Mid Refactor to seperate Concerns and modularize phase logic
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import GameState, { PHASE_ENUM } from '../gameState';
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import GameFlow from '../gameFlow';
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export class RidersPhase {
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static async handleRidersAttack(gameState: GameState, gameFlow: GameFlow, userInput?: string): Promise<void> {
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let responseMessage = '';
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gameState.lastPrompt = responseMessage;
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switch (gameState.subPhase) {
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case 0: // Initial Logic
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await RidersPhase.initalLogic(gameState, gameFlow);
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break;
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case 1: // Choice Logic
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await RidersPhase.choiceLogic(gameState, gameFlow, userInput);
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break;
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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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let responseMessage = '';
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gameState.lastPrompt = responseMessage;
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// Check for random encounter
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// Calculate a factor based on total mileage to adjust encounter likelihood.
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const mileageFactor = gameState.totalMileageWholeTrip / 100 - 4;
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// Calculate the chance of encountering riders, scaling non-linearly with mileage.
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const encounterChance = ((mileageFactor ** 2) + 72) / ((mileageFactor ** 2) + 12) - 1;
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// Generate a random factor to determine if an encounter occurs.
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const randomFactor = Math.random() * 10;
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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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gameState.phase = PHASE_ENUM.EVENT;
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gameState.save();
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return gameFlow.executeCurrentPhase();
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}
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// If encounter occurs
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gameState.hostileRiders = false;
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if (Math.random() < 0.8) gameState.hostileRiders = true;
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responseMessage += `RIDERS AHEAD. THEY`
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if (!gameState.hostileRiders) responseMessage += ` DON'T`
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responseMessage += ` LOOK HOSTILE`;
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responseMessage += "\n\nTACTICS\n(1) RUN\n(2) ATTACK\n(3) CONTINUE\n(4) CIRCLE WAGONS";
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gameState.tacticsChoiceWhenAttacked = 0
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gameState.lastPrompt = responseMessage;
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gameState.subPhase = 1;
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gameState.save();
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await gameFlow.statusUpdate(responseMessage);
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}
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static async choiceLogic(gameState: GameState, gameFlow: GameFlow, userInput?: string): Promise<void> {
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let responseMessage = '';
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gameState.lastPrompt = responseMessage;
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if (!userInput || isNaN(Number(userInput)) || +userInput < 1 && +userInput > 4) {
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responseMessage = "Invalid input. Please enter a number between 1-4.\n\n";
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responseMessage += gameState.lastPrompt;
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await gameFlow.statusUpdate(responseMessage);
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return;
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}
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// Convert to integer in case it's not
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gameState.tacticsChoiceWhenAttacked = Math.floor(+userInput);
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// Random chance to flip hostility
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if (Math.random() > 0.2) gameState.hostileRiders = !gameState.hostileRiders;
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if (gameState.hostileRiders) RidersPhase.hostileRidersLogic(gameState, gameFlow)
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// Handle tactics choice
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switch (gameState.tacticsChoiceWhenAttacked) {
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case 1: // RUN
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gameState.totalMileageWholeTrip += gameState.hostileRiders ? 20 : 15;
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gameState.amountSpentOnAnimals -= gameState.hostileRiders ? 40 : 10;
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gameState.amountSpentOnMiscellaneousSupplies -= gameState.hostileRiders ? 15 : 0;
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gameState.amountSpentOnAmmunition -= gameState.hostileRiders ? 150 : 0;
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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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return gameFlow.executeCurrentPhase();
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case 2: // ATTACK
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gameState.subPhase = 2;
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gameState.save()
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return gameFlow.executeCurrentPhase()
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case 3: // CONTINUE
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if (gameState.hostileRiders) {
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//Penalize lost initiative if riders are hostile
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gameState.lastPrompt = "You continue on cautiously, keeping your guard up. THE RIDERS ATTACK!\n\n";
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gameState.totalMileageWholeTrip -= 5;
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gameState.amountSpentOnAmmunition -= 100;
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gameState.subPhase = 2;
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gameState.save()
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return gameFlow.executeCurrentPhase()
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}
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// No additional action if riders are friendly
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gameState.lastPrompt = "The riders continue on their way without incident.\n\n";
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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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return gameFlow.executeCurrentPhase();
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case 4: // CIRCLE WAGONS
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if (!gameState.hostileRiders) {
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gameState.totalMileageWholeTrip -= 20;
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gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
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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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return gameFlow.executeCurrentPhase()
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}
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gameState.subPhase = 4;
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gameState.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n"
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gameState.save()
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return gameFlow.executeCurrentPhase()
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default:
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// Handle unexpected input (should be unreachable due to prior validation)
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console.log("Unexpected tactics choice.");
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break;
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}
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}
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static async hostileRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
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}
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}
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private async handleRidersAttack(userInput ?: string | number): Promise < void> {
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// Logic for handling a riders attack
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let responseMessage = ''
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this.gameState.lastPrompt = responseMessage;
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switch(this.gameState.subPhase) {
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case 1: // Choice
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break;
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case 2: // Resolve fight logic
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responseMessage = this.gameState.lastPrompt
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responseMessage += this.handleShooting()
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this.gameState.lastPrompt = responseMessage
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this.gameState.subPhase = 3
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await this.statusUpdate(responseMessage)
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await this.gameState.save()
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break;
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case 3: // Resolve fight outcome
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if (!userInput) {
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responseMessage = "Invalid input.\n\n"
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responseMessage += this.gameState.lastPrompt
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await this.statusUpdate(responseMessage)
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return;
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}
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responseMessage += this.handleShooting(userInput.toString());
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if (this.gameState.shootResponseTime <= 1) {
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responseMessage += `NICE SHOOTING---YOU DROVE THEM OFF!!!\n\n`
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await this.statusUpdate(responseMessage)
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} else if (this.gameState.shootResponseTime <= 4) {
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responseMessage += `KINDA SLOW WITH YOUR GUN\n\n`
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} else {
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responseMessage += `LOUSY SHOT---YOU GOT KNIFED\nYOU HAVE TO SEE OL' DOC GARY CHESS\n\n`
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this.gameState.injuryFlag = true
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}
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this.gameState.phase = PHASE_ENUM.ACTION_CHOICE;
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await this.gameState.save();
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await this.executeCurrentPhase();
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return;
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case 4: // Resolve wagon logic
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responseMessage = this.gameState.lastPrompt
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responseMessage += this.handleShooting()
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this.gameState.lastPrompt = responseMessage
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this.gameState.subPhase = 5
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await this.statusUpdate(responseMessage)
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await this.gameState.save()
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break;
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case 5: // Resolve wagon outcome
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break;
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}
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}
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