Refactored rider logic into methods.

master
j 2024-04-24 00:13:27 -04:00
parent 29f389ae3a
commit 6371945969
1 changed files with 101 additions and 93 deletions

View File

@ -11,7 +11,57 @@ export class RidersPhase {
case 1: // Choice Logic case 1: // Choice Logic
await RidersPhase.choiceLogic(gameState, gameFlow, userInput); await RidersPhase.choiceLogic(gameState, gameFlow, userInput);
break; break;
case 2: //Fight Logic
responseMessage = gameState.lastPrompt
responseMessage += gameFlow.handleShooting()
gameState.lastPrompt = responseMessage
gameState.subPhase = 3
await gameFlow.statusUpdate(responseMessage)
await gameState.save()
break;
case 3: //Fight Outcome
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += gameState.lastPrompt
await gameFlow.statusUpdate(responseMessage)
return;
}
responseMessage += gameFlow.handleShooting(userInput.toString());
if (gameState.shootResponseTime <= 1) {
responseMessage += `NICE SHOOTING---YOU DROVE THEM OFF!!!\n\n`
await gameFlow.statusUpdate(responseMessage)
} else if (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`
gameState.injuryFlag = true
}
gameState.phase = PHASE_ENUM.EVENT;
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
case 4: // wagon fight logic
responseMessage = gameState.lastPrompt
responseMessage += gameFlow.handleShooting()
gameState.lastPrompt = responseMessage
gameState.subPhase = 5
await gameFlow.statusUpdate(responseMessage)
await gameState.save()
break;
case 5: // wagon fight outcome logic
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += gameState.lastPrompt
await gameFlow.statusUpdate(responseMessage)
return;
}
responseMessage += gameFlow.handleShooting(userInput.toString());
gameState.amountSpentOnAmmunition -= gameState.shootResponseTime * 30 - 80
gameState.totalMileageWholeTrip -= 25
gameState.phase = PHASE_ENUM.EVENT;
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
} }
} }
@ -65,14 +115,17 @@ export class RidersPhase {
if (Math.random() > 0.2) gameState.hostileRiders = !gameState.hostileRiders; if (Math.random() > 0.2) gameState.hostileRiders = !gameState.hostileRiders;
if (gameState.hostileRiders) RidersPhase.hostileRidersLogic(gameState, gameFlow) if (gameState.hostileRiders) RidersPhase.hostileRidersLogic(gameState, gameFlow)
else RidersPhase.friendlyRidersLogic(gameState, gameFlow);
// Handle tactics choice }
static async hostileRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
switch (gameState.tacticsChoiceWhenAttacked) { switch (gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN case 1: // RUN
gameState.totalMileageWholeTrip += gameState.hostileRiders ? 20 : 15; gameState.totalMileageWholeTrip += 20
gameState.amountSpentOnAnimals -= gameState.hostileRiders ? 40 : 10; gameState.amountSpentOnAnimals -= 40
gameState.amountSpentOnMiscellaneousSupplies -= gameState.hostileRiders ? 15 : 0; gameState.amountSpentOnMiscellaneousSupplies -= 15
gameState.amountSpentOnAmmunition -= gameState.hostileRiders ? 150 : 0; gameState.amountSpentOnAmmunition -= 150
gameState.phase = PHASE_ENUM.EVENT; gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0; gameState.subPhase = 0;
@ -83,7 +136,6 @@ export class RidersPhase {
gameState.save() gameState.save()
return gameFlow.executeCurrentPhase() return gameFlow.executeCurrentPhase()
case 3: // CONTINUE case 3: // CONTINUE
if (gameState.hostileRiders) {
//Penalize lost initiative if riders are hostile //Penalize lost initiative if riders are hostile
gameState.lastPrompt = "You continue on cautiously, keeping your guard up. THE RIDERS ATTACK!\n\n"; gameState.lastPrompt = "You continue on cautiously, keeping your guard up. THE RIDERS ATTACK!\n\n";
gameState.totalMileageWholeTrip -= 5; gameState.totalMileageWholeTrip -= 5;
@ -91,22 +143,7 @@ export class RidersPhase {
gameState.subPhase = 2; gameState.subPhase = 2;
gameState.save() gameState.save()
return gameFlow.executeCurrentPhase() return gameFlow.executeCurrentPhase()
}
// No additional action if riders are friendly
gameState.lastPrompt = "The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase();
case 4: // CIRCLE WAGONS case 4: // CIRCLE WAGONS
if (!gameState.hostileRiders) {
gameState.totalMileageWholeTrip -= 20;
gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase()
}
gameState.subPhase = 4; gameState.subPhase = 4;
gameState.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n" gameState.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n"
gameState.save() gameState.save()
@ -118,70 +155,41 @@ export class RidersPhase {
} }
} }
static async hostileRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> { static async friendlyRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
switch (gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN
gameState.totalMileageWholeTrip += 15;
gameState.amountSpentOnAnimals -= 10;
gameState.amountSpentOnMiscellaneousSupplies -= 0;
gameState.amountSpentOnAmmunition -= 0;
} gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase();
case 2: // ATTACK
gameState.subPhase = 2;
gameState.save()
return gameFlow.executeCurrentPhase()
case 3: // CONTINUE
} gameState.lastPrompt = "The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase();
case 4: // CIRCLE WAGONS
gameState.totalMileageWholeTrip -= 20;
gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase()
default:
// Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice.");
private async handleRidersAttack(userInput ?: string | number): Promise < void> {
// Logic for handling a riders attack
let responseMessage = ''
this.gameState.lastPrompt = responseMessage;
switch(this.gameState.subPhase) {
case 1: // Choice
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; break;
} }
}
} }