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