Hunting Logic to Own class
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import GameState, { PHASE_ENUM } from '../gameState';
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import GameFlow from '../gameFlow';
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export class HuntPhase {
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static async handleHunt(gameState: GameState, gameFlow: GameFlow, userInput?: string): Promise<void> {
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switch (gameState.subPhase) {
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case 0: // Initial Logic
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await HuntPhase.initialLogic(gameState, gameFlow);
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break;
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case 1: // Shooting Logic
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await HuntPhase.shootingLogic(gameState, gameFlow, userInput);
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break;
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case 2: // Outcome Logic
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await HuntPhase.outcomeLogic(gameState, gameFlow);
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break;
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default:
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console.error("Unknown subphase in HuntPhase");
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break;
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}
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}
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static async initialLogic(gameState: GameState, gameFlow: GameFlow,): Promise<void> {
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let responseMessage = '';
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responseMessage += gameFlow.handleShooting();
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gameState.subPhase = 1;
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gameState.lastPrompt = responseMessage;
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await gameFlow.statusUpdate(responseMessage);
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await gameState.save();
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}
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static async shootingLogic(gameState: GameState, gameFlow: GameFlow, userInput?: string): Promise<void> {
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let responseMessage = '';
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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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if (userInput.toLowerCase() === "start") {
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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.lastPrompt = responseMessage;
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gameState.subPhase = 2;
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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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static async outcomeLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
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let responseMessage = gameState.lastPrompt;
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if (gameState.shootResponseTime <= 1) {
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responseMessage += `RIGHT BETWEEN THE EYES---YOU GOT A BIG ONE!!!!\n\n`;
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responseMessage += `FULL BELLIES TONIGHT!\n\n`;
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gameState.amountSpentOnFood += 52 + (Math.random() * 6);
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gameState.amountSpentOnAmmunition -= 10 - (Math.random() * 4);
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} else if (100 * Math.random() > (13 * gameState.shootResponseTime)) {
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responseMessage += `NICE SHOT--RIGHT ON TARGET--GOOD EATIN' TONIGHT!!\n\n`;
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gameState.amountSpentOnFood += 48 - (2 * gameState.shootResponseTime);
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gameState.amountSpentOnAmmunition -= 10 - (3 * gameState.shootResponseTime);
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} else {
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responseMessage += `Better luck next time! Maybe practice your aim some more.\n\n`;
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gameState.amountSpentOnAmmunition -= 50;
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}
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gameState.lastPrompt = responseMessage;
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gameState.phase = PHASE_ENUM.ACTION_CHOICE;
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gameState.subPhase = 0;
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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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