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3 Commits

Author SHA1 Message Date
j 0df30cce57 refactored to reference new classes and remove old code 2024-04-26 01:46:34 -04:00
j b437d518c9 Hunting Logic to Own class 2024-04-26 01:46:14 -04:00
j 203cba4a3e Spelling and phase reset 2024-04-26 01:45:41 -04:00
3 changed files with 84 additions and 183 deletions

View File

@ -1,6 +1,8 @@
import GameState, { DEATH_REASON_ENUM, PHASE_ENUM } from './gameState';
import { MessageService, MessageFileName } from '../utils/MessageService'
import { CommentPoster } from '../rdrama/services/CommentPoster';
import { RidersPhase } from './phases/riders';
import { HuntPhase } from './phases/hunt';
class GameFlow {
gameState: GameState;
@ -33,11 +35,11 @@ class GameFlow {
break;
case PHASE_ENUM.HUNT:
// Handle hunting logic
await this.handleHunt(userInput);
await HuntPhase.handleHunt(this.gameState, this, userInput);
break;
case PHASE_ENUM.RIDERS_ATTACK:
// Handle a riders attack phase
await this.handleRidersAttack(userInput);
await RidersPhase.handleRidersAttack(this.gameState, this, userInput);
break;
case PHASE_ENUM.EVENT:
// Handle random events that can occur
@ -517,185 +519,6 @@ class GameFlow {
this.executeCurrentPhase();
}
private async handleRidersAttack(userInput?: string | number): Promise<void> {
// Logic for handling a riders attack
let responseMessage = ''
this.gameState.lastPrompt = responseMessage;
switch (this.gameState.subPhase) {
case 0: //Initial Logic
// Check for random encounter
// Calculate a factor based on total mileage to adjust encounter likelihood.
const mileageFactor = this.gameState.totalMileageWholeTrip / 100 - 4;
// Calculate the chance of encountering riders, scaling non-linearly with mileage.
const encounterChance = ((mileageFactor ** 2) + 72) / ((mileageFactor ** 2) + 12) - 1;
// Generate a random factor to determine if an encounter occurs.
const randomFactor = Math.random() * 10;
// If the random factor exceeds the encounter chance, skip to the next phase.
if (randomFactor > encounterChance) {
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.save();
return this.executeCurrentPhase();
}
this.gameState.hostileRiders = false;
if (Math.random() < 0.8) this.gameState.hostileRiders = true;
responseMessage += `RIDERS AHEAD. THEY`
if (!this.gameState.hostileRiders) responseMessage += ` DON'T`
responseMessage += ` LOOK HOSTILE`;
responseMessage += "\n\nTACTICS\n(1) RUN\n(2) ATTACK\n(3) CONTINUE\n(4) CIRCLE WAGONS";
this.gameState.tacticsChoiceWhenAttacked = 0
this.gameState.lastPrompt = responseMessage;
this.gameState.subPhase = 1;
this.gameState.save();
await this.statusUpdate(responseMessage);
break;
case 1: // Choice
if (!userInput || isNaN(Number(userInput)) || +userInput < 1 && +userInput > 4) {
responseMessage = "Invalid input. Please enter a number between 1-4.\n\n";
responseMessage += this.gameState.lastPrompt;
await this.statusUpdate(responseMessage);
return;
}
// Convert to integer in case it's not
this.gameState.tacticsChoiceWhenAttacked = Math.floor(+userInput);
// Random chance to flip hostility
if (Math.random() > 0.2) this.gameState.hostileRiders = !this.gameState.hostileRiders;
// Handle tactics choice
switch (this.gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN
this.gameState.totalMileageWholeTrip += this.gameState.hostileRiders ? 20 : 15;
this.gameState.amountSpentOnAnimals -= this.gameState.hostileRiders ? 40 : 10;
this.gameState.amountSpentOnMiscellaneousSupplies -= this.gameState.hostileRiders ? 15 : 0;
this.gameState.amountSpentOnAmmunition -= this.gameState.hostileRiders ? 150 : 0;
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.subPhase = 0;
this.gameState.save();
return this.executeCurrentPhase();
case 2: // ATTACK
this.gameState.subPhase = 2;
this.gameState.save()
return this.executeCurrentPhase()
case 3: // CONTINUE
if (this.gameState.hostileRiders) {
//Penalize lost initiative if riders are hostile
this.gameState.lastPrompt = "You continue on cautiously, keeping your guard up. THE RIDERS ATTACK!\n\n";
this.gameState.totalMileageWholeTrip -= 5;
this.gameState.amountSpentOnAmmunition -= 100;
this.gameState.subPhase = 2;
this.gameState.save()
return this.executeCurrentPhase()
}
// No additional action if riders are friendly
this.gameState.lastPrompt = "The riders continue on their way without incident.\n\n";
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.subPhase = 0;
this.gameState.save();
return this.executeCurrentPhase();
case 4: // CIRCLE WAGONS
if (!this.gameState.hostileRiders) {
this.gameState.totalMileageWholeTrip -= 20;
this.gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
this.gameState.phase = PHASE_ENUM.EVENT;
this.gameState.subPhase = 0;
this.gameState.save();
return this.executeCurrentPhase()
}
this.gameState.subPhase = 4;
this.gameState.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n"
this.gameState.save()
return this.executeCurrentPhase()
default:
// Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice.");
break;
}
break;
case 2: // Resolve fight logic
responseMessage = this.gameState.lastPrompt
responseMessage += this.handleShooting()
this.gameState.lastPrompt = responseMessage
this.gameState.subPhase = 3
await this.statusUpdate(responseMessage)
await this.gameState.save()
break;
case 3: // Resolve fight outcome
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += this.gameState.lastPrompt
await this.statusUpdate(responseMessage)
return;
}
responseMessage += this.handleShooting(userInput.toString());
if (this.gameState.shootResponseTime <= 1) {
responseMessage += `NICE SHOOTING---YOU DROVE THEM OFF!!!\n\n`
await this.statusUpdate(responseMessage)
} else if (this.gameState.shootResponseTime <= 4) {
responseMessage += `KINDA SLOW WITH YOUR GUN\n\n`
} else {
responseMessage += `LOUSY SHOT---YOU GOT KNIFED\nYOU HAVE TO SEE OL' DOC GARY CHESS\n\n`
this.gameState.injuryFlag = true
}
this.gameState.phase = PHASE_ENUM.ACTION_CHOICE;
await this.gameState.save();
await this.executeCurrentPhase();
return;
case 4: // Resolve wagon logic
responseMessage = this.gameState.lastPrompt
responseMessage += this.handleShooting()
this.gameState.lastPrompt = responseMessage
this.gameState.subPhase = 5
await this.statusUpdate(responseMessage)
await this.gameState.save()
break;
case 5: // Resolve wagon outcome
break;
}
}
private async handleHunt(userInput?: string | number): Promise<void> {
// Logic for the hunt phase, determining success based on gameState attributes
let responseMessage = "";
if (!userInput || userInput.toString().toLowerCase() === "start") {
responseMessage += this.handleShooting()
await this.statusUpdate(responseMessage)
await this.gameState.save();
} else {
responseMessage += this.handleShooting(userInput.toString());
if (this.gameState.shootResponseTime <= 1) {
responseMessage += `RIGHT BETWEEN THE EYES---YOU GOT A BIG ONE!!!!\n\n`
responseMessage += `FULL BELLIES TONIGHT!\n\n`
this.gameState.amountSpentOnFood += 52 + (Math.random() * 6)
this.gameState.amountSpentOnAmmunition -= 10 - (Math.random() * 4)
} else if (100 * Math.random() > (13 * this.gameState.shootResponseTime)) {
responseMessage += `NICE SHOT--RIGHT ON TARGET--GOOD EATIN' TONIGHT!!\n\n`
this.gameState.amountSpentOnFood += 48 - (2 * this.gameState.shootResponseTime)
this.gameState.amountSpentOnAmmunition -= 10 - (3 * this.gameState.shootResponseTime)
} else {
responseMessage += `Better luck next time! Maybe practice your aim some more.\n\n`
this.gameState.amountSpentOnAmmunition -= 50
}
this.gameState.lastPrompt = responseMessage;
this.gameState.phase = PHASE_ENUM.ACTION_CHOICE;
await this.gameState.save();
await this.executeCurrentPhase();
return;
}
}
private async handleEncounter(): Promise<void> {
// Logic for handling encounters
}

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@ -0,0 +1,75 @@
import GameState, { PHASE_ENUM } from '../gameState';
import GameFlow from '../gameFlow';
export class HuntPhase {
static async handleHunt(gameState: GameState, gameFlow: GameFlow, userInput?: string): Promise<void> {
switch (gameState.subPhase) {
case 0: // Initial Logic
await HuntPhase.initialLogic(gameState, gameFlow);
break;
case 1: // Shooting Logic
await HuntPhase.shootingLogic(gameState, gameFlow, userInput);
break;
case 2: // Outcome Logic
await HuntPhase.outcomeLogic(gameState, gameFlow);
break;
default:
console.error("Unknown subphase in HuntPhase");
break;
}
}
static async initialLogic(gameState: GameState, gameFlow: GameFlow,): Promise<void> {
let responseMessage = '';
responseMessage += gameFlow.handleShooting();
gameState.subPhase = 1;
gameState.lastPrompt = responseMessage;
await gameFlow.statusUpdate(responseMessage);
await gameState.save();
}
static async shootingLogic(gameState: GameState, gameFlow: GameFlow, userInput?: string): Promise<void> {
let responseMessage = '';
if (!userInput) {
responseMessage = "Invalid input.\n\n";
responseMessage += gameState.lastPrompt;
await gameFlow.statusUpdate(responseMessage);
return;
}
if (userInput.toLowerCase() === "start") {
responseMessage += gameState.lastPrompt;
await gameFlow.statusUpdate(responseMessage);
return;
}
responseMessage += gameFlow.handleShooting(userInput.toString());
gameState.lastPrompt = responseMessage;
gameState.subPhase = 2;
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
}
static async outcomeLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
let responseMessage = gameState.lastPrompt;
if (gameState.shootResponseTime <= 1) {
responseMessage += `RIGHT BETWEEN THE EYES---YOU GOT A BIG ONE!!!!\n\n`;
responseMessage += `FULL BELLIES TONIGHT!\n\n`;
gameState.amountSpentOnFood += 52 + (Math.random() * 6);
gameState.amountSpentOnAmmunition -= 10 - (Math.random() * 4);
} else if (100 * Math.random() > (13 * gameState.shootResponseTime)) {
responseMessage += `NICE SHOT--RIGHT ON TARGET--GOOD EATIN' TONIGHT!!\n\n`;
gameState.amountSpentOnFood += 48 - (2 * gameState.shootResponseTime);
gameState.amountSpentOnAmmunition -= 10 - (3 * gameState.shootResponseTime);
} else {
responseMessage += `Better luck next time! Maybe practice your aim some more.\n\n`;
gameState.amountSpentOnAmmunition -= 50;
}
gameState.lastPrompt = responseMessage;
gameState.phase = PHASE_ENUM.ACTION_CHOICE;
gameState.subPhase = 0;
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
}
}

View File

@ -6,7 +6,7 @@ export class RidersPhase {
gameState.lastPrompt = responseMessage;
switch (gameState.subPhase) {
case 0: // Initial Logic
await RidersPhase.initalLogic(gameState, gameFlow);
await RidersPhase.initialLogic(gameState, gameFlow);
break;
case 1: // Choice Logic
await RidersPhase.choiceLogic(gameState, gameFlow, userInput);
@ -38,6 +38,7 @@ export class RidersPhase {
}
gameState.lastPrompt = responseMessage;
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
@ -61,13 +62,14 @@ export class RidersPhase {
gameState.totalMileageWholeTrip -= 25
gameState.lastPrompt = responseMessage;
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
}
}
static async initalLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
static async initialLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
let responseMessage = '';
gameState.lastPrompt = responseMessage;
// Check for random encounter
@ -83,6 +85,7 @@ export class RidersPhase {
// If the random factor exceeds the encounter chance, skip to the next phase.
if (randomFactor > encounterChance) {
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0
gameState.save();
return gameFlow.executeCurrentPhase();
}