1
0
Fork 0
mirror of https://github.com/Oreolek/shooter.git synced 2024-05-02 00:49:19 +03:00
shooter/game/gameplay.coffee

190 lines
6.3 KiB
CoffeeScript

# This is an easy game.
# I'm thinking if you want more harder approach, you can:
# a) remove bullet counter (you don't know how many bullets left in a clip)
# b) remove canChoose restriction (you can shoot any time you want, but if you have no bullets - nothing comes out and you've lost a turn)
kill_enemy = (character, system) ->
if character.qualities.enemies == 0
return
character.sandbox.nicked = 0
character.sandbox.killed++
if character.qualities.enemies >= 1
system.setQuality("enemies", character.qualities.enemies - 1)
if character.qualities.enemies == 0
system.doLink("finale")
spend_bullet = (character, system) ->
bullets = character.sandbox.clips[character.sandbox.current_clip]
character.sandbox.shots++
if bullets >= 1
coin = system.rnd.randomInt(1,2)
audio = 'shot1'
if coin == 2
audio = 'shot2'
audio = document.getElementById(audio)
audio.currentTime=0
audio.play()
character.sandbox.clips[character.sandbox.current_clip]--
bullets--
system.setQuality("bullets", bullets)
$("#clip img").attr("src", "img/clip"+bullets+".png")
spend_clip = (character, system) ->
bullets = character.sandbox.clips[character.sandbox.current_clip]
clips = character.sandbox.clips.length
if clips < 2
return
audio = document.getElementById("reload")
audio.currentTime=0
audio.play()
if bullets == 0
character.sandbox.clips.splice(character.sandbox.current_clip, 1)
clips = character.sandbox.clips.length
writemd(system, "emptyclip".l())
system.setQuality("clips", clips)
if character.sandbox.current_clip < clips - 1
character.sandbox.current_clip++
else
character.sandbox.current_clip = 0
bullets = character.sandbox.clips[character.sandbox.current_clip]
system.setQuality("bullets", bullets)
$("#clip img").attr("src", "img/clip"+bullets+".png")
# Pacifist event
if character.sandbox.killed > 15 and character.sandbox.seen_pacifist == 0
system.doLink("pacifist")
character.sandbox.seen_pacifist = 1
# Finale buildup
if character.sandbox.killed > 21
setTimeout( play_step(0.2), 1500)
situation "hit",
content: (character, system, from) ->
response = "player_hit".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
before: (character, system, from) ->
kill_enemy(character, system)
choices: ["#shoot"]
situation "nicked",
content: (character, system, from) ->
if character.sandbox.nicked == 1
kill_enemy(character, system)
response = "player_finished".l().oneOf().randomly(system)
return response()
else
character.sandbox.nicked = 1
response = "player_nicked".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "miss",
content: (character, system, from) ->
response = "player_missed".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "trick",
before: (character, system, from) ->
kill_enemy(character, system)
kill_enemy(character, system)
content: (character, system, from) ->
response = "player_trickshot".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "shoot",
tags: ["shoot"],
optionText: (character, system, from) ->
return "shoot".l().oneOf().randomly(system)
canChoose: (character, system) ->
return character.qualities.bullets > 0
before: (character, system, from) ->
spend_bullet(character, system)
system.clearContent()
after: (character, system, from) ->
roll = system.rnd.dice(1,20) # d20 roll
hit_threshold = 15
miss_threshold = 18
switch
when roll < hit_threshold then system.doLink("hit")
when roll > miss_threshold then system.doLink("miss")
else system.doLink("nicked")
situation "trick_shot",
tags: ["shoot"],
optionText: (character, system, from) ->
return "trick_shot".l()
canView: (character, system) ->
return character.sandbox.trick_shot == 1
canChoose: (character, system) ->
return character.qualities.bullets > 0
before: (character, system, from) ->
spend_bullet(character, system)
system.clearContent()
after: (character, system, from) ->
roll = system.rnd.dice(1,20) # d20 roll
trick_threshold = 5
hit_threshold = 12
miss_threshold = 16
switch
when roll < trick_threshold then system.doLink("trick")
when roll < hit_threshold then system.doLink("hit")
when roll > miss_threshold then system.doLink("miss")
else system.doLink("nicked")
situation "reload",
tags: ["shoot"],
choices: ["#shoot"],
optionText: "reload".l(),
canView: (character, system) ->
return character.sandbox.seen_reload || character.qualities.bullets < 6
canChoose: (character, system) ->
return character.qualities.bullets < 6 and character.sandbox.clips.length > 1
before: (character, system) ->
character.sandbox.seen_reload = 1
system.clearContent()
after: (character, system) ->
spend_clip(character, system)
writemd(system, "reload_response".l())
if character.sandbox.trick_shot == 0 and character.sandbox.clips.length == 4
character.sandbox.trick_shot = 1
writemd(system, "trick_shot_discover".l()(character))
return true
situation "search",
tags: ["shoot"],
optionText: "search".l(),
canView: (character, system) ->
return character.sandbox.seen_search || character.qualities.clips < 5
canChoose: (character, system) ->
return character.qualities.clips < 5
before: (character, system) ->
system.clearContent()
character.sandbox.seen_search = 1
after: (character, system) ->
response = "search_response".l().oneOf().randomly(system)
writemd(system, response())
roll = system.rnd.dice(1,20) # d20 roll
find_threshold = 10
if roll < find_threshold
system.doLink("found")
else
system.doLink("not_found")
situation "found",
choices: ["#shoot"],
before: (character, system, from) ->
bullets = system.rnd.randomInt(2,4)
character.sandbox.clips[character.sandbox.clips.length] = bullets
system.setQuality("clips", character.sandbox.clips.length)
content: (character, system, from) ->
response = "clips_found".l().oneOf().randomly(system)
return response()
situation "not_found",
choices: ["#shoot"],
content: (character, system, from) ->
response = "clips_not_found".l().oneOf().randomly(system)
return response()