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