const testingShite = require("./main.js"); module.exports = { encounterMenuMaker, beginTesting, } 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}, ]; const NCR1 = []; const raider1 = [ {name: "raider aspirant", faction: "raider", minHealth: 30, maxHealth: 50, lootTable: "teir1A&W", numEnemies: 1}, ]; 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}, ]; 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 :( //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; case "NCR": var encountered = NCR1[variables.randomNumber(0, NCR1.length)]; break; case "raider": var encountered = raider1[variables.randomNumber(0, raider1.length)]; break; case "settler": var encountered = settler1[variables.randomNumber(0, settler1.length)]; break; case "abomination": var encountered = abomination1[variables.randomNumber(0, abomination1.length)]; 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; } return encountered; }