Refactored rider logic into methods.
parent
29f389ae3a
commit
6371945969
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@ -11,7 +11,57 @@ export class RidersPhase {
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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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break;
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break;
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case 2: //Fight Logic
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responseMessage = gameState.lastPrompt
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responseMessage += gameFlow.handleShooting()
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gameState.lastPrompt = responseMessage
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gameState.subPhase = 3
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await gameFlow.statusUpdate(responseMessage)
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await gameState.save()
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break;
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case 3: //Fight Outcome
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if (!userInput) {
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responseMessage = "Invalid input.\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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responseMessage += gameFlow.handleShooting(userInput.toString());
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if (gameState.shootResponseTime <= 1) {
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responseMessage += `NICE SHOOTING---YOU DROVE THEM OFF!!!\n\n`
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await gameFlow.statusUpdate(responseMessage)
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} else if (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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gameState.injuryFlag = true
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}
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gameState.phase = PHASE_ENUM.EVENT;
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await gameState.save();
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await gameFlow.executeCurrentPhase();
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return;
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case 4: // wagon fight logic
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responseMessage = gameState.lastPrompt
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responseMessage += gameFlow.handleShooting()
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gameState.lastPrompt = responseMessage
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gameState.subPhase = 5
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await gameFlow.statusUpdate(responseMessage)
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await gameState.save()
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break;
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case 5: // wagon fight outcome logic
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if (!userInput) {
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responseMessage = "Invalid input.\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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responseMessage += gameFlow.handleShooting(userInput.toString());
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gameState.amountSpentOnAmmunition -= gameState.shootResponseTime * 30 - 80
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gameState.totalMileageWholeTrip -= 25
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gameState.phase = PHASE_ENUM.EVENT;
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await gameState.save();
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await gameFlow.executeCurrentPhase();
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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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@ -65,14 +115,17 @@ export class RidersPhase {
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if (Math.random() > 0.2) gameState.hostileRiders = !gameState.hostileRiders;
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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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if (gameState.hostileRiders) RidersPhase.hostileRidersLogic(gameState, gameFlow)
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else RidersPhase.friendlyRidersLogic(gameState, gameFlow);
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// Handle tactics choice
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}
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static async hostileRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
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switch (gameState.tacticsChoiceWhenAttacked) {
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switch (gameState.tacticsChoiceWhenAttacked) {
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case 1: // RUN
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case 1: // RUN
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gameState.totalMileageWholeTrip += gameState.hostileRiders ? 20 : 15;
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gameState.totalMileageWholeTrip += 20
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gameState.amountSpentOnAnimals -= gameState.hostileRiders ? 40 : 10;
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gameState.amountSpentOnAnimals -= 40
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gameState.amountSpentOnMiscellaneousSupplies -= gameState.hostileRiders ? 15 : 0;
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gameState.amountSpentOnMiscellaneousSupplies -= 15
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gameState.amountSpentOnAmmunition -= gameState.hostileRiders ? 150 : 0;
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gameState.amountSpentOnAmmunition -= 150
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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.subPhase = 0;
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@ -83,30 +136,14 @@ export class RidersPhase {
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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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case 3: // CONTINUE
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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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//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.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.totalMileageWholeTrip -= 5;
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gameState.amountSpentOnAmmunition -= 100;
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gameState.amountSpentOnAmmunition -= 100;
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gameState.subPhase = 2;
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gameState.subPhase = 2;
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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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// 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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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.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.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n"
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gameState.save()
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gameState.save()
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@ -118,70 +155,41 @@ export class RidersPhase {
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}
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}
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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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static async friendlyRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
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switch (gameState.tacticsChoiceWhenAttacked) {
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case 1: // RUN
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gameState.totalMileageWholeTrip += 15;
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gameState.amountSpentOnAnimals -= 10;
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gameState.amountSpentOnMiscellaneousSupplies -= 0;
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gameState.amountSpentOnAmmunition -= 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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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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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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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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}
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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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}
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