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+;;; Combat systems implemented here
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+
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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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