Purchasing Phase updates and enum
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76a5710ae6
commit
eff594379a
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@ -1,4 +1,5 @@
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import GameState, { PHASE_ENUM } from './gameState';
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import { MessageService, MessageFileName } from '../utils/MessageService'
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class GameFlow {
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gameState: GameState;
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@ -59,21 +60,10 @@ class GameFlow {
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// Weapons Purchase Subphase
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if (!userInput) {
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// Send instructions to the user for the current subphase
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responseMessage = `
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🔫 **Choose Your Weapon for the Journey** 🔫
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Please select from the following options by replying with **!!Oregon [choice]**:
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1. **Frontiersman's Sharpshooter Rifle** - $200 (Best accuracy and range)
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2. **Pioneer's Long Rifle** - $150 (Improved accuracy and range)
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3. **Settler's Carbine** - $100 (Good balance of cost and performance)
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4. **Homesteader's Musket** - $75 (Reliable but not as accurate)
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5. **Grandpa's Rusty Shotgun** - Free (Least accurate but no cost)
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**Note:** Your choice of weapon can greatly affect your hunting success and defense against threats on the trail. Choose wisely!
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Reply with the choice number, for example: **!!Oregon 3** to select the Settler's Carbine.
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`;
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_WeaponPurchase,
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{}
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)}`;
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// The lack of userInput argument triggers a request for input.
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} else {
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// Process user input here and decide whether to advance subphase or send an error message
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@ -81,6 +71,7 @@ Reply with the choice number, for example: **!!Oregon 3** to select the Settler'
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if (purchaseResult.success) {
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// If the purchase was successful, advance to the next subphase and recursively call handleSetupPhase without userInput to get the next set of instructions
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase();
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} else {
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// If there was an error, include the error message in responseMessage
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@ -91,18 +82,93 @@ Reply with the choice number, for example: **!!Oregon 3** to select the Settler'
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break;
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case 1:
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//OXEN TEAM Purchase
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if (!userInput) {
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_OxenPurchase,
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{}
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)}`;
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} else {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.OXEN, userInput, 200, 300);
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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}
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}
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break;
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case 2:
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//FOOD Purchase
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if (!userInput) {
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_FoodPurchase,
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{}
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)}`;
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} else {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.FOOD, userInput);
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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}
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}
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break;
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case 3:
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//AMMUNITION Purchase
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if (!userInput) {
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_AmmoPurchase,
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{}
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)}`;
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} else {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.AMMO, userInput);
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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}
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}
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break;
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case 4:
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//CLOTHING Purchase
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if (!userInput) {
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_ClothingPurchase,
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{}
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)}`;
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} else {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.CLOTHING, userInput);
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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}
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}
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break;
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case 5:
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//MISCELLANEOUS SUPPLIES Purchase
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if (!userInput) {
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_MiscSuppliesPurchase,
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{}
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)}`;
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} else {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.MISC, userInput);
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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}
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}
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break;
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default:
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//Advance Phase
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@ -142,6 +208,59 @@ Reply with the choice number, for example: **!!Oregon 3** to select the Settler'
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};
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}
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handleGenericPurchase(itemType: PurchaseOption, userInput: string, minAmount?: number, maxAmount?: number): { success: boolean; errorMessage?: string; responseMessage?: string } {
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const amount = parseInt(userInput);
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if (isNaN(amount) || amount < 0) {
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return {
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success: false,
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errorMessage: "⚠️ Invalid input. Please enter a positive number."
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};
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}
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if ((maxAmount && amount > maxAmount) || (minAmount && amount < minAmount)) {
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return {
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success: false,
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errorMessage: `⚠️ Invalid input. Please enter a number between ${minAmount} and ${maxAmount}.`
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};
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}
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const totalCost = amount
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if (this.gameState.cashLeftAfterInitialPurchases < totalCost) {
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return {
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success: false,
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errorMessage: `⚠️ You do not have enough money to purchase ${amount} units of ${itemType}. You have $${this.gameState.cashLeftAfterInitialPurchases} remaining.`
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};
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}
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// Update gameState based on itemType
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switch (itemType) {
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case PurchaseOption.OXEN:
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this.gameState.amountSpentOnAnimals += totalCost;
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break;
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case PurchaseOption.FOOD:
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this.gameState.amountSpentOnFood += totalCost;
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break;
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case PurchaseOption.AMMO:
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this.gameState.amountSpentOnAmmunition += totalCost * 50;
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break;
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case PurchaseOption.CLOTHING:
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this.gameState.amountSpentOnClothing += totalCost;
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break;
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case PurchaseOption.MISC:
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this.gameState.amountSpentOnMiscellaneousSupplies += totalCost;
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break;
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// Add cases for other item types
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}
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this.gameState.cashLeftAfterInitialPurchases -= totalCost;
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// Optionally, return a success message
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return {
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success: true
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};
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}
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private async handleRidersAttack(userInput?: string | number): Promise<void> {
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// Logic for handling a riders attack, may involve checking userInput for response to attack
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@ -191,4 +310,12 @@ const weaponOptions: Record<string, WeaponOption> = {
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"3": { name: "Settler's Carbine", cost: 100 },
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"4": { name: "Homesteader's Musket", cost: 75 },
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"5": { name: "Grandpa's Rusty Shotgun", cost: 0 }
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};
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};
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enum PurchaseOption {
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OXEN = 'oxen',
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FOOD = 'food',
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AMMO = 'ammo',
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CLOTHING = 'clothing',
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MISC = 'misc',
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};
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