Spelling and phase reset
parent
3ae3f152ad
commit
203cba4a3e
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@ -6,7 +6,7 @@ export class RidersPhase {
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gameState.lastPrompt = responseMessage;
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gameState.lastPrompt = responseMessage;
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switch (gameState.subPhase) {
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switch (gameState.subPhase) {
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case 0: // Initial Logic
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case 0: // Initial Logic
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await RidersPhase.initalLogic(gameState, gameFlow);
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await RidersPhase.initialLogic(gameState, gameFlow);
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break;
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break;
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case 1: // Choice Logic
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case 1: // Choice Logic
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await RidersPhase.choiceLogic(gameState, gameFlow, userInput);
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await RidersPhase.choiceLogic(gameState, gameFlow, userInput);
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@ -38,6 +38,7 @@ export class RidersPhase {
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}
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}
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gameState.lastPrompt = responseMessage;
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gameState.lastPrompt = responseMessage;
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gameState.phase = PHASE_ENUM.EVENT;
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gameState.phase = PHASE_ENUM.EVENT;
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gameState.subPhase = 0
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await gameState.save();
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await gameState.save();
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await gameFlow.executeCurrentPhase();
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await gameFlow.executeCurrentPhase();
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return;
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return;
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@ -61,13 +62,14 @@ export class RidersPhase {
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gameState.totalMileageWholeTrip -= 25
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gameState.totalMileageWholeTrip -= 25
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gameState.lastPrompt = responseMessage;
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gameState.lastPrompt = responseMessage;
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gameState.phase = PHASE_ENUM.EVENT;
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gameState.phase = PHASE_ENUM.EVENT;
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gameState.subPhase = 0
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await gameState.save();
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await gameState.save();
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await gameFlow.executeCurrentPhase();
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await gameFlow.executeCurrentPhase();
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return;
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return;
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}
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}
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}
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}
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static async initalLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
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static async initialLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
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let responseMessage = '';
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let responseMessage = '';
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gameState.lastPrompt = responseMessage;
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gameState.lastPrompt = responseMessage;
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// Check for random encounter
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// Check for random encounter
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@ -83,6 +85,7 @@ export class RidersPhase {
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// If the random factor exceeds the encounter chance, skip to the next phase.
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// If the random factor exceeds the encounter chance, skip to the next phase.
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if (randomFactor > encounterChance) {
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if (randomFactor > encounterChance) {
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gameState.phase = PHASE_ENUM.EVENT;
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gameState.phase = PHASE_ENUM.EVENT;
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gameState.subPhase = 0
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gameState.save();
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gameState.save();
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return gameFlow.executeCurrentPhase();
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return gameFlow.executeCurrentPhase();
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}
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}
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