From 976e7db366411265a6d54be76184384432a5a80c Mon Sep 17 00:00:00 2001 From: j Date: Mon, 25 Mar 2024 00:41:38 -0400 Subject: [PATCH] Rough method outlines --- src/game/gameFlow.ts | 28 +++++++++++++++++++ src/game/gameSession.ts | 61 +++++++++++++++++++++++++++++++++++++++++ src/game/gameState.ts | 42 ++++++++++++++++++++++++++++ 3 files changed, 131 insertions(+) create mode 100644 src/game/gameFlow.ts create mode 100644 src/game/gameSession.ts create mode 100644 src/game/gameState.ts diff --git a/src/game/gameFlow.ts b/src/game/gameFlow.ts new file mode 100644 index 0000000..a95a4c3 --- /dev/null +++ b/src/game/gameFlow.ts @@ -0,0 +1,28 @@ +import GameState from './gameState' + +class GameFlow { + gameState: GameState + + constructor(gameState: GameState) { + this.gameState = gameState; + } + + executeCurrentPhase() { + switch (this.gameState.currentPhase) { + case 'initialChoice': + // Handle initial choice + break; + case 'fort': + // Handle fort logic + break; + // Other cases for each phase + } + + // After phase logic, advance to next phase + this.gameState.advancePhase(); + } + + // Other methods as needed +} + +export default GameFlow; \ No newline at end of file diff --git a/src/game/gameSession.ts b/src/game/gameSession.ts new file mode 100644 index 0000000..e1d4f11 --- /dev/null +++ b/src/game/gameSession.ts @@ -0,0 +1,61 @@ +import GameState from './gameState'; +import GameFlow from './gameFlow'; + +class GameSession { + private gameState: GameState; + private gameManager: GameFlow; + private authorId: string; + + constructor(authorId: string) { + this.authorId = authorId; + // Initialize GameState. If there's saved data for this authorId, load it; otherwise, start with default values. + this.gameState = new GameState(authorId); + // Initialize the GameManager with the current game state. + this.gameManager = new GameFlow(this.gameState); + } + + /** + * Processes player actions and updates the game state accordingly. + * @param action The player's action. + * @param params Optional parameters for the action. + */ + public async processAction(action: string, params?: any): Promise { + // Update the game state based on the action. + // This might include changing locations, spending money, hunting for food, etc. + await this.gameManager.handleAction(action, params); + // Save the current game state to allow resuming later. + this.saveGameState(); + } + + /** + * Saves the current game state. + * This method would serialize the GameState object and save it to a database or file system. + */ + private saveGameState(): void { + // Implementation for saving the game state. + console.log('Saving game state...'); + // Serialize and save the GameState object here. + } + + /** + * Loads a saved game state. + * This method would deserialize a saved GameState object and update the current game state with it. + */ + private loadGameState(): void { + // Implementation for loading a saved game state. + console.log('Loading game state...'); + // Deserialize and load the GameState object here. + // Update this.gameState with the loaded state. + } + + /** + * Retrieves the current game status update for the player. + * This could include information about the player's progress, inventory, and available actions. + * @returns A string representing the current game status. + */ + public getStatusUpdate(): string { + // Generate a status update message based on the current game state. + // This message could be formatted with Markdown for better presentation. + return this.gameManager.generateStatusMessage(); + } +} diff --git a/src/game/gameState.ts b/src/game/gameState.ts new file mode 100644 index 0000000..84509b3 --- /dev/null +++ b/src/game/gameState.ts @@ -0,0 +1,42 @@ +class GameState { + amountSpentOnAnimals: number = 0; + amountSpentOnAmmunition: number = 0; + actualResponseTimeForBang: number = 0; + clockTimeAtStartOfBang: Date = new Date(); + amountSpentOnClothing: number = 0; + insufficientClothingFlag: boolean = false; + yesNoResponseToQuestions: string = ''; + eventCounter: number = 0; + turnNumberForSettingDate: number = 0; + currentDate: string = ''; + shootingExpertiseLevelChoice: number = 0; + eatingChoice: number = 0; + amountSpentOnFood: number = 0; + clearSouthPassFlag: boolean = false; + clearBlueMountainsFlag: boolean = false; + fractionOfTwoWeeksTraveledOnFinalTurn: number = 0; + injuryFlag: boolean = false; + blizzardFlag: boolean = false; + totalMileageWholeTrip: number = 0; + amountSpentOnMiscellaneousSupplies: number = 0; + totalMileageUpThroughPreviousTurn: number = 0; + clearSouthPassMileageFlag: boolean = false; + amountSpentOnItemsAtFort: number = 0; + randomEventNumber: number = 0; + illnessFlag: boolean = false; + hostilityOfRidersFactor: number = 0; + shootingWordSelector: string = ''; + shootingWordVariations: string[] = []; + cashLeftAfterInitialPurchases: number = 0; + tacticsChoiceWhenAttacked: number = 0; + actionChoiceForEachTurn: number = 0; + fortOptionFlag: boolean = false; + + constructor(authorId: string) { + // Load existing session for authorId or create default values + } + + // Methods to update game state variables and check game conditions +} + +export default GameState \ No newline at end of file