OregonTrail/src/phases/riders.ts

208 lines
9.8 KiB
TypeScript

import GameState, { PHASE_ENUM } from '../game/gameState';
import GameFlow from '../game/gameFlow';
import { HandleShooting } from './shooting';
import { MessageService } from '../utils/MessageService';
export class RidersPhase {
static async handleRidersAttack(gameState: GameState, userInput?: string): Promise<void> {
let responseMessage = '';
gameState.lastPrompt = responseMessage;
switch (gameState.subPhase) {
case 0: // Initial Logic
await RidersPhase.initialLogic(gameState);
break;
case 1: // Choice Logic
await RidersPhase.choiceLogic(gameState, userInput);
break;
case 2: //Fight Logic
responseMessage = gameState.lastPrompt
responseMessage += HandleShooting.handleShooting(gameState);
gameState.lastPrompt = responseMessage
gameState.subPhase = 3
await MessageService.statusUpdate(gameState, responseMessage)
await gameState.save()
break;
case 3: //Fight Outcome
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += gameState.lastPrompt
await MessageService.statusUpdate(gameState, responseMessage)
return;
}
responseMessage += HandleShooting.handleShooting(gameState, userInput.toString());
if (gameState.shootResponseTime <= 1) {
responseMessage += `NICE SHOOTING---YOU DROVE THEM OFF!!!\n\n`
await MessageService.statusUpdate(gameState, 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.lastPrompt = responseMessage;
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0
await gameState.save();
await GameFlow.executeCurrentPhase(gameState);
return;
case 4: // wagon fight logic
responseMessage = gameState.lastPrompt
responseMessage += HandleShooting.handleShooting(gameState);
gameState.lastPrompt = responseMessage
gameState.subPhase = 5
await MessageService.statusUpdate(gameState, responseMessage)
await gameState.save()
break;
case 5: // wagon fight outcome logic
if (!userInput) {
responseMessage = "Invalid input.\n\n"
responseMessage += gameState.lastPrompt
await MessageService.statusUpdate(gameState, responseMessage)
return;
}
responseMessage += HandleShooting.handleShooting(gameState, userInput.toString());
gameState.amountSpentOnAmmunition -= gameState.shootResponseTime * 30 - 80
gameState.totalMileageWholeTrip -= 25
gameState.lastPrompt = responseMessage;
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0
await gameState.save();
await GameFlow.executeCurrentPhase(gameState);
return;
}
}
static async initialLogic(gameState: GameState): Promise<void> {
let responseMessage = '';
gameState.lastPrompt = responseMessage;
// Check for random encounter
// Calculate a factor based on total mileage to adjust encounter likelihood.
const mileageFactor = gameState.totalMileageWholeTrip / 100 - 4;
// Calculate the chance of encountering riders, scaling non-linearly with mileage.
const encounterChance = ((mileageFactor ** 2) + 72) / ((mileageFactor ** 2) + 12) - 1;
// Generate a random factor to determine if an encounter occurs.
const randomFactor = Math.random() * 10;
// If the random factor exceeds the encounter chance, skip to the next phase.
if (randomFactor > encounterChance) {
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0
gameState.save();
return GameFlow.executeCurrentPhase(gameState);
}
// If encounter occurs
gameState.hostileRiders = false;
if (Math.random() < 0.8) gameState.hostileRiders = true;
responseMessage += `RIDERS AHEAD. THEY`
if (!gameState.hostileRiders) responseMessage += ` DON'T`
responseMessage += ` LOOK HOSTILE`;
responseMessage += "\n\nTACTICS\n(1) RUN\n(2) ATTACK\n(3) CONTINUE\n(4) CIRCLE WAGONS";
gameState.tacticsChoiceWhenAttacked = 0
gameState.lastPrompt = responseMessage;
gameState.subPhase = 1;
gameState.save();
await MessageService.statusUpdate(gameState, responseMessage);
}
static async choiceLogic(gameState: GameState, userInput?: string): Promise<void> {
let responseMessage = '';
if (!userInput || isNaN(Number(userInput)) || +userInput < 1 && +userInput > 4) {
responseMessage = "Invalid input. Please enter a number between 1-4.\n\n";
responseMessage += gameState.lastPrompt;
await MessageService.statusUpdate(gameState, responseMessage);
return;
}
// Convert to integer in case it's not
gameState.tacticsChoiceWhenAttacked = Math.floor(+userInput);
// Random chance to flip hostility
if (Math.random() > 0.2) gameState.hostileRiders = !gameState.hostileRiders;
if (gameState.hostileRiders) RidersPhase.hostileRidersLogic(gameState)
else RidersPhase.friendlyRidersLogic(gameState);
}
static async hostileRidersLogic(gameState: GameState): Promise<void> {
gameState.lastPrompt = "";
switch (gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN away
gameState.lastPrompt = `You decided to run away from the hostile riders. While you escaped unharmed, the riders stole some of your supplies. \n\n`
gameState.totalMileageWholeTrip += 20
gameState.amountSpentOnAnimals -= 40
gameState.amountSpentOnMiscellaneousSupplies -= 15
gameState.amountSpentOnAmmunition -= 150
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return GameFlow.executeCurrentPhase(gameState);
case 2: // ATTACK
gameState.lastPrompt = "You decide to attack the hostile riders.\n\n";
gameState.subPhase = 2;
gameState.save()
return GameFlow.executeCurrentPhase(gameState)
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(gameState)
case 4: // CIRCLE WAGONS
gameState.subPhase = 4;
gameState.lastPrompt = "You formed a defensive circle with your wagons.THE RIDERS ATTACK!\n\n"
gameState.save()
return GameFlow.executeCurrentPhase(gameState)
default:
// Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice.");
break;
}
}
static async friendlyRidersLogic(gameState: GameState): Promise<void> {
gameState.lastPrompt = "";
switch (gameState.tacticsChoiceWhenAttacked) {
case 1: // RUN Away
gameState.lastPrompt = "You run away from the friendly riders. They watch you go, confused but unharmed.\n\n";
gameState.totalMileageWholeTrip += 15;
gameState.amountSpentOnAnimals -= 10;
gameState.amountSpentOnMiscellaneousSupplies -= 0;
gameState.amountSpentOnAmmunition -= 0;
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return GameFlow.executeCurrentPhase(gameState);
case 2: // ATTACK
gameState.lastPrompt = "You decide to attack the friendly riders. They flee in confusion\n\n";
gameState.subPhase = 2;
gameState.save()
return GameFlow.executeCurrentPhase(gameState)
case 3: // CONTINUE
gameState.lastPrompt = "The riders share news from up ahead and wish you safe travels. Your party continues on.\n\n";
gameState.phase = PHASE_ENUM.EVENT;
gameState.subPhase = 0;
gameState.save();
return GameFlow.executeCurrentPhase(gameState);
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(gameState)
default:
// Handle unexpected input (should be unreachable due to prior validation)
console.log("Unexpected tactics choice.");
break;
}
}
}