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fde47b0025
Author | SHA1 | Date |
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j | fde47b0025 | |
j | 0f73d3520c | |
j | 0165d9212b | |
j | a95240a1b0 |
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@ -1,4 +1,4 @@
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import GameState from './gameState'
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import GameState, { PHASE_ENUM } from './gameState'
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class GameFlow {
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gameState: GameState
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@ -7,19 +7,22 @@ class GameFlow {
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this.gameState = gameState;
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}
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executeCurrentPhase() {
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switch (this.gameState.currentPhase) {
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case 'initialChoice':
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// Handle initial choice
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async executeCurrentPhase(userInput?: any) {
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switch (this.gameState.phase) {
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case PHASE_ENUM.SETUP:
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// Handle the setup phase, e.g., initial purchases
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break;
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case 'fort':
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// Handle fort logic
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case PHASE_ENUM.RIDERS_ATTACK:
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break;
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// Other cases for each phase
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// Additional cases for other phases...
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case PHASE_ENUM.TRAVEL:
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// Handle travel logic
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break;
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case PHASE_ENUM.FORT:
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// Handle fort or hunt choices
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break;
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// Include other phases as necessary
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}
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// After phase logic, advance to next phase
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this.gameState.advancePhase();
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}
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// Other methods as needed
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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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@ -76,12 +76,14 @@ class GameState {
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export default GameState
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// Enumeration for different phases of the game.
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enum PHASE_ENUM {
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export enum PHASE_ENUM {
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SETUP = 'SETUP',
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TRAVEL = 'TRAVEL',
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FORT_HUNT = 'FORT_HUNT',
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FORT = 'FORT',
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HUNT = 'HUNT',
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ENCOUNTER = 'ENCOUNTER',
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EVENT = 'EVENT',
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MOUNTAIN = 'MOUNTAIN',
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DEATH_CHECK = 'DEATH_CHECK',
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RIDERS_ATTACK = 'RIDERS_ATTACK',
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}
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@ -2,27 +2,21 @@ import { Comment } from '../models/Comment';
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export class CommentParser {
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/**
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* Extracts Reddit usernames from the body of a single comment.
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* Parses commands from the body of a single comment triggered by !!Oregon.
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* @param comment A single Comment object to be processed.
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* @returns An array of unique Reddit usernames found in the comment.
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* @returns An object containing the command and its arguments, if any.
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*/
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public static extractUsernames(comment: Comment): string[] {
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const regexPattern: RegExp = /(^|\s|\\r\\n|\\t|[".,;(){}\[\]!?@#])(\/?u\/[a-zA-Z0-9_]+)/g;
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const foundUsernames: Set<string> = new Set();
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public static parseCommand(comment: Comment): { command: string, args: string[] } {
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const commandTrigger: RegExp = /!!Oregon\s+(\w+)(?:\s+(.*))?/i;
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const match = comment.body.match(commandTrigger);
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const matches = comment.body.match(regexPattern);
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if (matches) {
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matches.forEach(match => {
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// Ensure the username is captured in a standardized format
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const usernameMatch = match.trim().match(/\/?u\/([a-zA-Z0-9_]+)/);
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if (usernameMatch) {
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// Standardize to "username" format
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const username = `${usernameMatch[1].toLowerCase()}`;
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foundUsernames.add(username);
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}
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});
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if (match) {
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const command = match[1].toLowerCase();
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const args = match[2] ? match[2].split(' ').map(arg => arg.trim()) : [];
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return { command, args };
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}
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return Array.from(foundUsernames);
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// No command found
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return { command: '', args: [] };
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}
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}
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