session thoughts

master
j 2024-03-29 00:26:48 -04:00
parent 0f73d3520c
commit fde47b0025
1 changed files with 52 additions and 54 deletions

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@ -1,74 +1,72 @@
import GameState from './gameState'; import GameState from './gameState';
import GameFlow from './gameFlow'; import GameFlow from './gameFlow';
import { Comment } from '../rdrama/models/Comment';
import { CommentParser } from '../rdrama/services/CommentParser';
class GameSession { class GameSession {
private gameState: GameState; private gameState: GameState;
private gameManager: GameFlow; private gameFlow: GameFlow;
private authorId: string; private authorId: number;
constructor(authorId: string) { private constructor(authorId: number, gameState: GameState) {
this.authorId = authorId; this.authorId = authorId;
// Initialize GameState. If there's saved data for this authorId, load it; otherwise, start with default values. this.gameState = gameState;
this.gameState = new GameState(authorId); this.gameFlow = new GameFlow(gameState);
// Initialize the GameManager with the current game state.
this.gameManager = new GameFlow(this.gameState);
} }
async handleUserInput(userId: string, input: string): Promise<void> { /**
const gameState = await this.loadGameState(userId); * Loads an existing game session for the given author or creates a new one if none exists.
* @param authorId The ID of the author for whom to load or create the game session.
* @returns A GameSession instance for the given author.
*/
public static async loadSession(authorId: number): Promise<GameSession> {
const gameState = await GameState.load(authorId);
return new GameSession(authorId, gameState);
}
switch (input.split(' ')[0].toLowerCase()) { /**
case "!!oregon": * Handles user input by parsing the command and executing the corresponding action.
await this.processCommand(gameState, input); * @param comment The comment containing the user input.
*/
public async handleUserInput(comment: Comment): Promise<void> {
const { command, args } = CommentParser.parseCommand(comment);
// Process the command
switch (command) {
case 'startover':
// Example of resetting the game
this.gameState.reset();
break;
case 'buysupplies':
// Example of handling a purchase command
// Logic to handle buying supplies
break;
// Add additional cases for other commands
default:
console.error('Unrecognized command:', command);
break; break;
// Additional commands as necessary
} }
await this.saveGameState(gameState); // After processing the command, save any changes to the game state
} await this.gameState.save();
private async processCommand(gameState: GameState, command: string): Promise<void> {
const args = command.split(' ');
// Process different game setup commands (e.g., "start over", "buy supplies")
if (args[1].toLowerCase() === "startover") {
gameState.reset(); // Resets game state to initial values
} else if (args[1].toLowerCase() === "buysupplies") {
// Transition to handling purchases
// This would involve setting the next expected action in the game state
// And possibly sending a prompt for the first purchase
}
// Handle other commands and shopping logic
} }
/** /**
* Saves the current game state. * Generates a status update message based on the current state of the game.
* This method would serialize the GameState object and save it to a database or file system. * @returns A string representing the current game status, formatted for display.
*/
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 { public getStatusUpdate(): string {
// Generate a status update message based on the current game state. // Use the GameFlow instance to generate a status message
// This message could be formatted with Markdown for better presentation. return this.gameFlow.generateStatusMessage();
return this.gameManager.generateStatusMessage(); }
/**
* Resets the game to its initial state and saves the updated state.
*/
private async reset(): Promise<void> {
this.gameState.reset();
await this.gameState.save();
} }
} }
export { GameSession };