const variables = require("./variables.js"); const combat = requre("./combat.js"); module.exports = { encounterMenuMaker, initializeEncounter, } function initializeEncounter(reqFaction, diffWeighting, fight, flee, forceFaction){ var encounter = encounterMenuMaker(reqFaction, diffWeighting, forceFaction); console.clear(); console.log("You come across a " + encounter.name); var encounterHealth = variables.randomNumber(encounter.minHealth, encounter.maxHealth); console.log("Health: " + encounterHealth); console.log("What would you like to do?"); console.log("--------------------------"); var playerOptions = 1; console.log(playerOptions + ") Inventory"); playerOptions++ if(fight == true){ console.log(playerOptions + ") Fight"); playerOptions++; } if(flee == true){ console.log(playerOptions + ") Flee"); playerOptions++; } while(true) { let encounterInput = variables.userInput("Enter: ") switch(mainMenuInput) { case "1": console.log(variables.inventory); case "2": combat.initCombat(encounter); break; case "3": if (variables.reputation{reqFaction} < 4) { if (variables.randomNumber(1,100) < 40){ console.log("You tried to flee... but they noticed you."); combat.initCombat(encounter); } } } } } //Add any new encounter ideas to their required faction and difficulty 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}, {name: "wolf", minHealth: 5, maxHealth: 10, lootTable: "food", numEnemies: 1}, ], //MWBOS [] ]; var encounterDiffTwo = [ //NCR [], //Legion [], //Raider [], //Settler [], //BOS [], //Abomination [], //MWBOS [] ]; var encounterDiffThree = [ //NCR [], //Legion [], //Raider [], //Settler [], //BOS [], //Abomination [], //MWBOS [] ]; var encounterDiffFour = [ //NCR [], //Legion [], //Raider [], //Settler [], //BOS [], //Abomination [], //MWBOS [] ]; var encounterDiffFive = [ //NCR [], //Legion [], //Raider [], //Settler [], //BOS [], //Abomination [], //MWBOS [] ]; //RIP the filterFactionFunction :( //Declaring some stuff to make them global variables var faction = 0; let encountered = []; //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(reqFactionEMM, diffWeightingEMM, forceOptEMM){ switch(diffWeightingEMM){ case 1: reqFactionEMM = encounterDiffOne break; case 2: reqFactionEMM = encounterDiffTwo break; case 3: reqFactionEMM = encounterDiffThree break; case 4: reqFactionEMM = encounterDiffFour break; case 5: reqFactionEMM = encounterDiffFive break; } var encounterDifficulty = (diffWeightingEMM * variables.randomNumber(1, 20)); factionFailsafe = reqFactionEMM.toLowerCase(); switch(factionFailsafe){ case "NCR": faction = 0; break; case "legion": faction = 1; break; case "raider": faction = 2; break; case "settler": faction = 3; break; case "BOS": faction = 4; break; case "abomination": faction = 5; break; case "MWBOS": faction = 6; break; } if (forceOptEMM == true) { 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[encountered.length - 1]; } else { let x = variables.randomNumber(0, 100) if (x >= 75) { if (x <=80) { encountered.push(encounterDiffOne[raider][variables.randomNumber(0, encounterDiffOne[raider].length - 1)]) } if (x <=90) { encountered.push(encounterDiffOne[settler][variables.randomNumber(0, encounterDiffOne[settler].length - 1)]) } if (x <=100) { encountered.push(encounterDiffOne[abomination][variables.randomNumber(0, encounterDiffOne[abomination].length - 1)]) } } if (x < 75) { encountered.push(encounterDiffOne[faction][variables.randomNumber(0, encounterDiffOne[faction].length - 1)]) } } }