status update logic added
parent
78c36d1b77
commit
94cb64f37a
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@ -1,5 +1,6 @@
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import GameState, { PHASE_ENUM } from './gameState';
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import GameState, { PHASE_ENUM } from './gameState';
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import { MessageService, MessageFileName } from '../utils/MessageService'
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import { MessageService, MessageFileName } from '../utils/MessageService'
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import { CommentPoster } from '../rdrama/services/CommentPoster';
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class GameFlow {
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class GameFlow {
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gameState: GameState;
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gameState: GameState;
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@ -52,7 +53,56 @@ class GameFlow {
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}
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}
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}
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}
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private async handleSetupPhase(userInput?: string): Promise<string> {
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formatDate(date: Date): string {
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return date.toLocaleDateString("en-US", {
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weekday: 'long',
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year: 'numeric',
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month: 'long',
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day: 'numeric',
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}).toUpperCase();
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}
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async statusUpdate(message: string): Promise<void> {
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const placeholders: { [key: string]: string } = {
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playerName: this.gameState.authorName,
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message: message,
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date: this.gameState.currentDate,
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money: this.gameState.cashLeftAfterInitialPurchases.toString(),
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totalMileage: this.gameState.totalMileageWholeTrip.toString(),
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oxen: this.describeOxenQuality(),
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food: this.gameState.amountSpentOnFood.toString(),
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ammo: this.gameState.amountSpentOnAmmunition.toString(),
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clothing: this.gameState.amountSpentOnClothing.toString(),
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supplies: this.gameState.amountSpentOnMiscellaneousSupplies.toString(),
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};
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const parsedMessage = `${MessageService.getRandomMessage(MessageFileName.Oregon_Template, placeholders)}`
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await CommentPoster.postComment(`c_${this.gameState.comment.id}`, parsedMessage)
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}
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describeOxenQuality(): string {
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const spent = this.gameState.amountSpentOnAnimals;
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const qualityLevels = [
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{ max: 220, description: 'Basic Quality' },
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{ max: 240, description: 'Moderate Quality' },
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{ max: 260, description: 'Good Quality' },
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{ max: 280, description: 'High Quality' },
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{ max: 300, description: 'Exceptional Quality' }
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];
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for (const level of qualityLevels) {
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if (spent <= level.max) {
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return level.description;
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}
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}
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// Default to the lowest quality if for some reason the amount doesn't fit the expected range
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return 'Unknown Quality';
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}
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private async handleSetupPhase(userInput?: string): Promise<void> {
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let responseMessage = "";
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let responseMessage = "";
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// Logic to handle initial setup
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// Logic to handle initial setup
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switch (this.gameState.subPhase) {
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switch (this.gameState.subPhase) {
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@ -71,7 +121,6 @@ class GameFlow {
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if (purchaseResult.success) {
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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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// 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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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase();
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return this.handleSetupPhase();
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} else {
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} else {
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// If there was an error, include the error message in responseMessage
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// If there was an error, include the error message in responseMessage
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@ -91,7 +140,6 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.OXEN, userInput, 200, 300);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.OXEN, userInput, 200, 300);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -109,7 +157,6 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.FOOD, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.FOOD, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -127,7 +174,6 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.AMMO, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.AMMO, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -145,7 +191,6 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.CLOTHING, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.CLOTHING, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -163,7 +208,6 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.MISC, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.MISC, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -174,7 +218,9 @@ class GameFlow {
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//Advance Phase
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//Advance Phase
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break;
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break;
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}
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}
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return responseMessage;
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await this.statusUpdate(responseMessage)
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return;
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}
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}
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handleWeaponPurchase(userInput: string): { success: boolean; errorMessage?: string } {
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handleWeaponPurchase(userInput: string): { success: boolean; errorMessage?: string } {
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