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				+;;; Combat systems implemented here 
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				+(defvar *combat-menu-options-display* " 
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				+Actions: 
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				+1 | Attack | a 
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				+2 | Regen. Shields | r 
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				+3 | Overcharge Gun | o 
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				+4 | Attempt to flee | f 
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				+") 
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				+ 
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				+;; Bizarre Core Assumptions TODO? 
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				+;; * Whenever we think of engaging an enemy, the actual enemy object 
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				+;;   is always whatever the first element of the (enemy-ships *sector*) 
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				+;;   list. This is done because I'm lazy and it's fairly easy, will 
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				+;;   figure out a different way if/when it's needed, but in essence, 
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				+;;   the player typically does not make a choice about the characteristics 
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				+;;   of the enemy they fight, the game chooses for you. If this is true, 
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				+;;   this method is fine. 
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				+ 
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				+;; Combat options: 
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				+;; Attack (with specific weapon) 
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				+;; Regen shields 
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				+;; - (add value to rep-shield-val at cost of overcharing 
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				+;; - (overcharing can cause warp field to go into low-power) 
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				+;; - (overcharging can cause hull damage) 
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				+;; Overcharge gun at cost of overcharing reactor 
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				+;; Attempt to flee into the warp 
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				+;; - (requires full power / overcharged reactor) 
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				+;; - (can also cause reactor to go low power, which removes ability to regen/overcharge) 
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				+ 
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				+;; TODO - Combat always pops off first enemy from the enemy-ships list 
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				+(defun combat-loop (sector) 
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				+  "The main loop responsbile for resolving combat situations" 
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				+  (let ((combat-state T)) 
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				+    (loop 
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				+      while combat-state 
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				+      do (progn 
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				+	   (format T *combat-menu-options-display*) 
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				+	   (let ((top-level-selection (prompt-read "Enter a selection: "))) 
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				+	     (case (read-from-string top-level-selection) 
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				+	       (1 (progn ;; There is a way to collapse this progn into a single 
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				+		         ;; function call, but it's arguably a lot less readable 
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				+		    (let* ((weapon (weapon-select-menu (player-ship-obj sector))) 
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				+			   (attack-result (player-ship-attack 
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				+					   (player-ship-obj sector) 
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				+					   (first (enemy-ships sector)) 
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				+					   weapon))) 
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				+		      (if attack-result 
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				+			  (progn 
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				+			    (setf (enemy-ships sector) (delete attack-result (enemy-ships sector))) 
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				+			    (format T "Your opponent has been vanquished!~%") 
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				+			    (top-level-game-menu)))) 
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				+		    (enemy-turn sector))))))))) 
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				+ 
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				+;; IN PROGRESS 
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				+;; (defun enemy-turn (sector) 
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				+;;   "Perform AI actions based on AI-type associated with enemy ship" 
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				+;;   (flet ((enemy-attack (player-ship-obj enemy-obj) 
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				+;; 	   ;; For now, just use the first weapon 
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				+;; 	   (let ((weapon-obj ((first (weapons enemy-obj)))) 
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				+;; 		 (ammo 
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				+	      
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				+	    
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				+;;   (case (ai-type (first (enemy-ships sector))) 
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				+;;     (aggressive (progn 
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				+;; 		  ;; This AI will just stupidly attack until it's out of ammo 
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				+;; 		  ;; If it runs out of ammo, it will try and flee 
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				+		   
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				+;; 		  )) 
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				+;;     (fearful () ;; This AI will basically just try to escape, unless it fails 
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				+;;                 ;; twice in a row, in which it will try to attack 
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				+;;      ) 
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				+;;     (unpredicatable ()))) 
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				+		 
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				+ 
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				+;; Select weapon 
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				+;; Determine if hit (% chance?) 
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				+;; If hit resolve shield 
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				+;; -- IF Shields down (ie shield damage causes target shield value to be 0) 
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				+;; -- Apply hull damage 
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				+;; ELSE 
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				+;; -- Decrement shield value per value of shield dmg 
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				+ 
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				+(defun weapon-select-menu (player-ship-obj) 
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				+  (let ((weapon-list (loop for weapon in (weapons player-ship-obj) 
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				+			   for i from 0 
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				+			   collect (list i 
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				+					 (name weapon) 
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				+					 (shield-dmg weapon) 
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				+					 (hull-dmg weapon) 
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				+					 (ammo-cost weapon))))) 
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				+    (format T "~%Available Ammo: ~A~%~%" (ammo (inventory player-ship-obj))) 
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				+    (format T "Available Weapons: ~%") 
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				+    (format-table T weapon-list :column-label '("Number" "Name" "Shield Damage" "Hull Damage" "Ammo Cost")) 
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				+    (let ((selection (prompt-read "Select a weapon to via the number column: "))) 
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				+      (format t "Selection was number: ~A and weapon name: ~A~%~%" 
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				+	      selection 
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				+	      (second (nth (parse-integer selection) weapon-list))) 
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				+      (return-from weapon-select-menu (nth (parse-integer selection) (weapons player-ship-obj)))))) 
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				+ 
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				+ 
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				+(defun calculate-shield-damage (attacker-obj target-obj attacker-weapon) 
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				+  "Given a target and a weapon, return a value that the 
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				+   targets shield value should now be set as" 
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				+  (let ((new-shield-value (- (rep-shield-val target-obj) (shield-dmg attacker-weapon)))) 
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				+    (setf (ammo (inventory attacker-obj)) (- (ammo (inventory attacker-obj)) (ammo-cost attacker-weapon))) 
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				+    (if (>= 0 new-shield-value) 
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				+	(return-from calculate-shield-damage 0) 
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				+	(return-from calculate-shield-damage new-shield-value)))) 
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				+ 
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				+(defun calculate-hull-damage (attacker-obj target-obj attacker-weapon) 
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				+  "Given a target and a weapon, return a value that the 
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				+   targets hull value should now be set as" 
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				+  (let ((new-hull-value (- (armor-val target-obj) (hull-dmg attacker-weapon)))) 
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				+    (setf (ammo (inventory attacker-obj)) (- (ammo (inventory attacker-obj)) (ammo-cost attacker-weapon))) 
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				+    (if (>= 0 new-hull-value) 
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				+	(return-from calculate-hull-damage 0) 
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				+	(return-from calculate-hull-damage new-hull-value)))) 
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				+ 
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				+(defun player-ship-attack (player-ship-obj target-obj attacker-weapon) 
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				+  "Given a target and the attackers chosen weapon resolve the combat by 
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				+   calculating shield/hull damage and resolving resources. If the target 
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				+   is reduced to 0 hull points, return the target-obj and end combat" 
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				+  (if (> (ammo-cost attacker-weapon) (ammo (inventory player-ship-obj))) 
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				+      (progn 
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				+	(format T "You don't have enough ammo to fire your ~A gun!~%" (name attacker-weapon)) 
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				+	(return-from player-ship-attack NIL))) 
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				+  (let ((calculated-shield-damage (calculate-shield-damage player-ship-obj target-obj attacker-weapon)) 
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				+	(calculated-hull-damage (calculate-hull-damage player-ship-obj target-obj attacker-weapon))) 
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				+    (setf (rep-shield-val target-obj) calculated-shield-damage) ;; Resolve shield hit 
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				+    (if (> (rep-shield-val target-obj) 0) 
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				+	(format T "You hit their repulsor shields for ~A !~%" (shield-dmg attacker-weapon))) 
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				+    (if (= 0 calculated-shield-damage) 
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				+	(progn 
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				+	  (format T "Their shields are down!~%") 
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				+	  (setf (armor-val target-obj) calculated-hull-damage) 
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				+	  (format T "You hit their hull for ~A !~%" (hull-dmg attacker-weapon)))) 
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				+    (if (= 0 calculated-hull-damage) 
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				+	(progn 
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				+	  (format T "Their hulls been breached! You've won the exchange!~%") 
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				+	  (return-from player-ship-attack target-obj)) 
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				+	NIL))) 
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				+ 
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				+(defun display-weapons (player-ship-obj) 
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				+  "Given player ship, display weapons and associated attributes" 
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				+  (let* ((weapons (weapons player-ship-obj)) 
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				+	 (weapon-list (loop for weapon in weapons 
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				+			    collect (list (name weapon) 
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				+					  (shield-dmg weapon) 
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				+					  (hull-dmg weapon) 
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				+					  (ammo-cost weapon))))) 
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				+    (format T "~%WEAPON DETAILS~%") 
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				+    (format-table T weapon-list :column-label '("Name" "Shield Damage" "Hull Damage" "Ammo Cost")))) 
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