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00f0765ef8
Author | SHA1 | Date |
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j | 00f0765ef8 | |
j | 72b3c4537d | |
j | 22f1b560f6 | |
j | 46abc5ba68 |
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@ -1,4 +1,5 @@
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CREATE TABLE IF NOT EXISTS gameState (
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authorId INTEGER PRIMARY KEY,
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data TEXT NOT NULL
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data TEXT NOT NULL,
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active BOOLEAN NOT NULL DEFAULT TRUE
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);
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@ -27,56 +27,66 @@ export class DatabaseService {
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}
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/**
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* Loads an existing game state for a given author from the database.
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* If an existing game state is found, it returns a new GameState instance initialized with the stored values.
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* If no game state exists for the given author, it returns null, indicating that a new game state needs to be initialized.
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*
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* Loads the active game state for a given author from the database.
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* If no active game state exists, it returns null.
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*
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* @param {number} authorId - The unique identifier for the author whose game state is to be loaded.
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* @returns {Promise<GameState | null>} The loaded game state if it exists and is active, otherwise null.
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* @throws {Error} Throws an error if the database operation fails.
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* @example
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* const gameState = await DatabaseService.loadGameState(authorId);
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* const gameState = await DatabaseService.loadGameState(1);
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* if (gameState) {
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* console.log('Game state loaded successfully.');
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* // Game state exists and is active
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* } else {
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* console.log('No existing game state found. Initializing a new game.');
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* // No active game state found
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* }
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*
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* @param {number} authorId - The unique identifier for the author of the game.
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* @returns {Promise<GameState | null>} A promise that resolves to a GameState instance if found, or null if no existing game state is present.
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* @throws {Error} Will throw an error if the database operation fails.
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*/
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public static async loadGameState(authorId: number): Promise<GameState | null> {
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const db = await DatabaseService.getDatabase();
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const sql = `SELECT data FROM game_state WHERE authorId = ?`;
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const sql = `SELECT data FROM game_state WHERE authorId = ? AND active = TRUE`;
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const row = await db.get(sql, [authorId]);
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if (row) {
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return JSON.parse(row.data) as GameState; // Assuming GameState constructor can take authorId and a partial state object
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return JSON.parse(row.data) as GameState;
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} else {
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return null; // Or return a new GameState with defaults
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return null;
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}
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}
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/**
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* Saves the current game state for a given author to the database.
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* If an existing game state for the author exists, it updates the stored values. If no game state exists, it inserts a new record.
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* This method ensures the game state is persisted between sessions, allowing players to resume their game at any time.
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*
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* @example
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* await DatabaseService.saveGameState(authorId, gameState);
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* console.log('Game state saved successfully.');
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*
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* @param {number} authorId - The unique identifier for the author of the game.
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* @param {GameState} gameState - The current game state to be saved.
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* @returns {Promise<void>} A promise that resolves when the game state is successfully saved.
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* @throws {Error} Will throw an error if the save operation fails.
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*/
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* Saves the current game state to the database. If an active game state already exists for the author,
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* it updates that state. Otherwise, it creates a new active game state.
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*
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* @param {number} authorId - The unique identifier for the author of the game state.
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* @param {GameState} gameState - The current state of the game to be saved.
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* @throws {Error} Throws an error if the database operation fails.
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* @example
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* await DatabaseService.saveGameState(1, currentGameState);
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*/
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public static async saveGameState(authorId: number, gameState: GameState): Promise<void> {
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const db = await DatabaseService.getDatabase();
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const data = JSON.stringify(gameState);
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const sql = `
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INSERT INTO game_state (authorId, data) VALUES (?, ?)
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INSERT INTO game_state (authorId, data, active) VALUES (?, ?, TRUE)
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ON CONFLICT(authorId) DO UPDATE SET
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data = excluded.data;
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data = excluded.data
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WHERE active = TRUE;
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`;
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await db.run(sql, [authorId, data]);
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}
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/**
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* Resets the game state for a given author by setting the active state to false.
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* This method should be called after a death event or when the player decides to start over.
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*
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* @param {number} authorId - The unique identifier for the author of the game state to be reset.
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* @throws {Error} Throws an error if the database operation fails.
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* @example
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* await DatabaseService.resetGameState(1);
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*/
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public static async resetGameState(authorId: number): Promise<void> {
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const db = await DatabaseService.getDatabase();
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const sql = `UPDATE game_state SET active = FALSE WHERE authorId = ? AND active = TRUE`;
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await db.run(sql, [authorId]);
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}
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}
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@ -82,6 +82,17 @@ class GameFlow {
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}
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/**
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* Describes the quality of oxen based on the amount spent on animals within the game state.
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* This method assesses the oxen quality by comparing the total amount spent on animals against predefined quality levels.
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*
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* @returns {string} A string describing the quality of the oxen, ranging from 'Basic Quality' to 'Exceptional Quality'. Returns 'Unknown Quality' if the amount spent does not fit the expected range.
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* @example
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* // If the gameState.amountSpentOnAnimals is 250
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* describeOxenQuality(); // returns 'Good Quality'
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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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@ -1,72 +0,0 @@
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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 gameFlow: GameFlow;
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private authorId: number;
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private constructor(authorId: number, gameState: GameState) {
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this.authorId = authorId;
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this.gameState = gameState;
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this.gameFlow = new GameFlow(gameState);
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}
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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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/**
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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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}
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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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* 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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// 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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