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No commits in common. "6371945969b1d45b6ffb3590963599e68bbc7096" and "4cb45aa8b08e2e61fc777548542016dc8fe0581c" have entirely different histories.

2 changed files with 94 additions and 102 deletions

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@ -715,7 +715,7 @@ class GameFlow {
];
// Simulating the shooting subroutine
handleShooting(userInput?: string): string {
private handleShooting(userInput?: string): string {
let responseMessage = ''

View File

@ -11,57 +11,7 @@ export class RidersPhase {
case 1: // Choice Logic
await RidersPhase.choiceLogic(gameState, gameFlow, userInput);
break;
case 2: //Fight Logic
responseMessage = gameState.lastPrompt
responseMessage += gameFlow.handleShooting()
gameState.lastPrompt = responseMessage
gameState.subPhase = 3
await gameFlow.statusUpdate(responseMessage)
await gameState.save()
break;
case 3: //Fight Outcome
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += gameState.lastPrompt
await gameFlow.statusUpdate(responseMessage)
return;
}
responseMessage += gameFlow.handleShooting(userInput.toString());
if (gameState.shootResponseTime <= 1) {
responseMessage += `NICE SHOOTING---YOU DROVE THEM OFF!!!\n\n`
await gameFlow.statusUpdate(responseMessage)
} else if (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`
gameState.injuryFlag = true
}
gameState.phase = PHASE_ENUM.EVENT;
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
case 4: // wagon fight logic
responseMessage = gameState.lastPrompt
responseMessage += gameFlow.handleShooting()
gameState.lastPrompt = responseMessage
gameState.subPhase = 5
await gameFlow.statusUpdate(responseMessage)
await gameState.save()
break;
case 5: // wagon fight outcome logic
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += gameState.lastPrompt
await gameFlow.statusUpdate(responseMessage)
return;
}
responseMessage += gameFlow.handleShooting(userInput.toString());
gameState.amountSpentOnAmmunition -= gameState.shootResponseTime * 30 - 80
gameState.totalMileageWholeTrip -= 25
gameState.phase = PHASE_ENUM.EVENT;
await gameState.save();
await gameFlow.executeCurrentPhase();
return;
}
}
@ -115,17 +65,14 @@ export class RidersPhase {
if (Math.random() > 0.2) gameState.hostileRiders = !gameState.hostileRiders;
if (gameState.hostileRiders) RidersPhase.hostileRidersLogic(gameState, gameFlow)
else RidersPhase.friendlyRidersLogic(gameState, gameFlow);
}
static async hostileRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
// Handle tactics choice
switch (gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN
gameState.totalMileageWholeTrip += 20
gameState.amountSpentOnAnimals -= 40
gameState.amountSpentOnMiscellaneousSupplies -= 15
gameState.amountSpentOnAmmunition -= 150
gameState.totalMileageWholeTrip += gameState.hostileRiders ? 20 : 15;
gameState.amountSpentOnAnimals -= gameState.hostileRiders ? 40 : 10;
gameState.amountSpentOnMiscellaneousSupplies -= gameState.hostileRiders ? 15 : 0;
gameState.amountSpentOnAmmunition -= gameState.hostileRiders ? 150 : 0;
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
@ -136,14 +83,30 @@ export class RidersPhase {
gameState.save()
return gameFlow.executeCurrentPhase()
case 3: // CONTINUE
//Penalize lost initiative if riders are hostile
gameState.lastPrompt = "You continue on cautiously, keeping your guard up. THE RIDERS ATTACK!\n\n";
gameState.totalMileageWholeTrip -= 5;
gameState.amountSpentOnAmmunition -= 100;
gameState.subPhase = 2;
gameState.save()
return gameFlow.executeCurrentPhase()
if (gameState.hostileRiders) {
//Penalize lost initiative if riders are hostile
gameState.lastPrompt = "You continue on cautiously, keeping your guard up. THE RIDERS ATTACK!\n\n";
gameState.totalMileageWholeTrip -= 5;
gameState.amountSpentOnAmmunition -= 100;
gameState.subPhase = 2;
gameState.save()
return gameFlow.executeCurrentPhase()
}
// No additional action if riders are friendly
gameState.lastPrompt = "The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase();
case 4: // CIRCLE WAGONS
if (!gameState.hostileRiders) {
gameState.totalMileageWholeTrip -= 20;
gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase()
}
gameState.subPhase = 4;
gameState.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n"
gameState.save()
@ -155,41 +118,70 @@ export class RidersPhase {
}
}
static async friendlyRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
switch (gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN
gameState.totalMileageWholeTrip += 15;
gameState.amountSpentOnAnimals -= 10;
gameState.amountSpentOnMiscellaneousSupplies -= 0;
gameState.amountSpentOnAmmunition -= 0;
static async hostileRidersLogic(gameState: GameState, gameFlow: GameFlow): Promise<void> {
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase();
case 2: // ATTACK
gameState.subPhase = 2;
gameState.save()
return gameFlow.executeCurrentPhase()
case 3: // CONTINUE
gameState.lastPrompt = "The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase();
case 4: // CIRCLE WAGONS
gameState.totalMileageWholeTrip -= 20;
gameState.lastPrompt = "You formed a defensive circle with your wagons. The riders continue on their way without incident.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return gameFlow.executeCurrentPhase()
default:
// Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice.");
break;
}
}
}
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 1: // Choice
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;
}
}