OregonTrail/src/phases/mountain.ts

81 lines
3.8 KiB
TypeScript

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);
}
}