Finally got the encounter menu function working

This commit is contained in:
Caroline Foy 2025-03-04 17:55:42 -06:00
parent 0c36b89ff6
commit f732586c24

View file

@ -1,4 +1,5 @@
const testingShite = require("./main.js");
const variables = require("./variables.js");
module.exports = {
encounterMenuMaker,
@ -9,97 +10,132 @@ function beginTesting(){
console.log(encounterMenuMaker("abomination", 1));
}
const variables = require("./variables.js");
//abomination, raider, settler, BOS, NCR, Legion
//Declare all faction arrays and difficulties
const legion1 = [];
const BOS1 = [];
const settler1 = [
{name: "drunk", faction: "settler", minHealth: 15, maxHealth: 25, lootTable: "junk", numEnemies: 1},
//Editor's note: abomination, raider, settler, BOS, NCR, Legion
var encounterDiffOne = [
//NCR
[],
//Legion
[],
//Raider
[
{name: "raider aspirant", minHealth: 30, maxHealth: 50, lootTable: "teir1A&W", numEnemies: 1},
],
//Settler
[
{name: "drunk", minHealth: 15, maxHealth: 25, lootTable: "junk", numEnemies: 1},
],
//BOS
[],
//Abomination
[
{name: "radroach", minHealth: 1, maxHealth: 10, lootTable: "food", numEnemies: 1},
{name: "weak ghoul", minHealth: 10, maxHealth: 15, lootTable: "junk", numEnemies: 1},
{name: "bloatfly swarm", minHealth: 1, maxHealth: 5, lootTable: "food", numEnemies: 5},
]
];
const NCR1 = [];
const raider1 = [
{name: "raider aspirant", faction: "raider", minHealth: 30, maxHealth: 50, lootTable: "teir1A&W", numEnemies: 1},
var encounterDiffTwo = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
const abomination1 = [
{name: "radroach", faction: "abomination", minHealth: 1, maxHealth: 10, lootTable: "food", numEnemies: 1},
{name: "weak ghoul", faction: "abomination", minHealth: 10, maxHealth: 15, lootTable: "junk", numEnemies: 1},
{name: "bloatfly swarm", faction: "abomination", minHealth: 1, maxHealth: 5, lootTable: "food", numEnemies: 5},
var encounterDiffThree = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
var encounterDiffFour = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
var encounterDiffFive = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
const legion2 = [];
const BOS2 = [];
const settler2 = [];
const NCR2 = [];
const raider2 = [];
const abomination2 = [];
const legion3 = [];
const BOS3 = [];
const settler3 = [];
const NCR3 = [];
const raider3 = [];
const abomination3 = [];
const legion4 = [];
const BOS4 = [];
const settler4 = [];
const NCR4 = [];
const raider4 = [];
const abomination4 = [];
const legion5 = [];
const BOS5 = [];
const settler5 = [];
const NCR5 = [];
const raider5 = [];
const abomination5 = [];
//RIP the filterFactionFunction :(
//Declaring some stuff to make them global variables
var encountered = [];
var faction = 0;
//Creates the menu for an encounter. "faction" represents the faction for the encounter, "diffWeighting" changes the odds for
//an encounter's difficulty (1-5)
//IGNORE THE VARIABLE COMMENTS IN THE NESTED SWITCH STATEMENT, they're placeholders for me
function encounterMenuMaker(reqFaction, diffWeighting){
var encounterDifficulty = diffWeighting*(variables.randomNumber(1, 20));
switch(encounterDifficulty){
case(encounterDifficulty <= 20):
//var encounterDiffActual = 1;
switch(reqFaction){
case "legion":
var encountered = legion1[variables.randomNumber(0, legion1.length)];
break;
case "BOS":
var encountered = BOS1[variables.randomNumber(0, BOS1.length)];
break;
var encounterDifficulty = (diffWeighting * variables.randomNumber(1, 20));
if((reqFaction != "NCR") && (reqFaction != "BOS")){
factionFailsafe = reqFaction.toLowerCase();
} else {
factionFailsafe = reqFaction;
}
switch(factionFailsafe){
case "NCR":
var encountered = NCR1[variables.randomNumber(0, NCR1.length)];
faction = 0;
break;
case "legion":
faction = 1;
break;
case "raider":
var encountered = raider1[variables.randomNumber(0, raider1.length)];
faction = 2;
break;
case "settler":
var encountered = settler1[variables.randomNumber(0, settler1.length)];
faction = 3;
break;
case "BOS":
faction = 4;
break;
case "abomination":
var encountered = abomination1[variables.randomNumber(0, abomination1.length)];
faction = 5;
break;
}
break;
case(21 <= encounterDifficulty <= 40):
//var encounterDiffActual = 2;
break;
case(41 <= encounterDifficulty <= 60):
//var encounterDiffActual = 3;
break;
case(61 <= encounterDifficulty <= 80):
//var encounterDiffActual = 4;
break;
case(81 <= encounterDifficulty):
//var encounterDiffActual = 5;
break;
if(encounterDifficulty <= 20){
encountered.push(encounterDiffOne[faction][variables.randomNumber(0, encounterDiffOne[faction].length - 1)]);
} else if(21 <= encounterDifficulty <= 40){
encountered.push(encounterDiffTwo[faction][variables.randomNumber(0, encounterDiffTwo[faction].length - 1)]);
} else if(41 <= encounterDifficulty <= 60){
encountered.push(encounterDiffThree[faction][variables.randomNumber(0, encounterDiffThree[faction].length - 1)]);
} else if(61 <= encounterDifficulty <= 80){
encountered.push(encounterDiffFour[faction][variables.randomNumber(0, encounterDiffFour[faction].length - 1)]);
} else {
encountered.push(encounterDiffFive[faction][variables.randomNumber(0, encounterDiffFive[faction].length - 1)]);
}
return encountered;
return encountered[0];
}