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5b97b4b219
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375fb9bd18
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@ -1,6 +1,5 @@
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import GameState, { PHASE_ENUM } from './gameState';
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import GameState, { PHASE_ENUM } from './gameState';
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import { MessageService, MessageFileName } from '../utils/MessageService'
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import { MessageService, MessageFileName } from '../utils/MessageService'
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import { CommentPoster } from '../rdrama/services/CommentPoster';
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class GameFlow {
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class GameFlow {
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gameState: GameState;
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gameState: GameState;
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@ -53,56 +52,7 @@ class GameFlow {
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}
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}
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}
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}
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formatDate(date: Date): string {
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private async handleSetupPhase(userInput?: string): Promise<string> {
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return date.toLocaleDateString("en-US", {
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weekday: 'long',
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year: 'numeric',
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month: 'long',
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day: 'numeric',
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}).toUpperCase();
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}
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async statusUpdate(message: string): Promise<void> {
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const placeholders: { [key: string]: string } = {
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playerName: this.gameState.authorName,
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message: message,
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date: this.gameState.currentDate,
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money: this.gameState.cashLeftAfterInitialPurchases.toString(),
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totalMileage: this.gameState.totalMileageWholeTrip.toString(),
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oxen: this.describeOxenQuality(),
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food: this.gameState.amountSpentOnFood.toString(),
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ammo: this.gameState.amountSpentOnAmmunition.toString(),
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clothing: this.gameState.amountSpentOnClothing.toString(),
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supplies: this.gameState.amountSpentOnMiscellaneousSupplies.toString(),
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};
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const parsedMessage = `${MessageService.getRandomMessage(MessageFileName.Oregon_Template, placeholders)}`
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await CommentPoster.postComment(`c_${this.gameState.comment.id}`, parsedMessage)
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}
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describeOxenQuality(): string {
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const spent = this.gameState.amountSpentOnAnimals;
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const qualityLevels = [
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{ max: 220, description: 'Basic Quality' },
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{ max: 240, description: 'Moderate Quality' },
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{ max: 260, description: 'Good Quality' },
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{ max: 280, description: 'High Quality' },
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{ max: 300, description: 'Exceptional Quality' }
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];
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for (const level of qualityLevels) {
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if (spent <= level.max) {
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return level.description;
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}
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}
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// Default to the lowest quality if for some reason the amount doesn't fit the expected range
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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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let responseMessage = "";
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let responseMessage = "";
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// Logic to handle initial setup
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// Logic to handle initial setup
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switch (this.gameState.subPhase) {
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switch (this.gameState.subPhase) {
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@ -121,6 +71,7 @@ class GameFlow {
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if (purchaseResult.success) {
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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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// 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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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase();
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return this.handleSetupPhase();
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} else {
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} else {
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// If there was an error, include the error message in responseMessage
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// If there was an error, include the error message in responseMessage
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@ -140,6 +91,7 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.OXEN, userInput, 200, 300);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.OXEN, userInput, 200, 300);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -157,6 +109,7 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.FOOD, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.FOOD, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -174,6 +127,7 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.AMMO, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.AMMO, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -191,6 +145,7 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.CLOTHING, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.CLOTHING, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -208,6 +163,7 @@ class GameFlow {
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.MISC, userInput);
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const purchaseResult = this.handleGenericPurchase(PurchaseOption.MISC, userInput);
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if (purchaseResult.success) {
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if (purchaseResult.success) {
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this.gameState.subPhase++;
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this.gameState.subPhase++;
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//TODO next we will need to add a wrapper methood that will dump the game object and the message back to the player
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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return this.handleSetupPhase(); // Call setup phase again for next subphase
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} else {
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} else {
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responseMessage = purchaseResult.errorMessage || '';
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responseMessage = purchaseResult.errorMessage || '';
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@ -218,9 +174,7 @@ class GameFlow {
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//Advance Phase
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//Advance Phase
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break;
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break;
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}
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}
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return responseMessage;
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await this.statusUpdate(responseMessage)
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return;
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}
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}
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handleWeaponPurchase(userInput: string): { success: boolean; errorMessage?: string } {
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handleWeaponPurchase(userInput: string): { success: boolean; errorMessage?: string } {
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@ -1,5 +1,4 @@
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import { DatabaseService } from "../db/services/Database";
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import { DatabaseService } from "../db/services/Database";
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import { Comment } from "../rdrama/models/Comment";
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/**
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/**
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* Represents the state of a game session for an Oregon Trail-style game.
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* Represents the state of a game session for an Oregon Trail-style game.
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@ -7,9 +6,7 @@ import { Comment } from "../rdrama/models/Comment";
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* to load from and save to a database.
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* to load from and save to a database.
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*/
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*/
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class GameState {
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class GameState {
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comment: Comment;
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authorId: number = 0;
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authorId: number;
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authorName: string;
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amountSpentOnAnimals: number = 0;
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amountSpentOnAnimals: number = 0;
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amountSpentOnAmmunition: number = 0;
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amountSpentOnAmmunition: number = 0;
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actualResponseTimeForBang: number = 0;
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actualResponseTimeForBang: number = 0;
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@ -19,7 +16,7 @@ class GameState {
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yesNoResponseToQuestions: string = '';
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yesNoResponseToQuestions: string = '';
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eventCounter: number = 0;
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eventCounter: number = 0;
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turnNumberForSettingDate: number = 0;
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turnNumberForSettingDate: number = 0;
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currentDate: string = 'MONDAY MARCH 29 1847';
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currentDate: string = '';
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shootingExpertiseLevelChoice: number = 0;
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shootingExpertiseLevelChoice: number = 0;
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eatingChoice: number = 0;
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eatingChoice: number = 0;
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amountSpentOnFood: number = 0;
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amountSpentOnFood: number = 0;
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@ -46,10 +43,8 @@ class GameState {
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phase: PHASE_ENUM = PHASE_ENUM.SETUP;
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phase: PHASE_ENUM = PHASE_ENUM.SETUP;
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subPhase: number = 0;
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subPhase: number = 0;
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private constructor(comment: Comment, state?: Partial<GameState>) {
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private constructor(authorId: number, state?: Partial<GameState>) {
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this.comment = comment
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this.authorId = authorId;
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this.authorId = comment.author_id;
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this.authorName = comment.author_name;
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Object.assign(this, state); // Initialize with loaded state or undefined
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Object.assign(this, state); // Initialize with loaded state or undefined
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}
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}
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@ -62,21 +57,20 @@ class GameState {
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/**
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/**
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* Loads an existing game state from the database or creates a new one if it doesn't exist.
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* Loads an existing game state from the database or creates a new one if it doesn't exist.
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* @param {Comment} comment - The invoking comment of the author/player.
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* @param {number} authorId - The ID of the author/player.
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* @returns {Promise<GameState>} - The loaded or newly created game state.
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* @returns {Promise<GameState>} - The loaded or newly created game state.
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*/
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*/
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public static async load(comment: Comment): Promise<GameState> {
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public static async load(authorId: number): Promise<GameState> {
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const loadedState = await DatabaseService.loadGameState(comment.author_id);
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const loadedState = await DatabaseService.loadGameState(authorId);
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if (loadedState) {
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if (loadedState) {
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return new GameState(comment, loadedState);
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return new GameState(authorId, loadedState);
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} else {
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} else {
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// Create a new GameState with default values
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// Create a new GameState with default values
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const newState = new GameState(comment);
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const newState = new GameState(authorId);
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await newState.save(); // Optionally save the new state to the database
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await newState.save(); // Optionally save the new state to the database
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return newState;
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return newState;
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}
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}
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}
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}
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}
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}
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export default GameState
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export default GameState
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@ -9,22 +9,22 @@
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<details>
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<details>
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<summary>π Current Supplies</summary>
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<summary>π Current Supplies</summary>
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- **Oxen:** {oxen} (Essential for travel speed; higher quality means faster travel)
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- **Oxen:** {oxen} teams (Essential for travel speed)
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- **Food:** {food} lbs (Vital for sustaining health and energy)
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- **Food:** {food} lbs (Vital for health)
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- **Ammunition:** {ammo} bullets (Critical for hunting and defense against threats)
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- **Ammunition:** {ammo} boxes (Needed for hunting)
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- **Clothing Supplies:** {clothing} (Important for protection against the elements)
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- **Clothing:** {clothing} set(s) (Important for health in bad weather)
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- **Misc. Supplies:** {supplies} lbs (Useful for various challenges along the way)
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- **Misc. Supplies:** {supplies} items (Useful for various challenges along the way)
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</details>
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</details>
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<details>
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<details>
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<summary>β¨ Actions Available</summary>
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<summary>β¨ Actions Available</summary>
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- **Restart:** Begin a new game.
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- **Start Over:** Begin a new game.
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- **Status:** Get the current game state.
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- **Status:** Get the current game state.
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- **Help:** Show game instructions and tips.
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- **Help:** Show game instructions and tips.
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- **Fort:** Make purchases at the current location (Available at forts).
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- **Buy Supplies:** Make purchases at the current location (Available at forts).
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- **Continue:** Move forward with your journey.
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- **Continue on Trail:** Move forward with your journey.
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- **Hunt:** Spend a day hunting for food.
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- **Hunt:** Spend a day hunting for food.
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- **Rest:** Rest for a day to improve health.
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- **Rest:** Rest for a day to improve health.
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@ -33,7 +33,7 @@
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### π To Make a Choice
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### π To Make a Choice
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Please reply with **!!Oregon** followed by one of the actions above. For example:
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Please reply with **!!Oregon** followed by one of the actions above. For example:
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```
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```
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!!Oregon Fort
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!!Oregon Buy Supplies
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```
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```
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Remember, wise choices and preparation are key to a successful journey on the Oregon Trail. Good luck, traveler! ππ¨
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Remember, wise choices and preparation are key to a successful journey on the Oregon Trail. Good luck, traveler! ππ¨
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@ -9,7 +9,6 @@ export enum MessageFileName {
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Oregon_AmmoPurchase = 'oregon_AmmoPurchase.txt',
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Oregon_AmmoPurchase = 'oregon_AmmoPurchase.txt',
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Oregon_ClothingPurchase = 'oregon_ClothingPurchase.txt',
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Oregon_ClothingPurchase = 'oregon_ClothingPurchase.txt',
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Oregon_MiscSuppliesPurchase = 'oregon_MiscSuppliesPurchase.txt',
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Oregon_MiscSuppliesPurchase = 'oregon_MiscSuppliesPurchase.txt',
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Oregon_Template = 'oregon_Template.txt',
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}
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}
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export class MessageService {
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export class MessageService {
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