hunting Logic
parent
1eb158ac10
commit
d87b2e296e
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@ -33,7 +33,7 @@ class GameFlow {
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break;
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case PHASE_ENUM.HUNT:
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// Handle hunting logic
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await this.handleHunt();
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await this.handleHunt(userInput);
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break;
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case PHASE_ENUM.EATING:
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break;
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@ -392,9 +392,21 @@ class GameFlow {
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console.log("userInput", userInput);
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switch (userInput) {
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case "1": // Hunt
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this.gameState.phase = PHASE_ENUM.HUNT;
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await this.gameState.save()
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this.executeCurrentPhase()
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if (this.gameState.amountSpentOnAmmunition < 40) {
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responseMessage = `You do not have enough ammunition to hunt. Purchase more ammunition first.\n\n`;
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if (this.gameState.fortOptionFlag) {
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responseMessage += `Do you want to:\n2. Continue\n3. Stop at the Next Fort\n\n`
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} else {
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responseMessage += `Do you want to:\n2. Continue\n\n`
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}
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await this.statusUpdate(responseMessage)
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} else {
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this.gameState.phase = PHASE_ENUM.HUNT;
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this.gameState.totalMileageWholeTrip -= 45;
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await this.gameState.save()
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this.executeCurrentPhase()
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}
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return;
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break;
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case "2": // Continue
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@ -461,8 +473,28 @@ class GameFlow {
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// Logic for interacting at the fort, such as purchasing supplies
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}
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private async handleHunt(): Promise<void> {
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// Logic for the hunt phase, possibly determining success based on gameState attributes
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private async handleHunt(userInput?: string | number): Promise<void> {
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// Logic for the hunt phase, determining success based on gameState attributes
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let responseMessage = "";
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if (!userInput) {
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responseMessage += this.handleShooting()
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await this.statusUpdate(responseMessage)
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} else {
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responseMessage += this.handleShooting(userInput.toString());
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if (this.gameState.actualResponseTimeForBang <= 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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this.gameState.amountSpentOnFood += 52 + (Math.random() * 6)
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this.gameState.amountSpentOnAmmunition -= 10 - (Math.random() * 4)
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await this.statusUpdate(responseMessage)
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} else if (100 * Math.random() > (13 * this.gameState.actualResponseTimeForBang)) {
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responseMessage += `NICE SHOT--RIGHT ON TARGET--GOOD EATIN' TONIGHT!!\n\n`
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this.gameState.amountSpentOnFood += 48 - (2 * this.gameState.actualResponseTimeForBang)
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this.gameState.amountSpentOnAmmunition -= 10 - (3 * this.gameState.actualResponseTimeForBang)
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}
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}
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}
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private async handleEncounter(): Promise<void> {
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@ -484,7 +516,7 @@ class GameFlow {
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];
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// Simulating the shooting subroutine
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private async handleShootingSubRoutine(userInput?: string): Promise<void> {
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private handleShooting(userInput?: string): string {
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let responseMessage = ''
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@ -494,8 +526,8 @@ class GameFlow {
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this.gameState.shootingWordSelector = this.shootingWordVariations[shootingWordSelector];
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this.gameState.clockTimeAtStartOfBang = Math.floor(new Date().getTime() / 1000);
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//prompt the user to type !!Oregon shootingWord
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responseMessage += `\nQuick! TYPE !!Oregon ${this.gameState.shootingWordSelector} within the next few minutes to hunt the animal. Hurry, time is ticking!\n`;
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await this.statusUpdate(responseMessage);
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responseMessage += `\nQuick! TYPE !!Oregon ${this.gameState.shootingWordSelector} within the next few minutes. Hurry, time is ticking!\n\n`;
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return responseMessage;
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} else {
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// Check user input against shooting word
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if (userInput.toUpperCase() === this.gameState.shootingWordSelector) {
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@ -508,8 +540,10 @@ class GameFlow {
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// Update the game state with the actual response time
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this.gameState.actualResponseTimeForBang = actualResponseTimeForBang;
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} else {
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responseMessage += `Your Word was ${this.gameState.shootingWordSelector}. Better luck next time!\n\n`
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this.gameState.actualResponseTimeForBang = 9; // Set a high time to indicate a miss
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}
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return responseMessage;
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}
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}
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