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@@ -16,13 +16,50 @@
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(defun combat-loop (sector)
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(defun combat-loop (sector)
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"The main loop responsbile for resolving combat situations")
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"The main loop responsbile for resolving combat situations")
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-(defun calculate-damage (attacker-obj target-obj attacker-weapon)
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- "Calculate damage attacker will do given attacker stats, target stats,
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- and weapon stats"
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- (let ((target-defense-value (+ (rep-shield-val target-obi) (armor-val target-obj))))))
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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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-(defun ship-attack (attacker-obj target-obj attacker-weapon)
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- "Given a ship thats attacking, a target, and the attackers chosen weapon
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- resolve the combat by calculating shield/hull damage and resolving resources."
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- (let ((calculated-damage- ; This value needs to resolve all buffs and debuffs
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- NIL))))
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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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+ (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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+ (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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