potential input handling

master
j 2024-03-25 23:59:01 -04:00
parent 80a9ec5807
commit 01a2825fc0
1 changed files with 24 additions and 11 deletions

View File

@ -14,17 +14,30 @@ class GameSession {
this.gameManager = new GameFlow(this.gameState); this.gameManager = new GameFlow(this.gameState);
} }
/** async handleUserInput(userId: string, input: string): Promise<void> {
* Processes player actions and updates the game state accordingly. const gameState = await this.loadGameState(userId);
* @param action The player's action.
* @param params Optional parameters for the action. switch (input.split(' ')[0].toLowerCase()) {
*/ case "!!oregon":
public async processAction(action: string, params?: any): Promise<void> { await this.processCommand(gameState, input);
// Update the game state based on the action. break;
// This might include changing locations, spending money, hunting for food, etc. // Additional commands as necessary
await this.gameManager.handleAction(action, params); }
// Save the current game state to allow resuming later.
this.saveGameState(); await this.saveGameState(gameState);
}
private async processCommand(gameState: GameState, command: string): Promise<void> {
const args = command.split(' ');
// Process different game setup commands (e.g., "start over", "buy supplies")
if (args[1].toLowerCase() === "startover") {
gameState.reset(); // Resets game state to initial values
} else if (args[1].toLowerCase() === "buysupplies") {
// Transition to handling purchases
// This would involve setting the next expected action in the game state
// And possibly sending a prompt for the first purchase
}
// Handle other commands and shopping logic
} }
/** /**