Addtl Attack Logic

master
j 2024-04-20 02:40:58 -04:00
parent 80fe797bf7
commit 040954027d
1 changed files with 139 additions and 83 deletions

View File

@ -454,7 +454,8 @@ class GameFlow {
} else {
responseMessage += `Do you want to:\n1. Hunt\n2. Continue\n\n`
}
await this.statusUpdate(responseMessage)
await this.statusUpdate(this.gameState.lastPrompt + responseMessage)
this.gameState.lastPrompt = responseMessage;
break;
}
@ -522,89 +523,143 @@ class GameFlow {
let responseMessage = ''
this.gameState.lastPrompt = responseMessage;
if (!userInput || userInput === "") {
// Check for random encounter
// Calculate a factor based on total mileage to adjust encounter likelihood.
const mileageFactor = this.gameState.totalMileageWholeTrip / 100 - 4;
switch (this.gameState.subPhase) {
// Calculate the chance of encountering riders, scaling non-linearly with mileage.
const encounterChance = ((mileageFactor ** 2) + 72) / ((mileageFactor ** 2) + 12) - 1;
case 0: //Initial Logic
// Check for random encounter
// Calculate a factor based on total mileage to adjust encounter likelihood.
const mileageFactor = this.gameState.totalMileageWholeTrip / 100 - 4;
// Generate a random factor to determine if an encounter occurs.
const randomFactor = Math.random() * 10;
// Calculate the chance of encountering riders, scaling non-linearly with mileage.
const encounterChance = ((mileageFactor ** 2) + 72) / ((mileageFactor ** 2) + 12) - 1;
// If the random factor exceeds the encounter chance, skip to the next phase.
if (randomFactor > encounterChance) {
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.save();
return this.executeCurrentPhase();
}
this.gameState.hostilityOfRiders = false;
if (Math.random() < 0.8) this.gameState.hostilityOfRiders = true;
}
if (!userInput || userInput === "" || userInput.toString().toLowerCase() === "start") {
responseMessage += `RIDERS AHEAD. THEY`
if (!this.gameState.hostilityOfRiders) responseMessage += ` DON'T`
responseMessage += ` LOOK HOSTILE`;
responseMessage += "\n\nTACTICS\n(1) RUN\n(2) ATTACK\n(3) CONTINUE\n(4) CIRCLE WAGONS";
this.gameState.tacticsChoiceWhenAttacked = 0
this.gameState.lastPrompt = responseMessage;
this.gameState.save();
await this.statusUpdate(responseMessage);
} else {
//check if its a valid interger between 1 and 4 inclusive
if (isNaN(Number(userInput)) || +userInput < 1 && +userInput > 4) {
responseMessage = "Invalid input. Please enter a number between 1-4.\n\n";
responseMessage += this.gameState.lastPrompt;
await this.statusUpdate(responseMessage);
return;
}
// Convert to integer in case it's not
this.gameState.tacticsChoiceWhenAttacked = Math.floor(+userInput);
// Random chance to flip hostility
if (Math.random() > 0.2) this.gameState.hostilityOfRiders = !this.gameState.hostilityOfRiders;
// Check tactics choice and resolve encounter
switch (this.gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN
this.gameState.totalMileageWholeTrip += this.gameState.hostilityOfRiders ? 15 : 20;
this.gameState.amountSpentOnAnimals -= this.gameState.hostilityOfRiders ? 10 : 40;
this.gameState.amountSpentOnMiscellaneousSupplies -= 15;
this.gameState.amountSpentOnAmmunition -= 150;
// Generate a random factor to determine if an encounter occurs.
const randomFactor = Math.random() * 10;
// If the random factor exceeds the encounter chance, skip to the next phase.
if (randomFactor > encounterChance) {
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.save();
return this.executeCurrentPhase();
case 2: // ATTACK
// Placeholder for attack logic, potentially involving a call to handleShooting()
this.handleShooting();
// Adjust resources based on the outcome of handleShooting()
break;
case 3: // CONTINUE
if (this.gameState.hostilityOfRiders) {
this.gameState.totalMileageWholeTrip -= 5;
this.gameState.amountSpentOnAmmunition -= 100;
}
// No additional action if riders are friendly
break;
case 4: // CIRCLE WAGONS
if (this.gameState.hostilityOfRiders) {
this.gameState.totalMileageWholeTrip -= 20;
} else {
// Possibly a smaller penalty or no action if riders are friendly
this.gameState.totalMileageWholeTrip -= 10;
}
break;
default:
// Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice.");
break;
}
}
this.gameState.hostileRiders = false;
if (Math.random() < 0.8) this.gameState.hostileRiders = true;
responseMessage += `RIDERS AHEAD. THEY`
if (!this.gameState.hostileRiders) responseMessage += ` DON'T`
responseMessage += ` LOOK HOSTILE`;
responseMessage += "\n\nTACTICS\n(1) RUN\n(2) ATTACK\n(3) CONTINUE\n(4) CIRCLE WAGONS";
this.gameState.tacticsChoiceWhenAttacked = 0
this.gameState.lastPrompt = responseMessage;
this.gameState.subPhase = 1;
this.gameState.save();
await this.statusUpdate(responseMessage);
break;
case 1: // Choice
if (!userInput || isNaN(Number(userInput)) || +userInput < 1 && +userInput > 4) {
responseMessage = "Invalid input. Please enter a number between 1-4.\n\n";
responseMessage += this.gameState.lastPrompt;
await this.statusUpdate(responseMessage);
return;
}
// Convert to integer in case it's not
this.gameState.tacticsChoiceWhenAttacked = Math.floor(+userInput);
// Random chance to flip hostility
if (Math.random() > 0.2) this.gameState.hostileRiders = !this.gameState.hostileRiders;
// Handle tactics choice
switch (this.gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN
this.gameState.totalMileageWholeTrip += this.gameState.hostileRiders ? 20 : 15;
this.gameState.amountSpentOnAnimals -= this.gameState.hostileRiders ? 40 : 10;
this.gameState.amountSpentOnMiscellaneousSupplies -= this.gameState.hostileRiders ? 15 : 0;
this.gameState.amountSpentOnAmmunition -= this.gameState.hostileRiders ? 150 : 0;
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.subPhase = 0;
this.gameState.save();
return this.executeCurrentPhase();
case 2: // ATTACK
this.gameState.subPhase = 2;
this.gameState.save()
return this.executeCurrentPhase()
case 3: // CONTINUE
if (this.gameState.hostileRiders) {
//Penalize lost initiative if riders are hostile
this.gameState.lastPrompt = "You continue on cautiously, keeping your guard up. THE RIDERS ATTACK!\n\n";
this.gameState.totalMileageWholeTrip -= 5;
this.gameState.amountSpentOnAmmunition -= 100;
this.gameState.subPhase = 2;
this.gameState.save()
return this.executeCurrentPhase()
}
// No additional action if riders are friendly
this.gameState.lastPrompt = "The riders continue on their way without incident.\n\n";
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.subPhase = 0;
this.gameState.save();
return this.executeCurrentPhase();
case 4: // CIRCLE WAGONS
if (!this.gameState.hostileRiders) {
this.gameState.totalMileageWholeTrip -= 20;
this.gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.subPhase = 0;
this.gameState.save();
return this.executeCurrentPhase()
}
this.gameState.subPhase = 4;
this.gameState.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n"
this.gameState.save()
return this.executeCurrentPhase()
default:
// Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice.");
break;
}
break;
case 2: // Resolve fight logic
responseMessage = this.gameState.lastPrompt
responseMessage += this.handleShooting()
this.gameState.lastPrompt = responseMessage
this.gameState.subPhase = 3
await this.statusUpdate(responseMessage)
await this.gameState.save()
break;
case 3: // Resolve fight outcome
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += this.gameState.lastPrompt
await this.statusUpdate(responseMessage)
return;
}
responseMessage += this.handleShooting(userInput.toString());
if (this.gameState.shootResponseTime <= 1) {
responseMessage += `NICE SHOOTING---YOU DROVE THEM OFF!!!\n\n`
await this.statusUpdate(responseMessage)
} else if (this.gameState.shootResponseTime <= 4) {
responseMessage += `KINDA SLOW WITH YOUR GUN\n\n`
} else {
responseMessage += `LOUSY SHOT---YOU GOT KNIFED\nYOU HAVE TO SEE OL' DOC GARY CHESS\n\n`
this.gameState.injuryFlag = true
}
this.gameState.phase = PHASE_ENUM.ACTION_CHOICE;
await this.gameState.save();
await this.executeCurrentPhase();
return;
case 4: // Resolve wagon logic
responseMessage = this.gameState.lastPrompt
responseMessage += this.handleShooting()
this.gameState.lastPrompt = responseMessage
this.gameState.subPhase = 5
await this.statusUpdate(responseMessage)
await this.gameState.save()
break;
case 5: // Resolve wagon outcome
break;
}
}
@ -615,22 +670,23 @@ class GameFlow {
if (!userInput || userInput.toString().toLowerCase() === "start") {
responseMessage += this.handleShooting()
await this.statusUpdate(responseMessage)
await this.gameState.save();
} else {
responseMessage += this.handleShooting(userInput.toString());
if (this.gameState.actualResponseTimeForBang <= 1) {
if (this.gameState.shootResponseTime <= 1) {
responseMessage += `RIGHT BETWEEN THE EYES---YOU GOT A BIG ONE!!!!\n\n`
responseMessage += `FULL BELLIES TONIGHT!\n\n`
this.gameState.amountSpentOnFood += 52 + (Math.random() * 6)
this.gameState.amountSpentOnAmmunition -= 10 - (Math.random() * 4)
await this.statusUpdate(responseMessage)
} else if (100 * Math.random() > (13 * this.gameState.actualResponseTimeForBang)) {
} else if (100 * Math.random() > (13 * this.gameState.shootResponseTime)) {
responseMessage += `NICE SHOT--RIGHT ON TARGET--GOOD EATIN' TONIGHT!!\n\n`
this.gameState.amountSpentOnFood += 48 - (2 * this.gameState.actualResponseTimeForBang)
this.gameState.amountSpentOnAmmunition -= 10 - (3 * this.gameState.actualResponseTimeForBang)
this.gameState.amountSpentOnFood += 48 - (2 * this.gameState.shootResponseTime)
this.gameState.amountSpentOnAmmunition -= 10 - (3 * this.gameState.shootResponseTime)
} else {
responseMessage += `Better luck next time! Maybe practice your aim some more.\n\n`
this.gameState.amountSpentOnAmmunition -= 50
}
this.gameState.lastPrompt = responseMessage;
this.gameState.phase = PHASE_ENUM.ACTION_CHOICE;
await this.gameState.save();
await this.executeCurrentPhase();
@ -681,10 +737,10 @@ class GameFlow {
actualResponseTimeForBang = 0;
}
// Update the game state with the actual response time
this.gameState.actualResponseTimeForBang = actualResponseTimeForBang;
this.gameState.shootResponseTime = actualResponseTimeForBang;
} else {
responseMessage += `Your Word was ${this.gameState.shootingWordSelector}. Better luck next time!\n\n`
this.gameState.actualResponseTimeForBang = 9; // Set a high time to indicate a miss
this.gameState.shootResponseTime = 9; // Set a high time to indicate a miss
}
return responseMessage;
}