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59c7f62814
...
c5743a4a79
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@ -3,7 +3,6 @@ import { MessageService, MessageFileName } from '../utils/MessageService'
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import { CommentPoster } from '../rdrama/services/CommentPoster';
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import { RidersPhase } from './phases/riders';
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import { HuntPhase } from './phases/hunt';
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import { HandleSetup } from './phases/setup';
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class GameFlow {
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gameState: GameState;
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@ -18,7 +17,7 @@ class GameFlow {
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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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await HandleSetup.handleSetupPhase(this.gameState, this, userInput);
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await this.handleSetupPhase(userInput);
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break;
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case PHASE_ENUM.START_TURN:
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await this.startTurn();
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@ -32,7 +31,7 @@ class GameFlow {
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break;
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case PHASE_ENUM.FORT:
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// Handle interactions at the fort
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await HandleSetup.handleSetupPhase(this.gameState, this, userInput);
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await this.handleSetupPhase(userInput);
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break;
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case PHASE_ENUM.HUNT:
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// Handle hunting logic
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@ -121,6 +120,243 @@ class GameFlow {
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return 'Unknown Quality';
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}
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private async handleSetupPhase(userInput?: string): Promise<void> {
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userInput = userInput?.toLowerCase()
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let responseMessage = "";
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// Logic to handle initial setup
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switch (this.gameState.subPhase) {
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case 0:
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// Weapons Purchase Subphase
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if (!userInput || userInput === 'start' || userInput === 'restart') {
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// Send instructions to the user for the current subphase
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_WeaponPurchase,
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{}
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)}`;
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// The lack of userInput argument triggers a request for input.
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} else {
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// Process user input here and decide whether to advance subphase or send an error message
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const purchaseResult = this.handleWeaponPurchase(userInput);
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if (purchaseResult.success) {
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// If the purchase was successful, advance to the next subphase and recursively call handleSetupPhase without userInput to get the next set of instructions
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this.gameState.subPhase++;
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return this.handleSetupPhase();
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} else {
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// If there was an error, include the error message in responseMessage
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responseMessage = `${purchaseResult.errorMessage}`;
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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_WeaponPurchase,
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{}
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)}`
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// Do not advance subphase; possibly prompt the same instructions with an error message
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}
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}
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break;
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case 1:
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//OXEN TEAM Purchase
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if (!userInput) {
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responseMessage = `${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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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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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_OxenPurchase,
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{}
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)}`
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}
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}
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break;
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case 2:
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//FOOD Purchase
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if (!userInput) {
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responseMessage = `${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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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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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_FoodPurchase,
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{}
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)}`
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}
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}
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break;
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case 3:
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//AMMUNITION Purchase
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if (!userInput) {
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responseMessage = `${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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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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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_AmmoPurchase,
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{}
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)}`
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}
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}
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break;
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case 4:
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//CLOTHING Purchase
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if (!userInput) {
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responseMessage = `${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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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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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_ClothingPurchase,
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{}
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)}`
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}
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}
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break;
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case 5:
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//MISCELLANEOUS SUPPLIES Purchase
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if (!userInput) {
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responseMessage = `${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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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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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_MiscSuppliesPurchase,
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{}
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)}`
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}
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}
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break;
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case 6:
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//Advance Phase
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this.gameState.subPhase = 0;
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this.gameState.phase === PHASE_ENUM.SETUP ? this.gameState.phase = PHASE_ENUM.START_TURN : this.gameState.phase = PHASE_ENUM.ACTION_CHOICE;
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await this.gameState.save()
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this.executeCurrentPhase()
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break;
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default:
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responseMessage = `@J something went wrong come and fix it.\n\n ${JSON.stringify(this.gameState, null, 4)}`
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break;
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}
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await this.statusUpdate(responseMessage)
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return;
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}
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handleWeaponPurchase(userInput: string): { success: boolean; errorMessage?: string } {
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// Check if the userInput is one of the valid choices
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if (!Object.keys(weaponOptions).includes(userInput)) {
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// If the input is not valid, return an error message
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return {
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success: false,
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errorMessage: "⚠️ Invalid choice. Please select a valid weapon option by replying with !!Oregon [choice]."
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};
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}
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// Check if the user has enough money for the selected weapon
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const selectedWeapon = weaponOptions[userInput];
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if (this.gameState.cashLeftAfterInitialPurchases < selectedWeapon.cost) {
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// If not enough money, return an error message
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return {
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success: false,
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errorMessage: `⚠️ You do not have enough money for the ${selectedWeapon.name}. You have $${this.gameState.cashLeftAfterInitialPurchases} remaining.`
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};
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}
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// Update gameState with the selected weapon and deduct the cost
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this.gameState.shootingExpertiseLevelChoice = parseInt(userInput);
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this.gameState.cashLeftAfterInitialPurchases -= selectedWeapon.cost;
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// Return a success object, indicating the purchase was successful
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return {
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success: true
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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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let modifier: number
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this.gameState.phase !== PHASE_ENUM.FORT ? modifier = 1 : modifier = 2 / 3;
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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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//Round down after multiplication
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this.gameState.amountSpentOnAnimals += Math.floor(totalCost * modifier);
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break;
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case PurchaseOption.FOOD:
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this.gameState.amountSpentOnFood += Math.floor(totalCost * modifier);
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break;
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case PurchaseOption.AMMO:
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this.gameState.amountSpentOnAmmunition += Math.floor(totalCost * 50 * modifier);
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break;
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case PurchaseOption.CLOTHING:
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this.gameState.amountSpentOnClothing += Math.floor(totalCost * modifier);
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break;
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case PurchaseOption.MISC:
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this.gameState.amountSpentOnMiscellaneousSupplies += Math.floor(totalCost * modifier);
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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 cleanupGameState(): void {
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// Ensure all expenditures are non-negative
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@ -330,3 +566,23 @@ class GameFlow {
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export default GameFlow;
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interface WeaponOption {
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name: string;
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cost: number;
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}
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const weaponOptions: Record<string, WeaponOption> = {
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"1": { name: "Frontiersman's Sharpshooter Rifle", cost: 200 },
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"2": { name: "Pioneer's Long Rifle", cost: 150 },
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"3": { name: "Settler's Carbine", cost: 100 },
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"4": { name: "Homesteader's Musket", cost: 50 },
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"5": { name: "Grandpa's Rusty Shotgun", cost: 0 }
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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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@ -1,264 +0,0 @@
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import GameState, { PHASE_ENUM } from '../gameState';
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import GameFlow from '../gameFlow';
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import { MessageService, MessageFileName } from '../../utils/MessageService'
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export class HandleSetup {
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static async handleSetupPhase(gameState: GameState, gameFlow: GameFlow, userInput?: string): Promise<void> {
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userInput = userInput?.toLowerCase()
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let responseMessage = "";
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// Logic to handle initial setup
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switch (gameState.subPhase) {
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case 0:
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// Weapons Purchase Subphase
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if (!userInput || userInput === 'start' || userInput === 'restart') {
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// Send instructions to the user for the current subphase
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responseMessage = `${MessageService.getRandomMessage(
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MessageFileName.Oregon_WeaponPurchase,
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{}
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)}`;
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// The lack of userInput argument triggers a request for input.
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} else {
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// Process user input here and decide whether to advance subphase or send an error message
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const purchaseResult = HandleSetup.handleWeaponPurchase(gameState, userInput);
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if (purchaseResult.success) {
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// If the purchase was successful, advance to the next subphase and recursively call handleSetupPhase without userInput to get the next set of instructions
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gameState.subPhase++;
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return HandleSetup.handleSetupPhase(gameState, gameFlow);
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} else {
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// If there was an error, include the error message in responseMessage
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responseMessage = `${purchaseResult.errorMessage}`;
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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_WeaponPurchase,
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{}
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)}`
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// Do not advance subphase; possibly prompt the same instructions with an error message
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}
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}
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break;
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case 1:
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//OXEN TEAM Purchase
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if (!userInput) {
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responseMessage = `${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 = HandleSetup.handleGenericPurchase(gameState, PurchaseOption.OXEN, userInput, 200, 300);
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if (purchaseResult.success) {
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gameState.subPhase++;
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return HandleSetup.handleSetupPhase(gameState, gameFlow); // Call setup phase again for next subphase
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_OxenPurchase,
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{}
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)}`
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}
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}
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break;
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case 2:
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//FOOD Purchase
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if (!userInput) {
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responseMessage = `${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 = HandleSetup.handleGenericPurchase(gameState, PurchaseOption.FOOD, userInput);
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if (purchaseResult.success) {
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gameState.subPhase++;
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return HandleSetup.handleSetupPhase(gameState, gameFlow); // Call setup phase again for next subphase
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage += `\n\n${MessageService.getRandomMessage(
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MessageFileName.Oregon_FoodPurchase,
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{}
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)}`
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}
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}
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break;
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case 3:
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//AMMUNITION Purchase
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if (!userInput) {
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responseMessage = `${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 = HandleSetup.handleGenericPurchase(gameState, PurchaseOption.AMMO, userInput);
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if (purchaseResult.success) {
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gameState.subPhase++;
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return HandleSetup.handleSetupPhase(gameState, gameFlow); // Call setup phase again for next subphase
|
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} else {
|
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage += `\n\n${MessageService.getRandomMessage(
|
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MessageFileName.Oregon_AmmoPurchase,
|
||||
{}
|
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)}`
|
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}
|
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}
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break;
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case 4:
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//CLOTHING Purchase
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if (!userInput) {
|
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responseMessage = `${MessageService.getRandomMessage(
|
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MessageFileName.Oregon_ClothingPurchase,
|
||||
{}
|
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)}`;
|
||||
} else {
|
||||
const purchaseResult = HandleSetup.handleGenericPurchase(gameState, PurchaseOption.CLOTHING, userInput);
|
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if (purchaseResult.success) {
|
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gameState.subPhase++;
|
||||
return HandleSetup.handleSetupPhase(gameState, gameFlow); // Call setup phase again for next subphase
|
||||
} else {
|
||||
responseMessage = purchaseResult.errorMessage || '';
|
||||
responseMessage += `\n\n${MessageService.getRandomMessage(
|
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MessageFileName.Oregon_ClothingPurchase,
|
||||
{}
|
||||
)}`
|
||||
}
|
||||
}
|
||||
break;
|
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case 5:
|
||||
//MISCELLANEOUS SUPPLIES Purchase
|
||||
if (!userInput) {
|
||||
responseMessage = `${MessageService.getRandomMessage(
|
||||
MessageFileName.Oregon_MiscSuppliesPurchase,
|
||||
{}
|
||||
)}`;
|
||||
} else {
|
||||
const purchaseResult = HandleSetup.handleGenericPurchase(gameState, PurchaseOption.MISC, userInput);
|
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if (purchaseResult.success) {
|
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gameState.subPhase++;
|
||||
return HandleSetup.handleSetupPhase(gameState, gameFlow); // Call setup phase again for next subphase
|
||||
} else {
|
||||
responseMessage = purchaseResult.errorMessage || '';
|
||||
responseMessage += `\n\n${MessageService.getRandomMessage(
|
||||
MessageFileName.Oregon_MiscSuppliesPurchase,
|
||||
{}
|
||||
)}`
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
//Advance Phase
|
||||
gameState.subPhase = 0;
|
||||
gameState.phase === PHASE_ENUM.SETUP ? gameState.phase = PHASE_ENUM.START_TURN : gameState.phase = PHASE_ENUM.ACTION_CHOICE;
|
||||
await gameState.save()
|
||||
gameFlow.executeCurrentPhase()
|
||||
break;
|
||||
default:
|
||||
responseMessage = `@J something went wrong come and fix it.\n\n ${JSON.stringify(gameState, null, 4)}`
|
||||
break;
|
||||
}
|
||||
|
||||
await gameFlow.statusUpdate(responseMessage)
|
||||
return;
|
||||
}
|
||||
|
||||
static handleWeaponPurchase(gameState: GameState, userInput: string): { success: boolean; errorMessage?: string } {
|
||||
|
||||
// Check if the userInput is one of the valid choices
|
||||
if (!Object.keys(weaponOptions).includes(userInput)) {
|
||||
// If the input is not valid, return an error message
|
||||
return {
|
||||
success: false,
|
||||
errorMessage: "⚠️ Invalid choice. Please select a valid weapon option by replying with !!Oregon [choice]."
|
||||
};
|
||||
}
|
||||
|
||||
// Check if the user has enough money for the selected weapon
|
||||
const selectedWeapon = weaponOptions[userInput];
|
||||
if (gameState.cashLeftAfterInitialPurchases < selectedWeapon.cost) {
|
||||
// If not enough money, return an error message
|
||||
return {
|
||||
success: false,
|
||||
errorMessage: `⚠️ You do not have enough money for the ${selectedWeapon.name}. You have $${gameState.cashLeftAfterInitialPurchases} remaining.`
|
||||
};
|
||||
}
|
||||
|
||||
// Update gameState with the selected weapon and deduct the cost
|
||||
gameState.shootingExpertiseLevelChoice = parseInt(userInput);
|
||||
gameState.cashLeftAfterInitialPurchases -= selectedWeapon.cost;
|
||||
|
||||
// Return a success object, indicating the purchase was successful
|
||||
return {
|
||||
success: true
|
||||
};
|
||||
}
|
||||
|
||||
static handleGenericPurchase(gameState: GameState, itemType: PurchaseOption, userInput: string, minAmount?: number, maxAmount?: number): { success: boolean; errorMessage?: string; responseMessage?: string } {
|
||||
const amount = parseInt(userInput);
|
||||
if (isNaN(amount) || amount < 0) {
|
||||
return {
|
||||
success: false,
|
||||
errorMessage: "⚠️ Invalid input. Please enter a positive number."
|
||||
};
|
||||
}
|
||||
|
||||
if ((maxAmount && amount > maxAmount) || (minAmount && amount < minAmount)) {
|
||||
return {
|
||||
success: false,
|
||||
errorMessage: `⚠️ Invalid input. Please enter a number between ${minAmount} and ${maxAmount}.`
|
||||
};
|
||||
}
|
||||
|
||||
const totalCost = amount
|
||||
if (gameState.cashLeftAfterInitialPurchases < totalCost) {
|
||||
return {
|
||||
success: false,
|
||||
errorMessage: `⚠️ You do not have enough money to purchase ${amount} units of ${itemType}. You have $${gameState.cashLeftAfterInitialPurchases} remaining.`
|
||||
};
|
||||
}
|
||||
let modifier: number
|
||||
gameState.phase !== PHASE_ENUM.FORT ? modifier = 1 : modifier = 2 / 3;
|
||||
// Update gameState based on itemType
|
||||
switch (itemType) {
|
||||
case PurchaseOption.OXEN:
|
||||
//Round down after multiplication
|
||||
gameState.amountSpentOnAnimals += Math.floor(totalCost * modifier);
|
||||
break;
|
||||
case PurchaseOption.FOOD:
|
||||
gameState.amountSpentOnFood += Math.floor(totalCost * modifier);
|
||||
break;
|
||||
case PurchaseOption.AMMO:
|
||||
gameState.amountSpentOnAmmunition += Math.floor(totalCost * 50 * modifier);
|
||||
break;
|
||||
case PurchaseOption.CLOTHING:
|
||||
gameState.amountSpentOnClothing += Math.floor(totalCost * modifier);
|
||||
break;
|
||||
case PurchaseOption.MISC:
|
||||
gameState.amountSpentOnMiscellaneousSupplies += Math.floor(totalCost * modifier);
|
||||
break;
|
||||
// Add cases for other item types
|
||||
}
|
||||
|
||||
gameState.cashLeftAfterInitialPurchases -= totalCost;
|
||||
|
||||
// Optionally, return a success message
|
||||
return {
|
||||
success: true
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
interface WeaponOption {
|
||||
name: string;
|
||||
cost: number;
|
||||
}
|
||||
|
||||
const weaponOptions: Record<string, WeaponOption> = {
|
||||
"1": { name: "Frontiersman's Sharpshooter Rifle", cost: 200 },
|
||||
"2": { name: "Pioneer's Long Rifle", cost: 150 },
|
||||
"3": { name: "Settler's Carbine", cost: 100 },
|
||||
"4": { name: "Homesteader's Musket", cost: 50 },
|
||||
"5": { name: "Grandpa's Rusty Shotgun", cost: 0 }
|
||||
};
|
||||
|
||||
enum PurchaseOption {
|
||||
OXEN = 'oxen',
|
||||
FOOD = 'food',
|
||||
AMMO = 'ammo',
|
||||
CLOTHING = 'clothing',
|
||||
MISC = 'misc',
|
||||
};
|
|
@ -1,4 +1,5 @@
|
|||
import GameState from '../gameState';
|
||||
import GameFlow from '../gameFlow';
|
||||
|
||||
export class HandleShooting {
|
||||
private static shootingWordVariations: string[] = [
|
||||
|
|
Loading…
Reference in New Issue