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 { } else {
responseMessage += `Do you want to:\n1. Hunt\n2. Continue\n\n` 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; break;
} }
@ -522,7 +523,9 @@ class GameFlow {
let responseMessage = '' let responseMessage = ''
this.gameState.lastPrompt = responseMessage; this.gameState.lastPrompt = responseMessage;
if (!userInput || userInput === "") { switch (this.gameState.subPhase) {
case 0: //Initial Logic
// Check for random encounter // Check for random encounter
// Calculate a factor based on total mileage to adjust encounter likelihood. // Calculate a factor based on total mileage to adjust encounter likelihood.
const mileageFactor = this.gameState.totalMileageWholeTrip / 100 - 4; const mileageFactor = this.gameState.totalMileageWholeTrip / 100 - 4;
@ -539,24 +542,21 @@ class GameFlow {
this.gameState.save(); this.gameState.save();
return this.executeCurrentPhase(); return this.executeCurrentPhase();
} }
this.gameState.hostileRiders = false;
if (Math.random() < 0.8) this.gameState.hostileRiders = true;
this.gameState.hostilityOfRiders = false;
if (Math.random() < 0.8) this.gameState.hostilityOfRiders = true;
}
if (!userInput || userInput === "" || userInput.toString().toLowerCase() === "start") {
responseMessage += `RIDERS AHEAD. THEY` responseMessage += `RIDERS AHEAD. THEY`
if (!this.gameState.hostilityOfRiders) responseMessage += ` DON'T` if (!this.gameState.hostileRiders) responseMessage += ` DON'T`
responseMessage += ` LOOK HOSTILE`; responseMessage += ` LOOK HOSTILE`;
responseMessage += "\n\nTACTICS\n(1) RUN\n(2) ATTACK\n(3) CONTINUE\n(4) CIRCLE WAGONS"; responseMessage += "\n\nTACTICS\n(1) RUN\n(2) ATTACK\n(3) CONTINUE\n(4) CIRCLE WAGONS";
this.gameState.tacticsChoiceWhenAttacked = 0 this.gameState.tacticsChoiceWhenAttacked = 0
this.gameState.lastPrompt = responseMessage; this.gameState.lastPrompt = responseMessage;
this.gameState.subPhase = 1;
this.gameState.save(); this.gameState.save();
await this.statusUpdate(responseMessage); await this.statusUpdate(responseMessage);
} else { break;
//check if its a valid interger between 1 and 4 inclusive case 1: // Choice
if (isNaN(Number(userInput)) || +userInput < 1 && +userInput > 4) { if (!userInput || isNaN(Number(userInput)) || +userInput < 1 && +userInput > 4) {
responseMessage = "Invalid input. Please enter a number between 1-4.\n\n"; responseMessage = "Invalid input. Please enter a number between 1-4.\n\n";
responseMessage += this.gameState.lastPrompt; responseMessage += this.gameState.lastPrompt;
@ -566,45 +566,100 @@ class GameFlow {
// Convert to integer in case it's not // Convert to integer in case it's not
this.gameState.tacticsChoiceWhenAttacked = Math.floor(+userInput); this.gameState.tacticsChoiceWhenAttacked = Math.floor(+userInput);
// Random chance to flip hostility // Random chance to flip hostility
if (Math.random() > 0.2) this.gameState.hostilityOfRiders = !this.gameState.hostilityOfRiders; if (Math.random() > 0.2) this.gameState.hostileRiders = !this.gameState.hostileRiders;
// Check tactics choice and resolve encounter
// Handle tactics choice
switch (this.gameState.tacticsChoiceWhenAttacked) { switch (this.gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN case 1: // RUN
this.gameState.totalMileageWholeTrip += this.gameState.hostilityOfRiders ? 15 : 20; this.gameState.totalMileageWholeTrip += this.gameState.hostileRiders ? 20 : 15;
this.gameState.amountSpentOnAnimals -= this.gameState.hostilityOfRiders ? 10 : 40; this.gameState.amountSpentOnAnimals -= this.gameState.hostileRiders ? 40 : 10;
this.gameState.amountSpentOnMiscellaneousSupplies -= 15; this.gameState.amountSpentOnMiscellaneousSupplies -= this.gameState.hostileRiders ? 15 : 0;
this.gameState.amountSpentOnAmmunition -= 150; this.gameState.amountSpentOnAmmunition -= this.gameState.hostileRiders ? 150 : 0;
this.gameState.phase = PHASE_ENUM.EVENT; this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.subPhase = 0;
this.gameState.save(); this.gameState.save();
return this.executeCurrentPhase(); return this.executeCurrentPhase();
case 2: // ATTACK case 2: // ATTACK
// Placeholder for attack logic, potentially involving a call to handleShooting() this.gameState.subPhase = 2;
this.handleShooting(); this.gameState.save()
// Adjust resources based on the outcome of handleShooting() return this.executeCurrentPhase()
break;
case 3: // CONTINUE case 3: // CONTINUE
if (this.gameState.hostilityOfRiders) { 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.totalMileageWholeTrip -= 5;
this.gameState.amountSpentOnAmmunition -= 100; this.gameState.amountSpentOnAmmunition -= 100;
this.gameState.subPhase = 2;
this.gameState.save()
return this.executeCurrentPhase()
} }
// No additional action if riders are friendly // No additional action if riders are friendly
break; 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 case 4: // CIRCLE WAGONS
if (this.gameState.hostilityOfRiders) { if (!this.gameState.hostileRiders) {
this.gameState.totalMileageWholeTrip -= 20; this.gameState.totalMileageWholeTrip -= 20;
} else { this.gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
// Possibly a smaller penalty or no action if riders are friendly this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.totalMileageWholeTrip -= 10; this.gameState.subPhase = 0;
this.gameState.save();
return this.executeCurrentPhase()
} }
break; 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: default:
// Handle unexpected input (should be unreachable due to prior validation) // Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice."); console.log("Unexpected tactics choice.");
break; 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") { if (!userInput || userInput.toString().toLowerCase() === "start") {
responseMessage += this.handleShooting() responseMessage += this.handleShooting()
await this.statusUpdate(responseMessage) await this.statusUpdate(responseMessage)
await this.gameState.save();
} else { } else {
responseMessage += this.handleShooting(userInput.toString()); 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 += `RIGHT BETWEEN THE EYES---YOU GOT A BIG ONE!!!!\n\n`
responseMessage += `FULL BELLIES TONIGHT!\n\n` responseMessage += `FULL BELLIES TONIGHT!\n\n`
this.gameState.amountSpentOnFood += 52 + (Math.random() * 6) this.gameState.amountSpentOnFood += 52 + (Math.random() * 6)
this.gameState.amountSpentOnAmmunition -= 10 - (Math.random() * 4) this.gameState.amountSpentOnAmmunition -= 10 - (Math.random() * 4)
await this.statusUpdate(responseMessage) } else if (100 * Math.random() > (13 * this.gameState.shootResponseTime)) {
} else if (100 * Math.random() > (13 * this.gameState.actualResponseTimeForBang)) {
responseMessage += `NICE SHOT--RIGHT ON TARGET--GOOD EATIN' TONIGHT!!\n\n` responseMessage += `NICE SHOT--RIGHT ON TARGET--GOOD EATIN' TONIGHT!!\n\n`
this.gameState.amountSpentOnFood += 48 - (2 * this.gameState.actualResponseTimeForBang) this.gameState.amountSpentOnFood += 48 - (2 * this.gameState.shootResponseTime)
this.gameState.amountSpentOnAmmunition -= 10 - (3 * this.gameState.actualResponseTimeForBang) this.gameState.amountSpentOnAmmunition -= 10 - (3 * this.gameState.shootResponseTime)
} else { } else {
responseMessage += `Better luck next time! Maybe practice your aim some more.\n\n` responseMessage += `Better luck next time! Maybe practice your aim some more.\n\n`
this.gameState.amountSpentOnAmmunition -= 50 this.gameState.amountSpentOnAmmunition -= 50
} }
this.gameState.lastPrompt = responseMessage;
this.gameState.phase = PHASE_ENUM.ACTION_CHOICE; this.gameState.phase = PHASE_ENUM.ACTION_CHOICE;
await this.gameState.save(); await this.gameState.save();
await this.executeCurrentPhase(); await this.executeCurrentPhase();
@ -681,10 +737,10 @@ class GameFlow {
actualResponseTimeForBang = 0; actualResponseTimeForBang = 0;
} }
// Update the game state with the actual response time // Update the game state with the actual response time
this.gameState.actualResponseTimeForBang = actualResponseTimeForBang; this.gameState.shootResponseTime = actualResponseTimeForBang;
} else { } else {
responseMessage += `Your Word was ${this.gameState.shootingWordSelector}. Better luck next time!\n\n` 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; return responseMessage;
} }