Overall Phase/inital purchase handling. First purchase handled
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fde47b0025
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@ -1,31 +1,194 @@
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import GameState, { PHASE_ENUM } from './gameState'
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import GameState, { PHASE_ENUM } from './gameState';
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class GameFlow {
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gameState: GameState
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gameState: GameState;
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constructor(gameState: GameState) {
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this.gameState = gameState;
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}
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async executeCurrentPhase(userInput?: any) {
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async executeCurrentPhase(userInput?: string) {
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switch (this.gameState.phase) {
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case PHASE_ENUM.SETUP:
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// Handle the setup phase, e.g., initial purchases
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await this.handleSetupPhase(userInput);
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break;
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case PHASE_ENUM.RIDERS_ATTACK:
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// Handle a riders attack phase
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await this.handleRidersAttack(userInput);
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break;
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// Additional cases for other phases...
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case PHASE_ENUM.TRAVEL:
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// Handle travel logic
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await this.handleTravel();
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break;
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case PHASE_ENUM.FORT:
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// Handle fort or hunt choices
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// Handle interactions at the fort
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await this.handleFort();
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break;
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case PHASE_ENUM.HUNT:
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// Handle hunting logic
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await this.handleHunt();
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break;
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case PHASE_ENUM.ENCOUNTER:
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// Handle encounters, which might include interactions with NPCs or obstacles
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await this.handleEncounter();
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break;
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case PHASE_ENUM.EVENT:
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// Handle random events that can occur
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await this.handleRandomEvent();
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break;
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case PHASE_ENUM.MOUNTAIN:
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// Handle mountain traversal challenges
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await this.handleMountain();
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break;
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case PHASE_ENUM.DEATH_CHECK:
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// Check if conditions leading to the player's death have been met
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await this.handleDeathCheck();
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break;
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default:
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console.error("Unknown game phase:", this.gameState.phase);
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break;
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// Include other phases as necessary
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}
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}
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// Other methods as needed
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private async handleSetupPhase(userInput?: string): Promise<string> {
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let responseMessage = "";
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// Logic to handle initial setup
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switch (this.gameState.subPhase) {
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case 0:
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// Weapons Purchase Subphase
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if (!userInput) {
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// Send instructions to the user for the current subphase
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responseMessage = `
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🔫 **Choose Your Weapon for the Journey** 🔫
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Please select from the following options by replying with **!!Oregon [choice]**:
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1. **Frontiersman's Sharpshooter Rifle** - $200 (Best accuracy and range)
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2. **Pioneer's Long Rifle** - $150 (Improved accuracy and range)
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3. **Settler's Carbine** - $100 (Good balance of cost and performance)
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4. **Homesteader's Musket** - $75 (Reliable but not as accurate)
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5. **Grandpa's Rusty Shotgun** - Free (Least accurate but no cost)
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**Note:** Your choice of weapon can greatly affect your hunting success and defense against threats on the trail. Choose wisely!
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Reply with the choice number, for example: **!!Oregon 3** to select the Settler's Carbine.
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`;
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// The lack of userInput argument triggers a request for input.
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} else {
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// Process user input here and decide whether to advance subphase or send an error message
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const purchaseResult = this.handleWeaponPurchase(userInput);
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if (purchaseResult.success) {
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// If the purchase was successful, advance to the next subphase and recursively call handleSetupPhase without userInput to get the next set of instructions
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this.gameState.subPhase++;
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return this.handleSetupPhase();
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} else {
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// If there was an error, include the error message in responseMessage
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responseMessage = `${purchaseResult.errorMessage}`;
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// Do not advance subphase; possibly prompt the same instructions with an error message
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}
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}
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break;
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case 1:
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//OXEN TEAM Purchase
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break;
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case 2:
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//FOOD Purchase
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break;
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case 3:
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//AMMUNITION Purchase
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break;
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case 4:
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//CLOTHING Purchase
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break;
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case 5:
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//MISCELLANEOUS SUPPLIES Purchase
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break;
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default:
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//Advance Phase
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break;
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}
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return responseMessage;
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}
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handleWeaponPurchase(userInput: string): { success: boolean; errorMessage?: string } {
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// Check if the userInput is one of the valid choices
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if (!Object.keys(weaponOptions).includes(userInput)) {
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// If the input is not valid, return an error message
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return {
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success: false,
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errorMessage: "⚠️ Invalid choice. Please select a valid weapon option by replying with !!Oregon [choice]."
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};
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}
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// Check if the user has enough money for the selected weapon
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const selectedWeapon = weaponOptions[userInput];
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if (this.gameState.cashLeftAfterInitialPurchases < selectedWeapon.cost) {
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// If not enough money, return an error message
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return {
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success: false,
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errorMessage: `⚠️ You do not have enough money for ${selectedWeapon.name}. You have $${this.gameState.cashLeftAfterInitialPurchases} remaining.`
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};
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}
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// Update gameState with the selected weapon and deduct the cost
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this.gameState.shootingExpertiseLevelChoice = parseInt(userInput);
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this.gameState.cashLeftAfterInitialPurchases -= selectedWeapon.cost;
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// Return a success object, indicating the purchase was successful
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return {
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success: true
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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, may involve checking userInput for response to attack
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}
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private async handleTravel(): Promise<void> {
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// Logic for handling the travel phase
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}
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private async handleFort(): Promise<void> {
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// Logic for interacting at the fort, such as purchasing supplies
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}
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private async handleHunt(): Promise<void> {
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// Logic for the hunt phase, possibly determining success based on gameState attributes
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}
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private async handleEncounter(): Promise<void> {
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// Logic for handling encounters
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}
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private async handleRandomEvent(): Promise<void> {
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// Logic for determining and handling a random event
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}
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private async handleMountain(): Promise<void> {
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// Logic for traversing the mountains, may affect gameState
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}
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private async handleDeathCheck(): Promise<void> {
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// Check gameState conditions and determine if the player has died
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}
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// Other methods as needed, such as advancing to the next phase
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}
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export default GameFlow;
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export default GameFlow;
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interface WeaponOption {
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name: string;
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cost: number;
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}
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const weaponOptions: Record<string, WeaponOption> = {
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"1": { name: "Frontiersman's Sharpshooter Rifle", cost: 200 },
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"2": { name: "Pioneer's Long Rifle", cost: 150 },
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"3": { name: "Settler's Carbine", cost: 100 },
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"4": { name: "Homesteader's Musket", cost: 75 },
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"5": { name: "Grandpa's Rusty Shotgun", cost: 0 }
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};
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