Rough method outlines

master
j 2024-03-25 00:41:38 -04:00
parent d696cda80b
commit 976e7db366
3 changed files with 131 additions and 0 deletions

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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;

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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<void> {
// 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();
}
}

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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