Create-Task/files/poiscreens.js
2025-03-10 12:05:17 -05:00

157 lines
No EOL
4.1 KiB
JavaScript

const variables = require("./variables.js");
module.exports = {
encounterMenuMaker,
initializeEncounter,
}
function initializeEncounter(reqFaction, diffWeighting, fight, flee){
var encounter = encounterMenuMaker(reqFaction, diffWeighting);
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;
if(fight == true){
console.log(playerOptions + ") Fight");
playerOptions++;
}
if(flee == true){
console.log(playerOptions + ") Flee");
playerOptions++;
}
console.log(playerOptions + ") Inventory");
}
//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},
]
];
var encounterDiffTwo = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
var encounterDiffThree = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
var encounterDiffFour = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
var encounterDiffFive = [
//NCR
[],
//Legion
[],
//Raider
[],
//Settler
[],
//BOS
[],
//Abomination
[]
];
//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));
if((reqFaction != "NCR") && (reqFaction != "BOS")){
factionFailsafe = reqFaction.toLowerCase();
} else {
factionFailsafe = reqFaction;
}
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;
}
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[0];
}