");
}
console.log("------------------------");
for (let i = 0; i < 7; i++) {
if (pois[i].visited == true) {
console.log(pois[i].name+" - "+visited[i]);
}
if (pois[i].visited == false) {
console.log("??? "+pois[i].location-location+" location points away");
}
}
if (path == 1) {
for (let i = poiCounter; i < 14; i++) {
if (pois[i].visited == true) {
console.log(pois[i].name+" - "+visited[i]);
}
if (pois[i].visited == false) {
console.log("??? "+pois[i].location-location+" location points away");
}
}
}
if (path == 2) {
for (let i = poiCounter; i < pois.length; i++) {
if (pois[i].visited == true) {
console.log(pois[i].name+" - "+visited[i]);
}
if (pois[i].visited == false) {
console.log("??? "+pois[i].location-location+" location points away");
}
}
}
userInput("\n[Press Enter to return]");
break;
case "4":
console.clear();
console.log("Player Stats");
console.log("-------------");
console.log("Name: "+name);
console.log("Level: "+level);
console.log("Current Health: "+health+"/"+healthCap);
console.log("Radiation Points: "+radPoints);
console.log("Radiation Severity: "+radSeverity);
console.log("Walk Rate: "+walkRate);
console.log("Food Amt: "+food);
console.log("Food Rate: "+foodRate);
console.log("Current Location: "+location);
console.log("Current Path: "+path);
userInput("\n[Press Enter to return]");
break;
case "5":
scavenge();
break;
}
}

View file

@ -1,14 +1,14 @@
import { userInput } from "./functions.js";
import { inventory, userInput } from "./variables.js";
import "./variables.js";
//Builds the main menu inventory
function inventoryMenuM(){
export function inventoryMenuM(){
console.clear();
console.log("INVENTORY");
console.log("---------");
console.log("1) Supplies");
console.log("2) Equipment");
console.log("[spacebar to exit]");
console.log("3) Exit");
let invChoice = userInput("Enter: ");
switch(userInput){
case "1":
@ -17,6 +17,8 @@ function inventoryMenuM(){
case "2":
equipmentInventory();
break;
case "3":
break;
}
}

View file

@ -5,6 +5,7 @@ import { name, prewarmoney, variableChange } from './variables.js';
import { forcedEncounter, naturalEncounter } from './encounters.js';
disableRawMode();
console.clear();
console.log("__________________________________________________________________________________________________________________________________");
console.log(" _____ _ ____ ");
@ -66,12 +67,19 @@ function startGame() { // So far what I have is filler and testing, feel free to
userInput("[Enter to open shop]");
console.clear();
prewarmoney = 500;
ravenRockShop();
for (variables.location = 0; variables.location <= 255; variables.location++) {
calcLocation();
radPointsCalc();
healthCapCalc
checkLose();
}
preWarMoney = 500;
caps = 0;
level = 1;
health = 100;
healthCap = 100;
walkRate = 1;
foodRate = 1;
food = 0;
radPoints = 0;
path = 0;
location = 0;
locationA = 0;
locationB = 0;
ravenRockStore();
walkPathA(0);
}

View file

@ -1,6 +1,6 @@
// Holds poi code, seperate from encounters.js
import { userInput } from "./functions.js";
import { userInput, pauseScreen } from "./functions.js";
import './variables.js';
export function checkPOI() {
@ -119,7 +119,27 @@ global.pois = [
]
function whitespring() {
console.clear();
console.log("You have arrived at the Whitespring Bunker.");
console.log("What would you like to do?");
console.log("1) Explore");
console.log("2) Attempt to trade");
console.log("3) Open your PIP-Boy");
console.log("4) Leave");
let whitespringInput = userInput("Enter: ");
switch(whitespringInput) {
case "1":
console.clear();
console.log("A robotic voice greets you.");
console.log("MODUS Dialogue here...")
break;
case "2":
whitespringStore();
case "3":
pauseScreen();
case "4":
break;
}
}
function bosGamma() {

View file

@ -1,31 +1,203 @@
import { randomNumber } from "./functions.js";
import {} from "./variables.js";
import { randomNumber, userInput } from "./functions.js";
import "./variables.js";
// Inventories for the various shops
var rrInv = [];
// Inventories for the various shops, based of global item lists
// Most item prices in Raven Rock and Eureka are multiplied by 10, as they are using pre-war money
var rrInv = [
{item: supplyList[0], name: supplyList[0].name, price: supplyList[0].cost, amount: 1000},
{item: supplyList[1], name: supplyList[1].name, price: supplyList[1].cost*10, amount: 100},
{item: supplyList[2], name: supplyList[2].name, price: supplyList[2].cost*10, amount: 100},
{item: supplyList[3], name: supplyList[3].name, price: supplyList[3].cost*10, amount: 100},
{item: equipmentList[0], name: equipmentList[0].name, price: equipmentList[0].cost*10, amount: 10},
{item: equipmentList[2], name: equipmentList[2].name, price: equipmentList[1].cost*10, amount: 10},
{item: equipmentList[8], name: equipmentList[8].name, price: equipmentList[2].cost*10, amount: 10},
];
var vt0Inv = [];
var vegasInv = []; // A mix of gunrunners, mick&ralphs, and followers
var eurInv = [];
var traderInv = ["gun", "stimpak", "radx"];
var traderInv = [];
function ravenRock() {
// purchasing code
export function ravenRockStore() {
while (true) {
console.clear();
console.log("Welcome to Raven Rock. Requisition supplies before heading out.");
console.log("Name | Price (PW Money) | Amount in stock");
console.log("-----------------------------------------------------");
for (var i = 0; i < rrInv.length; i++) {
console.log(i+"). " + rrInv[i].name + " | " + rrInv[i].price + " | " + rrInv[i].amount);
}
console.log("-----------------------------------------------------");
console.log("You have " + preWarMoney + " pre-war money.");
console.log("What would you like to do?");
console.log("1) Buy supplies");
console.log("2) Leave shop");
var rrInput = userInput("Enter: ");
switch(rrInput) {
case "1":
console.log("What would you like to buy?");
let itemNum = userInput("Enter item number: ");
let itemAmt = userInput("Enter amount: ");
if (itemAmt > rrInv[itemNum].amount) {
console.log("Not enough stock.");
userInput("[Enter]");
break;
} else if (itemAmt * rrInv[itemNum].price > preWarMoney) {
console.log("Not enough money.");
userInput("[Enter]");
break;
} else {
preWarMoney -= itemAmt * rrInv[itemNum].price;
rrInv[itemNum].amount -= itemAmt;
console.log("You bought " + itemAmt + " " + rrInv[itemNum].name + "(s).");
console.log("You have " + preWarMoney + " pre-war money left.");
console.log("Press enter to continue...");
userInput("[Enter]");
}
break;
case "2":
console.log("Leaving shop...");
return true;
break;
default:
console.log("Invalid input, try again.");
}
}
}
function vaultZero() {
// purchasing code
function vaultZeroStore() {
while (true) {
console.clear();
console.log("Brotherhood of Steel Requisition System - Vault 0");
console.log("Name | Price (Caps) | Amount in stock");
console.log("-----------------------------------------------------");
for (var i = 0; i < vt0InvInv.length; i++) {
console.log(i+"). " + vt0InvInv[i].item + " | " + vtInv[i].price + " | " + vtInv[i].amount);
}
console.log("-----------------------------------------------------");
console.log("You have " + caps + " caps.");
console.log("What would you like to do?");
console.log("1) Buy supplies");
console.log("2) Leave shop");
var vt0Input = userInput("Enter: ");
switch(vt0Input) {
case "1":
console.log("What would you like to buy?");
let itemNum = userInput("Enter item number: ");
let itemAmt = userInput("Enter amount: ");
if (itemAmt > vt0Inv[itemNum].amount) {
console.log("Not enough stock.");
break;
} else if (itemAmt * vt0Inv[itemNum].price > caps) {
console.log("Not enough money.");
break;
} else {
caps -= itemAmt * vt0Inv[itemNum].price;
rrInv[itemNum].amount -= itemAmt;
console.log("You bought " + itemAmt + " " + vt0Inv[itemNum].item + "(s).");
console.log("You have " + caps + " caps left.");
console.log("Press enter to continue...");
userInput("[Enter]");
}
break;
case "2":
console.log("Leaving shop...");
return true;
default:
console.log("Invalid input, try again.");
}
}
}
function newVegas() {
// purchasing code
function newVegasStore() {
while (true) {
console.clear();
console.log("Welcome to New Vegas. Selection pulls from Gunrunners, Mick & Ralph's, and Followers of the Apocalypse.");
console.log("Name | Price (Caps) | Amount in stock");
console.log("-----------------------------------------------------");
for (var i = 0; i < vegasInv.length; i++) {
console.log(i+"). " + vegasInv[i].item + " | " + vegasInv[i].price + " | " + vegasInv[i].amount);
}
console.log("-----------------------------------------------------");
console.log("You have " + caps + " caps.");
console.log("What would you like to do?");
console.log("1) Buy supplies");
console.log("2) Leave shop");
var nvInput = userInput("Enter: ");
switch(nvInput) {
case "1":
console.log("What would you like to buy?");
let itemNum = userInput("Enter item number: ");
let itemAmt = userInput("Enter amount: ");
if (itemAmt > vegasInv[itemNum].amount) {
console.log("Not enough stock.");
break;
} else if (itemAmt * vegasInv[itemNum].price > preWarMoney) {
console.log("Not enough money.");
break;
} else {
preWarMoney -= itemAmt * vegasInv[itemNum].price;
vegasInv[itemNum].amount -= itemAmt;
console.log("You bought " + itemAmt + " " + vegasInv[itemNum].item + "(s).");
console.log("You have " + caps + " caps left.");
console.log("Press enter to continue...");
userInput("[Enter]");
}
break;
case "2":
console.log("Leaving shop...");
return true;
break;
default:
console.log("Invalid input, try again.");
}
}
}
function eureka() {
// purchasing code
function eurekaStore() {
while (true) {
console.clear();
console.log("Welcome to Eureka. Selection pulls from local traders and willing Enclave Veterans.");
console.log("Name | Price (PW Money) | Amount in stock");
console.log("-----------------------------------------------------");
for (var i = 0; i < eurInv.length; i++) {
console.log(i+"). " + eurInv[i].item + " | " + eurInv[i].price + " | " + eurInv[i].amount);
}
console.log("-----------------------------------------------------");
console.log("You have " + preWarMoney + " pre-war money.");
console.log("What would you like to do?");
console.log("1) Buy supplies");
console.log("2) Leave shop");
var eurInput = userInput("Enter: ");
switch(eurInput) {
case "1":
console.log("What would you like to buy?");
let itemNum = userInput("Enter item number: ");
let itemAmt = userInput("Enter amount: ");
if (itemAmt > eurInv[itemNum].amount) {
console.log("Not enough stock.");
break;
} else if (itemAmt * eurInv[itemNum].price > preWarMoney) {
console.log("Not enough money.");
break;
} else {
preWarMoney -= itemAmt * eurInv[itemNum].price;
eurInv[itemNum].amount -= itemAmt;
console.log("You bought " + itemAmt + " " + eurInv[itemNum].item + "(s).");
console.log("You have " + preWarMoney + " pre-war money left.");
console.log("Press enter to continue...");
userInput("[Enter]");
}
break;
case "2":
console.log("Leaving shop...");
return true;
default:
console.log("Invalid input, try again.");
}
}
}
function trader() { // Picks a selection of items from a global trader inventory
function trader() { // Picks a selection of items from a global trader inventory, used for misc area shops
var tempTraderInv = [];
for (var a = 0; a <= 2; a++) {
let randomPick = randomNumber()
@ -33,4 +205,47 @@ function trader() { // Picks a selection of items from a global trader inventory
console.log(randomPick);
}
console.log(tempTraderInv);
while (true) {
console.clear();
console.log("You attempt to trade with a local trader, this is thier selection.");
console.log("Name | Price (Caps) | Amount in stock");
console.log("-----------------------------------------------------");
for (var i = 0; i < Inv.length; i++) {
console.log(i+"). " + rrInv[i].item + " | " + rrInv[i].price + " | " + rrInv[i].amount);
}
console.log("-----------------------------------------------------");
console.log("You have " + preWarMoney + " pre-war money.");
console.log("What would you like to do?");
console.log("1) Buy supplies");
console.log("2) Leave shop");
var rrInput = userInput("Enter: ");
switch(rrInput) {
case "1":
console.log("What would you like to buy?");
let itemNum = userInput("Enter item number: ");
let itemAmt = userInput("Enter amount: ");
if (itemAmt > rrInv[itemNum].amount) {
console.log("Not enough stock.");
break;
} else if (itemAmt * rrInv[itemNum].price > preWarMoney) {
console.log("Not enough money.");
break;
} else {
preWarMoney -= itemAmt * rrInv[itemNum].price;
rrInv[itemNum].amount -= itemAmt;
console.log("You bought " + itemAmt + " " + rrInv[itemNum].item + "(s).");
console.log("You have " + preWarMoney + " pre-war money left.");
console.log("Press enter to continue...");
userInput("[Enter]");
}
break;
case "2":
console.log("Leaving shop...");
return true;
break;
default:
console.log("Invalid input, try again.");
}
}
}

View file

@ -1,7 +1,7 @@
// Now holds only variables
// Player Currency
global.prewarmoney = 0; // Used with enclave vendors
global.preWarMoney = 0; // Used with enclave vendors
global.caps = 0; // Used with all other vendors
// Player Stats
@ -36,12 +36,32 @@ global.daysSinceScav = 0; // Days since player last scavenged. Must be >= 15 to
global.name = "placeholder"; // Player name, changed when the game starts
export function variableChange(variable, operation, value) {
switch(operation) {
case "%": global[variable] = global[variable] % value
case "+": global[variable] = global[variable] + value
case "-": global[variable] = global[variable] - value
case "/": global[variable] = global[variable] / value
case "=": global[variable] = value
}
}
global.supplyList = [ // Supplies: chems, aid
{name: "Food", description: "Misc foods", cost: 1, weight: 0},
{name: "Stimpak", description: "A Stimpak syringe, heals 25 HP", cost: 5, weight: 0.5},
{name: "RadAway", description: "A pack of RadAway, removes 20 rad-points", cost: 5, weight: 0.5},
{name: "RadX", description: "A bottle of RadX, removes 1 rad-severity", cost: 5, weight: 0.5},
{name: "Med-x", description: "A vial of Med-X, reduces damage by 15% for 1 fight", cost: 10, weight: 0.5},
{name: "Psycho", description: "A vial of Psycho, boosts damage by 15% for 1 fight", cost: 10, weight: 0.5}
];
global.equipmentList = [ // Equipment: weapons, armor, tools
// Type: The type of item it is, weapon, armor, or tool
// Value: The value of the item, used for damage, dr, or dt
// Unit: The unit of the item, slash, bash, balistic, laser, plasma, damage resistance or damage threshold (PA only)
{name: "Combat Knife", description: "A combat knife, does 5 slash damage", type: "weapon", value: "5", unit: "slash", cost: 5, weight: 1},
{name: "Baseball Bat", description: "A baseball bat, does 5 bash damage", type: "weapon", value: "5", unit: "bash", cost: 5, weight: 2},
{name: "10mm Pistol", description: "A 10mm pistol, does 10 balistic damage", type: "weapon", value: "10", unit: "balistic",cost: 10, weight: 2},
{name: "Hunting Rifle", description: "A hunting rifle, does 15 balistic damage", type: "weapon", value: "15", unit: "balistic",cost: 15, weight: 3},
{name: "Laser Pistol", description: "A laser pistol, does 20 laser damage", type: "weapon", value: "20", unit: "laser",cost: 20, weight: 4},
{name: "Laser Rifle", description: "A laser rifle, does 25 laser damage", type: "weapon", value: "25", unit: "laser",cost: 25, weight: 5},
{name: "Plasma Pistol", description: "A plasma pistol, does 30 plasma damage", type: "weapon", value: "30", unit: "plasma",cost: 30, weight: 6},
{name: "Plasma Rifle", description: "A plasma rifle, does 35 plasma damage", type: "weapon", value: "35", unit: "plasma",cost: 35, weight: 7},
{name: "Leather Armor", description: "A set of leather armor, slightly used", type: "armor", value: "5", unit: "dr",cost: 5, weight: 5},
{name: "Metal Armor", description: "A set of metal armor, dented in many places", type: "armor", value: "5", unit: "dr",cost: 10, weight: 10},
{name: "Combat Armor", description: "A set of combat armor, in good condition", type: "armor", value: "5", unit: "dr",cost: 15, weight: 15},
{name: "Recon Under Armor", description: "A set of recon armor, for use in Power Armor", type: "uarmor", value: "5", unit: "dr",cost: 20, weight: 20},
{name: "Centurion Armor", description: "A set of Centurion armor, made for you", type: "armor", value: "5", unit: "dr",cost: 25, weight: 25},
{name: "NCR Ranger Armor" , description: "A set of NCR Ranger armor, standard issue", type: "armor", value: "5", unit: "dr",cost: 30, weight: 30},
{name: "Advanced Power Armor Mark II", description: "A set of APA MkII, branded with Enclave Logos", type: "parmor", value: "5", unit: "dt",cost: 25, weight: 25},
{name: "T-51 Power Armor", description: "A set of T-51 Power Armor, a parting gift from the BOS", type: "parmor", value: "5", unit: "dt",cost: 30, weight: 30}
];