Compare commits

..

3 Commits

3 changed files with 187 additions and 162 deletions

View File

@ -1,185 +1,125 @@
import GameState from "./gameState";
import GameFlow from "./gameFlow";
import GameState, { PHASE_ENUM } from "./gameState";
class GameEvents {
private randomEvents: OregonEvent[];
private totalThreshold: number;
constructor() {
// Initialize the events and their thresholds.
this.randomEvents = [
{
name: "Wagon Breakdown",
threshold: 10, // Probability weight
action: (gameState) => {
gameState.totalMileageWholeTrip -= 15;
gameState.amountSpentOnMiscellaneousSupplies -= 8;
return "Wagon breaks down. Lose time and supplies fixing it.";
},
export class EventPhase {
private static randomEvents: OregonEvent[] = [
{
name: "Wagon Breakdown",
threshold: 10, // Probability weight
action: (gameState) => {
gameState.totalMileageWholeTrip -= 15;
gameState.amountSpentOnMiscellaneousSupplies -= 8;
return "Wagon breaks down. Lose time and supplies fixing it.";
},
{
name: "Ox Injures Leg",
threshold: 15,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 25;
gameState.amountSpentOnAnimals -= 20;
return "Ox injures leg. Slows you down rest of the trip.";
},
},
{
name: "Ox Injures Leg",
threshold: 15,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 25;
gameState.amountSpentOnAnimals -= 20;
return "Ox injures leg. Slows you down rest of the trip.";
},
{
name: "Daughter Breaks Arm",
threshold: 20,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 5 + Math.floor(Math.random() * 4);
gameState.amountSpentOnMiscellaneousSupplies -= 2 + Math.floor(Math.random() * 3);
return "Bad luck--your daughter broke her arm. You had to stop and use supplies to make a sling.";
},
},
{
name: "Daughter Breaks Arm",
threshold: 20,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 5 + Math.floor(Math.random() * 4);
gameState.amountSpentOnMiscellaneousSupplies -= 2 + Math.floor(Math.random() * 3);
return "Bad luck--your daughter broke her arm. You had to stop and use supplies to make a sling.";
},
{
name: "Ox Wanders Off",
threshold: 25,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 17;
return "Ox wanders off--spend time looking for it.";
},
},
{
name: "Ox Wanders Off",
threshold: 25,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 17;
return "Ox wanders off--spend time looking for it.";
},
{
name: "Son Gets Lost",
threshold: 30,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 10;
return "Your son gets lost---spend half the day looking for him.";
},
},
{
name: "Son Gets Lost",
threshold: 30,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 10;
return "Your son gets lost---spend half the day looking for him.";
},
{
name: "Unsafe Water",
threshold: 35,
action: (gameState) => {
gameState.totalMileageWholeTrip -= Math.floor(Math.random() * 10) + 2;
return "Unsafe water--lose time looking for clean spring.";
},
},
{
name: "Unsafe Water",
threshold: 35,
action: (gameState) => {
gameState.totalMileageWholeTrip -= Math.floor(Math.random() * 10) + 2;
return "Unsafe water--lose time looking for clean spring.";
},
{
name: "Heavy Rains",
threshold: 40,
action: (gameState) => {
gameState.amountSpentOnFood -= 10;
gameState.amountSpentOnMiscellaneousSupplies -= 15;
gameState.totalMileageWholeTrip -= Math.floor(Math.random() * 10) + 5;
return "Heavy rains---time and supplies lost.";
},
},
{
name: "Heavy Rains",
threshold: 40,
action: (gameState) => {
gameState.amountSpentOnFood -= 10;
gameState.amountSpentOnMiscellaneousSupplies -= 15;
gameState.totalMileageWholeTrip -= Math.floor(Math.random() * 10) + 5;
return "Heavy rains---time and supplies lost.";
},
{
name: "Fire in Your Wagon",
threshold: 45,
action: (gameState) => {
gameState.amountSpentOnFood -= 40;
gameState.amountSpentOnAmmunition -= 400;
gameState.amountSpentOnMiscellaneousSupplies -= Math.floor(Math.random() * 8) + 3;
gameState.totalMileageWholeTrip -= 15;
return "There was a fire in your wagon—food and supplies damaged!";
},
},
{
name: "Fire in Your Wagon",
threshold: 45,
action: (gameState) => {
gameState.amountSpentOnFood -= 40;
gameState.amountSpentOnAmmunition -= 400;
gameState.amountSpentOnMiscellaneousSupplies -= Math.floor(Math.random() * 8) + 3;
gameState.totalMileageWholeTrip -= 15;
return "There was a fire in your wagon—food and supplies damaged!";
},
{
name: "Lose Your Way in Heavy Fog",
threshold: 50,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 10 + Math.floor(Math.random() * 5);
return "Lose your way in heavy fog—time is lost.";
},
},
{
name: "Lose Your Way in Heavy Fog",
threshold: 50,
action: (gameState) => {
gameState.totalMileageWholeTrip -= 10 + Math.floor(Math.random() * 5);
return "Lose your way in heavy fog—time is lost.";
},
{
name: "Wagon Swamped Fording River",
threshold: 55,
action: (gameState) => {
gameState.amountSpentOnFood -= 30;
gameState.amountSpentOnClothing -= 20;
gameState.totalMileageWholeTrip -= 20 + Math.floor(Math.random() * 20);
return "Wagon gets swamped fording river—lose food and clothes.";
},
}
// Add more events here...
];
},
{
name: "Wagon Swamped Fording River",
threshold: 55,
action: (gameState) => {
gameState.amountSpentOnFood -= 30;
gameState.amountSpentOnClothing -= 20;
gameState.totalMileageWholeTrip -= 20 + Math.floor(Math.random() * 20);
return "Wagon gets swamped fording river—lose food and clothes.";
},
}
// Add more events here...
];
this.totalThreshold = this.randomEvents.reduce((acc, event) => acc + event.threshold, 0);
}
private static totalThreshold: number = EventPhase.randomEvents.reduce((acc, event) => acc + event.threshold, 0);
generateRandomEvent(gameState: GameState): string {
const randomEventNumber = Math.random() * this.totalThreshold;
public static async handleRandomEvent(gameState: GameState): Promise<void> {
const randomEventNumber = Math.random() * EventPhase.totalThreshold;
let cumulativeThreshold = 0;
for (let event of this.randomEvents) {
let responseMessage = "";
for (let event of EventPhase.randomEvents) {
cumulativeThreshold += event.threshold;
if (randomEventNumber < cumulativeThreshold) {
console.log(`Event triggered: ${event.name}`);
return event.action(gameState);
responseMessage = event.action(gameState);
}
}
return "";
gameState.lastPrompt = responseMessage;
gameState.phase = PHASE_ENUM.MOUNTAIN;
gameState.subPhase = 0
await gameState.save();
await GameFlow.executeCurrentPhase(gameState);
}
mountains(gameState: GameState): string {
if (gameState.totalMileageWholeTrip <= 950) {
return '';
}
let message = "**🏔️ Mountain Passage 🏔️**\n";
let encounter = false;
let randomFactor = Math.random() * 10;
let mountainDifficulty = 9 - ((gameState.totalMileageWholeTrip / 100 - 15) ** 2 + 72) / ((gameState.totalMileageWholeTrip / 100 - 15) ** 2 + 12);
if (randomFactor > mountainDifficulty) {
encounter = true;
message += "Rugged mountains make your journey difficult.\n";
if (Math.random() > 0.1) {
gameState.totalMileageWholeTrip -= 60;
message += "🔍 You got lost—losing valuable time trying to find the trail!\n";
} else if (Math.random() > 0.11) {
gameState.amountSpentOnMiscellaneousSupplies -= 5;
gameState.amountSpentOnAmmunition -= 200;
gameState.totalMileageWholeTrip -= 20 + Math.random() * 30;
message += "🛠️ Wagon damaged!—Lose time and supplies.\n";
} else {
gameState.totalMileageWholeTrip -= 45 + Math.random() / 0.02;
message += "🐢 The going gets slow.\n";
}
}
if (!gameState.clearSouthPassFlag) {
gameState.clearSouthPassFlag = true;
if (Math.random() < 0.8) {
encounter = true;
message += "✅ You made it safely through South Pass—no snow.\n";
}
}
if (gameState.totalMileageWholeTrip >= 1700 && !gameState.clearBlueMountainsFlag) {
gameState.clearBlueMountainsFlag = true;
if (Math.random() < 0.7) {
encounter = true;
gameState.blizzardFlag = true;
gameState.amountSpentOnFood -= 25;
gameState.amountSpentOnMiscellaneousSupplies -= 10;
gameState.amountSpentOnAmmunition -= 300;
gameState.totalMileageWholeTrip -= 30 + Math.random() * 40;
message += "❄️ Blizzard in mountain pass—time and supplies lost.\n";
if (gameState.amountSpentOnClothing < 18 + Math.random() * 2) {
message += "❄️🧣 Not enough clothing for the cold. This could be dire.\n";
// Add logic to affect player health or trigger a death sequence.
}
}
}
return encounter ? message : "The mountains are distant... for now.\n";
}
}
export default GameEvents;
interface OregonEvent {
name: string,
threshold: number,
action: (gameState: GameState) => string
name: string;
threshold: number;
action: (gameState: GameState) => string;
}

View File

@ -6,6 +6,8 @@ import { HuntPhase } from '../phases/hunt';
import { HandleSetup as SetupPhase } from '../phases/setup';
import { travelPhase as TravelPhase } from '../phases/travel';
import { ActionPhase } from '../phases/action';
import { EventPhase } from './gameEvents';
import { MountainPhase } from '../phases/mountain';
class GameFlow {
@ -41,9 +43,11 @@ class GameFlow {
break;
case PHASE_ENUM.EVENT:
// Handle random events that can occur
await EventPhase.handleRandomEvent(gameState);
break;
case PHASE_ENUM.MOUNTAIN:
// Handle mountain traversal challenges
await MountainPhase.handleMountain(gameState);
break;
case PHASE_ENUM.DEATH:
// Check if conditions leading to the player's death have been met

View File

@ -0,0 +1,81 @@
import GameFlow from '../game/gameFlow';
import GameState, { PHASE_ENUM } from '../game/gameState';
export class MountainPhase {
static async handleMountain(gameState: GameState): Promise<void> {
// If the total mileage is less than 950, return an empty string (no mountain encounter)
if (gameState.totalMileageWholeTrip <= 950) {
return;
}
let responseMessage = "**🏔️ Mountain Passage 🏔️**\n";
let encounter = false;
let randomFactor = Math.random() * 10;
// Calculate the mountain difficulty based on the total mileage traveled
// The difficulty peaks around 1500 miles and decreases as you get closer or further away
// Example: If totalMileageWholeTrip is 1500, mountainDifficulty will be 9
const milesFromPeak = gameState.totalMileageWholeTrip / 100 - 15;
const numerator = milesFromPeak ** 2 + 72;
const denominator = milesFromPeak ** 2 + 12;
let mountainDifficulty = 9 - (numerator / denominator);
// Check if a mountain encounter occurs based on the random factor and difficulty
if (randomFactor > mountainDifficulty) {
encounter = true;
responseMessage += "Rugged mountains make your journey difficult.\n";
// Randomly determine the type of mountain encounter
if (Math.random() > 0.1) {
gameState.totalMileageWholeTrip -= 60;
responseMessage += "🔍 You got lost—losing valuable time trying to find the trail!\n";
} else if (Math.random() > 0.11) {
gameState.amountSpentOnMiscellaneousSupplies -= 5;
gameState.amountSpentOnAmmunition -= 200;
gameState.totalMileageWholeTrip -= 20 + Math.random() * 30;
responseMessage += "🛠️ Wagon damaged!—Lose time and supplies.\n";
} else {
gameState.totalMileageWholeTrip -= 45 + Math.random() / 0.02;
responseMessage += "🐢 The going gets slow.\n";
}
}
// Check if the South Pass has been cleared
if (!gameState.clearSouthPassFlag) {
gameState.clearSouthPassFlag = true;
if (Math.random() < 0.8) {
encounter = true;
responseMessage += "✅ You made it safely through South Pass—no snow.\n";
}
}
// Check if the Blue Mountains have been cleared
if (gameState.totalMileageWholeTrip >= 1700 && !gameState.clearBlueMountainsFlag) {
gameState.clearBlueMountainsFlag = true;
if (Math.random() < 0.7) {
encounter = true;
gameState.blizzardFlag = true;
gameState.amountSpentOnFood -= 25;
gameState.amountSpentOnMiscellaneousSupplies -= 10;
gameState.amountSpentOnAmmunition -= 300;
gameState.totalMileageWholeTrip -= 30 + Math.random() * 40;
responseMessage += "❄️ Blizzard in mountain pass—time and supplies lost.\n";
// Check if the player has enough clothing for the cold
if (gameState.amountSpentOnClothing < 18 + Math.random() * 2) {
responseMessage += "❄️🧣 Not enough clothing for the cold. This could be dire.\n";
// Add logic to affect player health or trigger a death sequence.
}
}
}
// Return the encounter message or a default message if no encounter occurred
gameState.lastPrompt = encounter ? responseMessage : "The mountains are distant... for now.\n";
gameState.phase = PHASE_ENUM.START_TURN;
gameState.subPhase = 0
await gameState.save();
await GameFlow.executeCurrentPhase(gameState);
}
}