Finished step five: Output

This commit is contained in:
Liru 2018-04-21 13:31:41 -04:00
parent 7e20cac9c1
commit d5e418c0d8
4 changed files with 248 additions and 72 deletions

View File

@ -1,67 +1,25 @@
defmodule ZombieSurvivor.Game do defmodule ZombieSurvivor.Game do
alias ZombieSurvivor.{Game, Survivor} alias ZombieSurvivor.{Game.State, Survivor}
defmodule State do
alias __MODULE__, as: Game
@type t :: %__MODULE__{
survivors: %{String.t() => Survivor.t()},
history: [String.t()]
}
@type history_type ::
:start
| :new_survivor
| :new_equipment
| :wounded
| :death
| :levelup
| :game_levelup
| :end
@type history :: {history_type, any}
defstruct survivors: %{}, history: []
@spec new() :: Game.t()
def new(), do: %Game{}
@spec add_survivor(Game.t(), Survivor.t()) :: Game.t()
def add_survivor(game, survivor) do
name = survivor.name
if Map.has_key?(game, name) do
game
else
%{game | survivors: Map.put(game.survivors, name, survivor)}
end
end
@spec ended?(Game.t()) :: boolean
def ended?(%Game{survivors: survivors}) when map_size(survivors) == 0, do: false
def ended?(game) do
Enum.all?(game.survivors, fn {_, survivor} ->
Survivor.dead?(survivor)
end)
end
@spec level(Game.t()) :: ZombieSurvivor.level()
def level(game) do
game.survivors
|> Enum.reject(fn {_, s} -> Survivor.dead?(s) end)
|> Enum.reduce(0, fn {_, s}, acc -> max(s.experience, acc) end)
|> ZombieSurvivor.level()
end
end
use GenServer use GenServer
def new, do: start_link() def new, do: start_link()
def add_survivor(pid, survivor), do: GenServer.cast(pid, {:add_survivor, survivor}) def add_history(pid, tuple), do: GenServer.call(pid, {:add_history, tuple})
def add_survivor(pid, survivor), do: GenServer.call(pid, {:add_survivor, survivor})
def ended?(pid), do: GenServer.call(pid, :ended?) def ended?(pid), do: GenServer.call(pid, :ended?)
def give_equipment(pid, survivor, item),
do: GenServer.call(pid, {:give_equipment, survivor, item})
def history(pid), do: GenServer.call(pid, :history) def history(pid), do: GenServer.call(pid, :history)
def kill_zombies(pid, survivor, count),
do: GenServer.call(pid, {:kill_zombies, survivor, count})
def level(pid), do: GenServer.call(pid, :level) def level(pid), do: GenServer.call(pid, :level)
def survivors(pid), do: GenServer.call(pid, :survivors) def survivors(pid), do: GenServer.call(pid, :survivors)
def wound(pid, survivor), do: GenServer.call(pid, {:wound, survivor})
## Server callbacks ## Server callbacks
@ -71,18 +29,39 @@ defmodule ZombieSurvivor.Game do
@impl GenServer @impl GenServer
def init(:ok) do def init(:ok) do
{:ok, State.new()} s = State.new()
{:ok, %{s | history: [{:start, DateTime.utc_now()} | s.history]}}
end end
@impl GenServer @impl GenServer
def handle_call({:add_history, tuple}, _from, state) do
s = %{state | history: [tuple | state.history]}
{:reply, s, s}
end
def handle_call({:add_survivor, survivor}, _from, state) do
s = State.add_survivor(state, survivor)
{:reply, s, s}
end
def handle_call(:ended?, _from, state) do def handle_call(:ended?, _from, state) do
{:reply, State.ended?(state), state} {:reply, State.ended?(state), state}
end end
def handle_call({:give_equipment, survivor, item}, _from, state) do
s = State.give_equipment(state, survivor, item)
{:reply, s, s}
end
def handle_call(:history, _from, state) do def handle_call(:history, _from, state) do
{:reply, state.history, state} {:reply, state.history, state}
end end
def handle_call({:kill_zombies, survivor, count}, _from, state) do
s = State.kill_zombies(state, survivor, count)
{:reply, s, s}
end
def handle_call(:level, _from, state) do def handle_call(:level, _from, state) do
{:reply, State.level(state), state} {:reply, State.level(state), state}
end end
@ -91,8 +70,8 @@ defmodule ZombieSurvivor.Game do
{:reply, state.survivors, state} {:reply, state.survivors, state}
end end
@impl GenServer def handle_call({:wound, survivor}, _from, state) do
def handle_cast({:add_survivor, survivor}, state) do s = State.wound_survivor(state, survivor)
{:noreply, State.add_survivor(state, survivor)} {:reply, s, s}
end end
end end

View File

@ -0,0 +1,113 @@
defmodule ZombieSurvivor.Game.State do
alias __MODULE__
alias ZombieSurvivor.Survivor
@type t :: %__MODULE__{
survivors: %{String.t() => Survivor.t()},
history: [String.t()]
}
@type history_type ::
:start
| :new_survivor
| :new_equipment
| :wounded
| :death
| :levelup
| :game_level
| :end
defstruct survivors: %{}, history: []
@spec new() :: State.t()
def new(), do: %State{}
@spec add_survivor(State.t(), Survivor.t()) :: State.t()
def add_survivor(game, survivor) do
name = survivor.name
if Map.has_key?(game, name) do
game
else
%{game | survivors: Map.put(game.survivors, name, survivor)}
|> add_history({:new_survivor, survivor.name})
end
end
@spec ended?(State.t()) :: boolean
def ended?(%State{survivors: survivors}) when map_size(survivors) == 0, do: false
def ended?(game) do
Enum.all?(game.survivors, fn {_, survivor} ->
Survivor.dead?(survivor)
end)
end
@spec give_equipment(State.t(), Survivor.t(), String.t()) :: State.t()
def give_equipment(game, survivor, item) do
name = survivor.name
new_survivors = Map.update!(game.survivors, name, &Survivor.add_equipment(&1, item))
%{game | survivors: new_survivors}
|> add_history({:new_equipment, {name, item}})
end
@spec level(State.t()) :: ZombieSurvivor.level()
def level(game) do
game.survivors
|> Enum.reject(fn {_, s} -> Survivor.dead?(s) end)
|> Enum.reduce(0, fn {_, s}, acc -> max(s.experience, acc) end)
|> ZombieSurvivor.level()
end
@spec kill_zombies(State.t(), Survivor.t(), non_neg_integer) :: State.t()
def kill_zombies(game, survivor, count) do
name = survivor.name
old_game_level = level(game)
survivors = game.survivors
old_survivor_level = Survivor.level(survivors[name])
new_survivors = Map.update!(survivors, name, &Survivor.kill_zombies(&1, count))
new_survivor_level = Survivor.level(new_survivors[name])
g = %{game | survivors: new_survivors}
new_game_level = level(g)
g
|> add_history({:levelup, name}, old_survivor_level != new_survivor_level)
|> add_history({:game_level, new_game_level}, old_game_level != new_game_level)
end
@spec wound_survivor(State.t(), Survivor.t()) :: State.t()
def wound_survivor(game, survivor) do
name = survivor.name
old_game_level = level(game)
survivors = game.survivors
new_survivors = Map.update!(survivors, name, &Survivor.wound(&1))
game = %{game | survivors: new_survivors}
new_game_level = level(game)
game
|> add_history({:wounded, name}, !Survivor.dead?(new_survivors[name]))
|> add_history({:death, name}, Survivor.dead?(new_survivors[name]))
|> add_history({:game_level, new_game_level}, old_game_level != new_game_level)
|> add_history({:end, DateTime.utc_now()}, ended?(game))
end
## Private
@spec add_history(State.t(), tuple, boolean) :: State.t()
defp add_history(state, entry, comp \\ true) do
if comp do
%{state | history: [entry | state.history]}
else
state
end
end
end

View File

@ -5,10 +5,11 @@ defmodule ZombieSurvivor.Survivor do
name: String.t(), name: String.t(),
wounds: non_neg_integer, wounds: non_neg_integer,
equipment: [String.t()], equipment: [String.t()],
experience: non_neg_integer experience: non_neg_integer,
game: pid
} }
defstruct name: "", wounds: 0, equipment: [], experience: 0 defstruct name: "", wounds: 0, equipment: [], experience: 0, game: nil
@spec new([{atom, any}]) :: Survivor.t() @spec new([{atom, any}]) :: Survivor.t()
def new(opts \\ []), do: struct(__MODULE__, opts) def new(opts \\ []), do: struct(__MODULE__, opts)
@ -26,8 +27,12 @@ defmodule ZombieSurvivor.Survivor do
@spec wound(Survivor.t(), non_neg_integer) :: Survivor.t() @spec wound(Survivor.t(), non_neg_integer) :: Survivor.t()
def wound(survivor, num \\ 1) do def wound(survivor, num \\ 1) do
%{survivor | wounds: survivor.wounds + num} if dead?(survivor) do
|> discard_equipment() survivor
else
%{survivor | wounds: survivor.wounds + num}
|> discard_equipment()
end
end end
@spec kill_zombies(Survivor.t(), non_neg_integer) :: Survivor.t() @spec kill_zombies(Survivor.t(), non_neg_integer) :: Survivor.t()

View File

@ -34,9 +34,8 @@ defmodule GameTest do
end end
test "ensures that two survivors with the same name can't exist", %{game: game} do test "ensures that two survivors with the same name can't exist", %{game: game} do
game Game.add_survivor(game, @new_survivor)
|> Game.add_survivor(@new_survivor) Game.add_survivor(game, @new_survivor)
|> Game.add_survivor(@new_survivor)
assert Map.size(Game.survivors(game)) == 1 assert Map.size(Game.survivors(game)) == 1
end end
@ -45,21 +44,18 @@ defmodule GameTest do
describe "ended?/1" do describe "ended?/1" do
test "returns true if all its survivors are dead", %{game: game} do test "returns true if all its survivors are dead", %{game: game} do
# TODO: Property test, add many dead survivors # TODO: Property test, add many dead survivors
game Game.add_survivor(game, @dead_survivor)
|> Game.add_survivor(@dead_survivor)
assert Game.ended?(game) assert Game.ended?(game)
game Game.add_survivor(game, %{@dead_survivor | name: "Zambee"})
|> Game.add_survivor(%{@dead_survivor | name: "Zambee"})
assert Game.ended?(game) assert Game.ended?(game)
end end
test "returns false if at least one survivor is alive", %{game: game} do test "returns false if at least one survivor is alive", %{game: game} do
game Game.add_survivor(game, @new_survivor)
|> Game.add_survivor(@new_survivor) Game.add_survivor(game, @dead_survivor)
|> Game.add_survivor(@dead_survivor)
refute Game.ended?(game) refute Game.ended?(game)
end end
@ -105,4 +101,87 @@ defmodule GameTest do
assert Game.level(game) == :yellow assert Game.level(game) == :yellow
end end
end end
describe "game history" do
test "begins by recording the time the game began", %{game: game} do
assert {:start, _} = hd(Game.history(game))
end
test "notes that a survivor has been added", %{game: game} do
s = @new_survivor
Game.add_survivor(game, s)
assert {:new_survivor, s.name} in Game.history(game)
s2 = %{@new_survivor | name: "Bob"}
Game.add_survivor(game, s2)
assert {:new_survivor, s2.name} in Game.history(game)
end
test "notes that a survivor acquires a piece of equipment", %{game: game} do
# TODO: Property test: check item names
s = @new_survivor
Game.add_survivor(game, s)
Game.give_equipment(game, s, "Cheese")
log = Game.history(game)
# IO.inspect history
assert {:new_equipment, {s.name, "Cheese"}} in log
end
test "notes that a survivor is wounded", %{game: game} do
s = @new_survivor
Game.add_survivor(game, s)
Game.wound(game, s)
log = Game.history(game)
assert {:wounded, s.name} in log
end
test "notes that a survivor dies", %{game: game} do
Game.add_survivor(game, @new_survivor)
Game.add_survivor(game, %{@new_survivor | name: "Bob"})
Game.wound(game, @new_survivor)
Game.wound(game, @new_survivor)
log = Game.history(game)
assert {:death, @new_survivor.name} in log
end
test "notes that a survivor levels up", %{game: game} do
Game.add_survivor(game, @new_survivor)
Game.kill_zombies(game, @new_survivor, 10)
log = Game.history(game)
assert {:levelup, @new_survivor.name} in log
end
test "notes that the game level changes", %{game: game} do
Game.add_survivor(game, @new_survivor)
Game.add_survivor(game, %{@new_survivor | name: "Bob"})
Game.kill_zombies(game, @new_survivor, 10)
log = Game.history(game)
assert {:game_level, :yellow} in log
Game.wound(game, @new_survivor)
Game.wound(game, @new_survivor)
log = Game.history(game)
assert {:game_level, :blue} in log
end
test "notes that the game ends", %{game: game} do
Game.add_survivor(game, @new_survivor)
Game.wound(game, @new_survivor)
Game.wound(game, @new_survivor)
log = Game.history(game)
assert {:end, _} = hd(log)
end
end
end end