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