123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268 |
- (defvar *player-ship*)
- (defvar *sector*)
-
- (defun init-game-state ()
- (setq *sector* (make-sector :market (make-market :price-of-petrofuel 20
- :price-of-ammo 10
- :price-of-archeotech 1000
- :price-of-spice 50
- :price-of-gruel 5)
- :hazards NIL
- :boons NIL))
- (setq *player-ship* (make-player-ship :armor-val 10
- :rep-shield-val 10
- :warp-drive (list 1 5)
- :reactor-str 1
- :warp-field 1
- :weapons (list (make-weapon :name "Plamsa"
- :shield-dmg 3
- :hull-dmg 3
- :ammo-cost 5)
- (make-weapon :name "Mega Bolter"
- :shield-dmg 1
- :hull-dmg 2
- :ammo-cost 1)
- (make-weapon :name "Beam"
- :shield-dmg 1
- :hull-dmg 3
- :ammo-cost 3))
- :credits 1000
- :crew (make-crew :sanity-val 100
- :crew-members (loop for x in '(1 2 3 4)
- collect (make-uniq-crew-mem :name (make-crew-mem-name))))
- :inventory (make-player-inventory :petrofuel 20
- :gruel 20
- :spice 0
- :ammo 20
- :archeotech 0))))
- (defun new-game ()
- (init-game-state)
- (game-intro)
- (top-level-game-menu))
- (defun game-intro ()
- (cls)
- (format t "In the grim darkness of the far future, there is only COMMERCE...~%")
- (sleep 2)
- (format t "You embark across a bleak galaxy to ply your wares and discover untold riches!~%")
- (sleep 2)
- (format t *intro-ship*)
- (prompt-read ""))
- ;; Options for top level menu
- ;; This is the main "gameplay" interface
- (defvar *top-level-options-display* "
- Actions:
- 1 | Sector info | sei
- 2 | Ship info | si
- 3 | Trade | t
- 4 | Scout | s
- 5 | Leave | l
- ")
- (defun sector-info ()
- (format t "Called sector-info"))
- ;;; SHIP INFO ;;;
- (defun display-crew ()
- (let* ((crew-struct (crew-crew-members (player-ship-crew *player-ship*)))
- (crew-names
- (loop for member in crew-struct
- collect (list (uniq-crew-mem-name member) NIL NIL))))
- (format T "~%CREW DETAILS~%~%")
- (format-table T (list (list (crew-sanity-val (player-ship-crew *player-ship*)))) :column-label '("Sanity"))
- (format T "~%")
- (format-table T crew-names :column-label '("Name" "Buff" "Buff Amount"))))
- (defun display-inventory ()
- (let ((inventory-list (list
- (list "Credits" (player-ship-credits *player-ship*))
- (list "Petrofuel" (player-inventory-petrofuel (player-ship-inventory *player-ship*)))
- (list "Gruel" (player-inventory-gruel (player-ship-inventory *player-ship*)))
- (list "Spice" (player-inventory-spice (player-ship-inventory *player-ship*)))
- (list "Ammo" (player-inventory-ammo (player-ship-inventory *player-ship*)))
- (list "Archeotech" (player-inventory-archeotech (player-ship-inventory *player-ship*))))))
- (format T "~%INVENTORY~%")
- (format-table T inventory-list :column-label '("Resource" "Amount"))))
- (defun ship-info ()
- (display-crew)
- (display-inventory))
- ;;; SHIP INFO END ;;;
- ;;; TRADING ;;;
- (defparameter *trade-opt-lookup* (list (cons '1 'buy-menu)
- (cons 'b 'buy-menu)
- (cons '2 'sell-menu)
- (cons 's 'sell-menu)
- (cons '3 'display-prices)
- (cons 'd 'display-prices)
- (cons '4 'top-level-game-menu)
- (cons 'r 'top-level-game-menu)))
- (defvar *trade-menu-options-display* "
- Actions:
- 1 | Buy | b
- 2 | Sell | s
- 3 | Display Prices | d
- 4 | Return to top level | r
- ")
- (defun buy-transaction (resource quantity)
- "Do they actual purchase transaction, not intended to be called interactively"
- (let* ((available-player-funds (player-ship-credits *player-ship*))
- (inventory (player-ship-inventory *player-ship*))
- (price (funcall (symbol-function (find-symbol (string-upcase
- (concatenate 'string "market-price-of-" resource))))
- (sector-market *sector*)))
- (total-cost (* quantity price)))
- (if (> total-cost available-player-funds)
- (progn
- (format T "Not enough credits to buy ~A ~A at ~A credits~%" quantity resource price)
- (format T "~%PLAYER CREDITS: ~A~%" (player-ship-credits *player-ship*))
- (return-from buy-transaction NIL))
- (progn
- (let ((resource-sym (read-from-string resource))
- (minus-funds (lambda (amount)
- (let ((remainder (- available-player-funds amount)))
- (setf (player-ship-credits *player-ship*) remainder)))))
- (case resource-sym
- ;;; This is insanely annoying, and will need to be duplicated
- ;;; for the sell logic, but don't know how else to handle this here
- (gruel (progn
- (funcall minus-funds total-cost)
- (setf (player-inventory-gruel inventory)
- (+ (player-inventory-gruel inventory) quantity))))
- (archeotech (progn
- (funcall minus-funds total-cost)
- (setf (player-inventory-archeotech inventory)
- (+ (player-inventory-archeotech inventory) quantity))))
- (petrofuel (progn
- (funcall minus-funds total-cost)
- (setf (player-inventory-petrofuel inventory)
- (+ (player-inventory-petrofuel inventory) quantity))))
- (spice (progn
- (funcall minus-funds total-cost)
- (setf (player-inventory-spice inventory)
- (+ (player-inventory-spice inventory) quantity))))
- (ammo (progn
- (funcall minus-funds total-cost)
- (setf (player-inventory-ammo inventory)
- (+ (player-inventory-ammo inventory) quantity))))))
- (format T "Successfully purchased ~A ~A~%" quantity resource)))))
- (defun buy-menu ()
- (let ((item-to-buy (prompt-read "Enter a resource to buy: "))
- (quantity (parse-integer (prompt-read "Enter a quantity to buy: "))))
- (if (member item-to-buy '("gruel" "ammo" "petrofuel" "archeotech" "spice") :test #'string=)
- (progn
- (buy-transaction item-to-buy quantity)
- (trade-menu))))
-
- (defun sell-transaction (resource quantity)
- "Do the sale transaction, not intended to be called interactively"
- (let* ((available-player-funds (player-ship-credits *player-ship*))
- (inventory (player-ship-inventory *player-ship*))
- (available-player-resource (funcall (symbol-function (find-symbol (string-upcase
- (concatenate 'string "player-inventory-" resource))))
- inventory))
- (price (funcall (symbol-function (find-symbol (string-upcase
- (concatenate 'string "market-price-of-" resource))))
- (sector-market *sector*)))
- (total-profit (* quantity price)))
- (if (> quantity available-player-resource)
- (progn
- (format T "Not enough ~A to sell ~A. You have ~A~%" resource quantity available-player-resource)
- (return-from sell-transaction NIL))
- (progn
- (let ((resource-sym (read-from-string resource))
- (remove-resource (lambda (amount)
- (let ((new-credits (+ available-player-funds total-profit)))
- (setf (player-ship-credits *player-ship*) new-credits))
- (- available-player-resource amount)))) ; This is pretty convoluted
- ;;; remove-resource lambda is a pretty bad idea
- ;;; it is used to set the new credits amount and then return the amount needed to
- ;;; be removed from the resource in the player inventory. I did it this way
- ;;; to keep the logic concise, but it smells bad and is probably stupid
- (case resource-sym
- ;;; This is insanely annoying, and will need to be duplicated
- ;;; for the sell logic, but don't know how else to handle this here
- (gruel (progn
- (setf (player-inventory-gruel inventory) (funcall remove-resource quantity))))
- (petrofuel (progn
- (setf (player-inventory-petrofuel inventory) (funcall remove-resource quantity))))
- (spice (progn
- (setf (player-inventory-spice inventory) (funcall remove-resource quantity))))
- (ammo (progn
- (setf (player-inventory-ammo inventory) (funcall remove-resource quantity))))
- (archeotech (progn
- (setf (player-inventory-archeotech inventory) (funcall remove-resource quantity))))))
- (format T "Successfully sold ~A ~A~%" quantity resource)))))
- (defun sell-menu ()
- (let ((item-to-sell (prompt-read "Enter a resource to sell: "))
- (quantity (parse-integer (prompt-read "Enter a quantity to sell: "))))
- (if (member item-to-sell '("gruel" "ammo" "petrofuel" "archeotech" "spice") :test #'string=)
- (progn
- (sell-transaction item-to-sell quantity)
- (trade-menu))))
- (defun display-prices ()
- ;;; (funcall (symbol-function (find-symbol (string-upcase (concatenate 'string "market-price-of-" item)))) (sector-market *sector*)) ;;; A call by string reference method for function calls
- (let ((market-list (list
- (list "Petrofuel" (market-price-of-petrofuel (sector-market *sector*)))
- (list "Gruel" (market-price-of-gruel (sector-market *sector*)))
- (list "Spice" (market-price-of-spice (sector-market *sector*)))
- (list "Ammo" (market-price-of-ammo (sector-market *sector*)))
- (list "Archeotech" (market-price-of-archeotech (sector-market *sector*))))))
- (format T "~%PLAYER CREDITS: ~A~%" (player-ship-credits *player-ship*))
- (format T "~%MARKET PRICES~%")
- (format-table T market-list :column-label '("Resource" "Cost"))))
- (defun trade-menu ()
- (format t *trade-menu-options-display*)
- (let ((option (prompt-read "Enter an option: ")))
- (format t "~%")
- (handle-opt (read-from-string option) *trade-opt-lookup*))
- (trade-menu))
- ;;; END TRADING ;;;
- (defun scout ()
- (format t "Called scout"))
- (defun leave ()
- (format t "Called leave"))
- ;; Use lookup table to handle top level loop arguments
- ;; See: https://dnaeon.github.io/common-lisp-lookup-tables-alists-and-plists/
- (defparameter *opt-lookup* (list (cons 'sector-info 'sector-info)
- (cons '1 'sector-info)
- (cons 'sei 'sector-info)
- (cons 'ship-info 'ship-info)
- (cons 'si 'ship-info)
- (cons '2 'ship-info)
- (cons 'trade 'trade-menu)
- (cons 't 'trade-menu)
- (cons '3 'trade-menu)
- (cons 'scout 'scout)
- (cons 's 'scout)
- (cons '4 'scout)
- (cons 'leave 'leave)
- (cons 'l 'leave)
- (cons '5 'leave)))
- (defun handle-opt (opt lookup-table)
- (let ((handler (cdr (assoc opt lookup-table))))
- (if handler (funcall handler) (format t "Invalid opt~%~%"))))
- (defun top-level-game-menu ()
- (format t *top-level-options-display*)
- (let ((option (prompt-read "Enter an option: ")))
- (format t "~%")
- (handle-opt (read-from-string option) *opt-lookup*))
- (top-level-game-menu))
-
|