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index.js
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index.js
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/* character (player of enemy) structure: {
name: string,
hp: number, (set during start)
maxHp: number,
attack: number,
defence: number,
multipliers: List of multiplier object
}
multiplier structure: {
duration: number (can define -1 as infinite, or just use Number.POSITIVE_INFINITY),
stat: "attack" or "defence",
size: number (how much is multliplied)
}
*/
let player = {
name: "you",
maxHp: 20,
attack: 4,
defence: 2
}
let enemies = [
{
name: "goblin",
maxHp: 10,
attack: 2,
defence: 1
},
{
name: "orc",
maxHp: 20,
attack: 4,
defence: 2
},
{
name: "orc chief",
maxHp: 25,
attack: 6,
defence: 4
}
];
let currentEnemy = 0;
let chargeMultiplier = 2;
let defendMultiplier = 2;
let turnCounter = 0;
function initCharacter(character) {
character.hp = character.maxHp;
character.multipliers = [];
}
function calculateStat(character, stat) {
return character.multipliers.reduce((result, multiplier) => {
return multiplier.stat === stat ? result *= multiplier.size : result;
}, character[stat]);
/* another way to do it with regular loops:
let result = character[stat];
for (let i = 0; i< character.multipliers.length; i++) {
let multiplier = character.multipliers[i];
if (multiplier.stat === stat) {
result *= multiplier.size;
}
}
return result;*/
}
function start() {
enemies.forEach(initCharacter); // fancy way of doing a for loop, example using for loop located below
/*
for(let i = 0; i < enemies.length; i++) {
let enemy = enemies[i];
initCharacter(enemy);
}
*/
initCharacter(player);
currentEnemy = 0;
turnCounter = 0;
let enemy = enemies[currentEnemy];
console.info(`welcome! your first opponent is ${enemy.name} (${enemy.hp}/${enemy.maxHp})`);
}
function tickMultipliers(character) {
character.multipliers = character.multipliers.filter((multiplier) => {
return multiplier.duration > 0;
});
/* same as:
let newMultipliers = [];
for(let i = 0; i < character.multipliers.length; i++) {
let multiplier = character.multipliers[i];
if (multiplier.duration > 0) {
newMultipliers.push(multiplier);
}
}
character.multipliers = newMultipliers;
*/
character.multipliers.forEach((multiplier) => {
multiplier.duration--;
});
}
function help() {
console.info("help - shows possible commands");
console.info("status - shows player status info");
console.info("enemyStatus - shows current enemy status info");
console.info("attack - attacks the enemy. damage based on your attack and enemy defence");
console.info("charge - skip turn to greatly increase attack till end of next turn");
console.info("defend - skip turn to greatly increase defence till end of current turn");
}
function isAlive(character) {
return character.hp > 0;
}
function canAct() {
let playerAlive = isAlive(player);
if (!playerAlive) {
console.info("you need to start a new game with start()");
}
return playerAlive;
}
function genericStatus(prefix, character) {
if (canAct()) {
console.info(`${prefix} ${character.hp}/${character.maxHp}hp,`
+ ` ${calculateStat(character, "attack")} attack and ${calculateStat(character, "defence")} defence`);
}
}
function status() {
genericStatus("You have", player);
}
function enemyStatus() {
let enemy = enemies[currentEnemy];
genericStatus(`The ${enemy.name} has`, enemy);
}
function checkDeaths() {
let enemy = enemies[currentEnemy];
if (!isAlive(enemy)) {
defeatEnemy();
}
else if (!isAlive(player)) {
lose();
}
}
function calculateAttack(attacker, defender) {
let damage = Math.max(calculateStat(attacker, "attack") - calculateStat(defender, "defence"), 1);
defender.hp -= damage;
outputDamage(damage, attacker, defender);
checkDeaths();
}
function outputDamage(damage, attacker, defender) {
console.info(`${attacker.name} did ${damage} damage to ${defender.name}`);
console.info(`${defender.name} has ${defender.hp}hp left!`);
}
function win() {
player.hp = 0;
console.info("you win!");
}
function lose() {
let enemy = enemies[currentEnemy];
console.info(`You've been defeated by ${enemy.name}!`);
}
function defeatEnemy() {
let enemy = enemies[currentEnemy];
console.info(`You have defeated the ${enemy.name}!`);
currentEnemy++; // same as currentEnemy = currentEnemy + 1 or currentEnemy += 1
if (currentEnemy >= enemies.length) {
win();
}
else {
initCharacter(player);
turnCounter = 0;
enemy = enemies[currentEnemy];
console.info(`Your next opponent is ${enemy.name} (${enemy.hp}/${enemy.maxHp})`)
}
}
function attack() {
if (canAct()) {
let enemy = enemies[currentEnemy];
calculateAttack(player, enemy);
endTurn();
}
}
function charge() {
if (canAct()) {
player.multipliers.push({
duration: 1,
stat: "attack",
size: chargeMultiplier
});
endTurn();
}
console.info("you charge up your attack");
}
function defend() {
if (canAct()) {
player.multipliers.push({
duration: 0,
stat: "defend",
size: defendMultiplier
});
endTurn();
}
console.info("you take a defensive stance");
}
function enemyTurn() {
let enemy = enemies[currentEnemy];
switch(enemy.name) {
case "orc":
if (turnCounter % 2 === 0) {
enemy.multipliers.push({
duration: 0,
stat: defend,
size: defendMultiplier
});
console.info("orc raises his shield!")
}
else {
calculateAttack(enemy, player);
}
break;
case "orc chief":
if (turnCounter % 3 === 0) {
enemy.multipliers.push({
duration: 1,
stat: attack,
size: chargeMultiplier
});
console.info("orc chief winds up his weapon!");
}
else {
calculateAttack(enemy, player);
}
break;
default:
calculateAttack(enemy, player);
}
}
function endTurn() {
let enemy = enemies[currentEnemy];
if (isAlive(enemy) && isAlive(player)) {
if (turnCounter !== 0) {
enemyTurn();
tickMultipliers(player);
tickMultipliers(enemy);
}
turnCounter++;
}
}