;;; Combat systems implemented here (defvar *combat-menu-options-display* NIL) (defvar *combat-opt-lookup NIL) ;; Combat options: ;; Attack (with specific weapon) ;; Regen shields ;; - (add value to rep-shield-val at cost of overcharing ;; - (overcharing can cause warp field to go into low-power) ;; Overcharge gun at cost of overcharing reactor ;; Attempt to flee into the warp ;; - (requires full power / overcharged ;; - (can also cause reactor to go low power, which removes ability to regen/overcharge) (defun combat-loop (sector) "The main loop responsbile for resolving combat situations") ;; Select weapon ;; Determine if hit (% chance?) ;; If hit resolve shield ;; -- IF Shields down (ie shield damage causes target shield value to be 0) ;; -- Apply hull damage ;; ELSE ;; -- Decrement shield value per value of shield dmg (defun calculate-shield-damage (attacker-obj target-obj attacker-weapon) "Given a target and a weapon, return a value that the targets shield value should now be set as" (let ((new-shield-value (- (rep-shield-val target-obj) (shield-dmg attacker-weapon)))) (setf (ammo (inventory attacker-obj)) (- (ammo (inventory attacker-obj)) (ammo-cost attacker-weapon))) (if (>= 0 new-shield-value) (return-from calculate-shield-damage 0) (return-from calculate-shield-damage new-shield-value)))) (defun calculate-hull-damage (attacker-obj target-obj attacker-weapon) "Given a target and a weapon, return a value that the targets hull value should now be set as" (let ((new-hull-value (- (armor-val target-obj) (hull-dmg attacker-weapon)))) (setf (ammo (inventory attacker-obj)) (- (ammo (inventory attacker-obj)) (ammo-cost attacker-weapon))) (if (>= 0 new-hull-value) (return-from calculate-hull-damage 0) (return-from calculate-hull-damage new-hull-value)))) (defun player-ship-attack (player-ship-obj target-obj attacker-weapon) "Given a target and the attackers chosen weapon resolve the combat by calculating shield/hull damage and resolving resources. If the target is reduced to 0 hull points, return the target-obj and end combat" (if (> (ammo-cost attacker-weapon) (ammo (inventory player-ship-obj))) (progn (format T "You don't have enough ammo to fire your ~A gun!~%" (name attacker-weapon)) (return-from player-ship-attack NIL))) (let ((calculated-shield-damage (calculate-shield-damage player-ship-obj target-obj attacker-weapon)) (calculated-hull-damage (calculate-hull-damage player-ship-obj target-obj attacker-weapon))) (setf (rep-shield-val target-obj) calculated-shield-damage) ;; Resolve shield hit (format T "You hit their repulsor shields for ~A !~%" (shield-dmg attacker-weapon)) (if (= 0 calculated-shield-damage) (progn (setf (armor-val target-obj) calculated-hull-damage) (format T "You hit their hull for ~A !~%" (hull-dmg attacker-weapon)))) (if (= 0 calculated-hull-damage) (progn (format T "Their hulls been breached! You've won the exchange!~%") (return-from player-ship-attack target-obj)) NIL)))