uses base.df

uses events/locationlogic.df
uses events/common/cyoa-example-7types.df
uses events/inner/cyoa-k-inners.df

uses events/trade/cyoa-k-recruit.df
uses events/trade/familiar-recruit.df
uses test/cyoa-k-weapontest.df
uses events/city/cyoa-k-cities.df

uses events/sc/cyoa-screcruit1.df
uses events/sc/cyoa-screcruit2.df
uses events/sc/cyoa-screcruit3.df
uses events/sc/cyoa-screcruit4.df
uses test/cyoa-k-sctest.df
uses events/common/cyoa-k-newbie.df

uses events/trade/training.df
uses events/trade/supplies.df
uses events/trade/weapons.df

uses events/common/car1.df
uses events/bandit/bandit1.df
uses events/bandit/bandit2.df
uses events/common/common1.df
uses events/common/common2.df
uses events/common/common3.df
uses events/camp/camp1.df
uses events/camp/camp2.df
uses events/camp/camp3.df

uses events/despair/logic.df
uses events/despair/loss.df
uses events/despair/argue.df
uses events/despair/solo.df
uses events/despair/dog.df

uses events/exterior/cabin1.df
uses events/exterior/yallmart.df
uses events/exterior/roadloot.df
uses events/industrial/sewer.df
uses events/industrial/indust.df
uses events/siege/siege1.df
uses events/siege/siege2.df

uses events/rareloc/rare1.df

uses don/events/don-common.df


(*
// DECK syntax
// Example
	: word1 1 250 tone ;
	: word2 2 250 tone ;
	: word3 3 250 tone ;
	: word4 4 250 tone ;
	: word5 5 250 tone ;
	: word6 6 250 tone ;
	
	// Create a new master deck
	deck-new
		card: word1
		card: word2
		card: word3
		card: word4
		card: word5
		5 cards: word6
	// Put the final deck into a constant
	constant elvis-master

	// Duplicate the master deck, shuffle it, put it into a new var
	elvis-master shuffles var elvis

	// Draw and execute a card (word) from the deck
//	elvis drawcard

*)

events{
road{
// Shortcut words for calling up an entry to a city or location
	
	: city2 "kepa/city-regions.df" $load-region entercity ;
	: city1 "kepa/hell-region.df" $load-region entercity ;
// "../deathforth/kepa/keparoomdef.txt" $load-rooms "kepa/city-locations.df" $load "kepa/city-regions.df" $load	


// Rare cards for the common deck

	deck-new
		card: don-common-sasquatch
		card: don-common-cod
		card: don-common-vortex
		card: don-common-graves
		card: don-common-demon
		card: don-common-wings
		card: common2-rare-zombmaster
		card: common2-rare-tp
		// Maybe do car selling rare event later. Charm for even more reward, but have to walk after.
		
	constant RARE-DECK
	RARE-DECK var rare-deck
	
	: raredeck
		rare-deck depths 0= if RARE-DECK shuffles to rare-deck then
		rare-deck drawcard ;
	
// Normal events to draw from
		
	deck-new
		card: card1-cyoa
		card: card2-cyoa
		card: card3-cyoa
		card: card5-cyoa
		card: card6-cyoa
		card: card7-cyoa
		card: book1-cyoa
		card: magazine1-cyoa
		card: magazine2-cyoa
		card: magazine3-cyoa
		card: cardJ4-test
		card: cardJ2-test
		card: car1-dashcode
		card: car1-fallentree
		card: car1-floodroad
		card: car1-garage
		card: car1-tunegarage
		card: car1-usedlot
		card: car1-speedgarage
		card: don-common-jumpit
		card: common1-gas
		card: common1-stitches
		card: common1-deer
		card: common1-twinkie
		2 cards: raredeck
		card: common2-cboard
		card: common2-farm
		card: common2-meeting
		card: common2-parkchat
		card: common2-busted
		card: common2-carhelp
		card: common2-raid
		card: common2-roofrelax
		card: common2-saferelax
		card: common3-bridgekeep
		card: common3-ranter
		card: common3-bee
		card: common3-pipe
		card: common3-molotov
		card: common3-gloomy
		card: common3-fart
		card: common3-gator
		card: common3-traptown
		card: common3-creepy
		card: common3-badweather
		card: common3-horde
		
		
	constant COMMON-DECK
	COMMON-DECK var common-deck

// Nightly camping
	
	deck-new
		card: camp1-gas
		card: camp1-story
		card: camp1-quick
		card: camp1-passout
		card: camp1-boring
		card: camp2-minigolf
		card: camp2-fore
		// card: camp2-creepy
		card: camp2-smell
		card: camp2-bwatch
		card: camp2-zwatch
		// above - 10
		card: camp2-sing
		card: camp2-airbnb
		card: camp2-wood
		card: camp2-badweather
		card: camp2-scary
		card: camp2-berry
		card: camp3-moose
		card: camp3-trap
		card: camp3-cans
		card: camp3-tinker
		card: camp3-crowd
		card: camp3-grocery
		card: camp3-fire
			
	constant CAMP-DECK
	CAMP-DECK var camp-deck
		
// Extremely unlucky draw 
	
	: hell1 "UR DEAD" $cyoa-ok-dialog 0 cyoa-image-icon! 1 500 tone ;
	: hell2 "UR ALSO DEAD" $cyoa-ok-dialog 0 cyoa-image-icon! 2 500 tone ;

	deck-new
		2 cards: hell1
		card: hell2
	constant HELL-DECK
	HELL-DECK var hell-deck	
	
// Despair decks, punishments for having morale being too low

	deck-new
		card: solo-haze
		card: solo-strength
		card: solo-wasting
		card: solo-drive
		card: solo-skill
		card: solo-leg
		card: solo-bitter
		card: solo-anger
		card: solo-mindrot
	constant DESPAIR-SOLO-DECK
	DESPAIR-SOLO-DECK var despair-solo-deck
	
	deck-new
		card: dog-lost
		card: dog-attack
		card: solo-wasting
		card: dog-tantrum
	constant DESPAIR-DOG-DECK
	DESPAIR-DOG-DECK var despair-dog-deck
	
	deck-new
		card: loss-hustle
		card: loss-ultimatum
		card: loss-lost
		card: loss-quietly
		card: group-haze
		card: solo-skill
		card: solo-wasting
		card: solo-anger
		card: argue-rant
		card: argue-car
		card: argue-insults
	constant DESPAIR-DECK
	DESPAIR-DECK var despair-deck
	
// Bandit encounters that usually penalize you but can be gotten around

	deck-new
		card: bandit-tollroad
		card: bandit-buff
		card: bandit-quiet
		card: bandit-allofit
		card: bandit-car
		card: bandit-medic
		card: bandit-loyal
		card: bandit-weapon
	constant BANDIT-DECK
	BANDIT-DECK shuffles var bandit-deck

// Fate, a sorting deck used to mete out if a card is neutral, extremely lucky, or extremely unlucky. This can be considered the "main hub" deck that parcels out cards.
	
	: commondeck
		common-deck depths 0= if COMMON-DECK shuffles to common-deck then
		common-deck drawcard ;
	: helldeck hell-deck drawcard ;
	
	: banditdeck
		bandit-deck depths 0= if BANDIT-DECK shuffles to bandit-deck then
		bandit-deck drawcard ;
	
	deck-new
		15 cards: commondeck
		3 cards: banditdeck
		(* card: helldeck *)
		// Probably add a rare-deck and a car-deck
	constant FATE-DECK
	FATE-DECK var fate-deck

// A special daily deck that draw events specifically made for the first day of each game
		
	deck-new
		card: knoobevent1
		card: knoobevent2
		card: knoobevent3
		card: knoobevent4
	(*	card: gimmechar1
		card: gimmechar2
		card: gimmechar3
		card: gimmestats *)
	constant NOOBEVENT-DECK
	NOOBEVENT-DECK var noobevent-deck
	
	deck-new
	//	card: knoobstart1
	//	card: knoobstartB
		card: knoobstartP
	constant NOOBSTART-DECK
	NOOBSTART-DECK var noobstart-deck
	
	: noobevent // 25 %chance if fate1 else noobevent-deck drawcard then
		noobevent-deck drawcard ;
	: noobstart noobstart-deck drawcard ;
	
} }
	

