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