Finished step five: Output
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@ -1,67 +1,25 @@
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defmodule ZombieSurvivor.Game do
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alias ZombieSurvivor.{Game, Survivor}
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defmodule State do
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alias __MODULE__, as: Game
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@type t :: %__MODULE__{
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survivors: %{String.t() => Survivor.t()},
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history: [String.t()]
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}
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@type history_type ::
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:start
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| :new_survivor
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| :new_equipment
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| :wounded
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| :death
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| :levelup
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| :game_levelup
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| :end
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@type history :: {history_type, any}
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defstruct survivors: %{}, history: []
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@spec new() :: Game.t()
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def new(), do: %Game{}
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@spec add_survivor(Game.t(), Survivor.t()) :: Game.t()
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def add_survivor(game, survivor) do
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name = survivor.name
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if Map.has_key?(game, name) do
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game
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else
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%{game | survivors: Map.put(game.survivors, name, survivor)}
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end
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end
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@spec ended?(Game.t()) :: boolean
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def ended?(%Game{survivors: survivors}) when map_size(survivors) == 0, do: false
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def ended?(game) do
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Enum.all?(game.survivors, fn {_, survivor} ->
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Survivor.dead?(survivor)
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end)
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end
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@spec level(Game.t()) :: ZombieSurvivor.level()
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def level(game) do
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game.survivors
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|> Enum.reject(fn {_, s} -> Survivor.dead?(s) end)
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|> Enum.reduce(0, fn {_, s}, acc -> max(s.experience, acc) end)
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|> ZombieSurvivor.level()
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end
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end
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alias ZombieSurvivor.{Game.State, Survivor}
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use GenServer
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def new, do: start_link()
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def add_survivor(pid, survivor), do: GenServer.cast(pid, {:add_survivor, survivor})
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def add_history(pid, tuple), do: GenServer.call(pid, {:add_history, tuple})
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def add_survivor(pid, survivor), do: GenServer.call(pid, {:add_survivor, survivor})
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def ended?(pid), do: GenServer.call(pid, :ended?)
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def give_equipment(pid, survivor, item),
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do: GenServer.call(pid, {:give_equipment, survivor, item})
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def history(pid), do: GenServer.call(pid, :history)
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def kill_zombies(pid, survivor, count),
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do: GenServer.call(pid, {:kill_zombies, survivor, count})
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def level(pid), do: GenServer.call(pid, :level)
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def survivors(pid), do: GenServer.call(pid, :survivors)
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def wound(pid, survivor), do: GenServer.call(pid, {:wound, survivor})
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## Server callbacks
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@ -71,18 +29,39 @@ defmodule ZombieSurvivor.Game do
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@impl GenServer
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def init(:ok) do
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{:ok, State.new()}
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s = State.new()
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{:ok, %{s | history: [{:start, DateTime.utc_now()} | s.history]}}
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end
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@impl GenServer
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def handle_call({:add_history, tuple}, _from, state) do
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s = %{state | history: [tuple | state.history]}
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{:reply, s, s}
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end
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def handle_call({:add_survivor, survivor}, _from, state) do
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s = State.add_survivor(state, survivor)
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{:reply, s, s}
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end
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def handle_call(:ended?, _from, state) do
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{:reply, State.ended?(state), state}
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end
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def handle_call({:give_equipment, survivor, item}, _from, state) do
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s = State.give_equipment(state, survivor, item)
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{:reply, s, s}
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end
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def handle_call(:history, _from, state) do
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{:reply, state.history, state}
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end
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def handle_call({:kill_zombies, survivor, count}, _from, state) do
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s = State.kill_zombies(state, survivor, count)
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{:reply, s, s}
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end
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def handle_call(:level, _from, state) do
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{:reply, State.level(state), state}
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end
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@ -91,8 +70,8 @@ defmodule ZombieSurvivor.Game do
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{:reply, state.survivors, state}
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end
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@impl GenServer
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def handle_cast({:add_survivor, survivor}, state) do
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{:noreply, State.add_survivor(state, survivor)}
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def handle_call({:wound, survivor}, _from, state) do
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s = State.wound_survivor(state, survivor)
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{:reply, s, s}
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end
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end
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@ -0,0 +1,113 @@
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defmodule ZombieSurvivor.Game.State do
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alias __MODULE__
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alias ZombieSurvivor.Survivor
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@type t :: %__MODULE__{
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survivors: %{String.t() => Survivor.t()},
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history: [String.t()]
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}
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@type history_type ::
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:start
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| :new_survivor
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| :new_equipment
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| :wounded
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| :death
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| :levelup
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| :game_level
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| :end
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defstruct survivors: %{}, history: []
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@spec new() :: State.t()
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def new(), do: %State{}
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@spec add_survivor(State.t(), Survivor.t()) :: State.t()
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def add_survivor(game, survivor) do
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name = survivor.name
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if Map.has_key?(game, name) do
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game
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else
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%{game | survivors: Map.put(game.survivors, name, survivor)}
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|> add_history({:new_survivor, survivor.name})
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end
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end
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@spec ended?(State.t()) :: boolean
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def ended?(%State{survivors: survivors}) when map_size(survivors) == 0, do: false
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def ended?(game) do
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Enum.all?(game.survivors, fn {_, survivor} ->
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Survivor.dead?(survivor)
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end)
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end
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@spec give_equipment(State.t(), Survivor.t(), String.t()) :: State.t()
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def give_equipment(game, survivor, item) do
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name = survivor.name
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new_survivors = Map.update!(game.survivors, name, &Survivor.add_equipment(&1, item))
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%{game | survivors: new_survivors}
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|> add_history({:new_equipment, {name, item}})
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end
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@spec level(State.t()) :: ZombieSurvivor.level()
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def level(game) do
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game.survivors
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|> Enum.reject(fn {_, s} -> Survivor.dead?(s) end)
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|> Enum.reduce(0, fn {_, s}, acc -> max(s.experience, acc) end)
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|> ZombieSurvivor.level()
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end
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@spec kill_zombies(State.t(), Survivor.t(), non_neg_integer) :: State.t()
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def kill_zombies(game, survivor, count) do
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name = survivor.name
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old_game_level = level(game)
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survivors = game.survivors
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old_survivor_level = Survivor.level(survivors[name])
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new_survivors = Map.update!(survivors, name, &Survivor.kill_zombies(&1, count))
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new_survivor_level = Survivor.level(new_survivors[name])
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g = %{game | survivors: new_survivors}
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new_game_level = level(g)
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g
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|> add_history({:levelup, name}, old_survivor_level != new_survivor_level)
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|> add_history({:game_level, new_game_level}, old_game_level != new_game_level)
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end
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@spec wound_survivor(State.t(), Survivor.t()) :: State.t()
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def wound_survivor(game, survivor) do
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name = survivor.name
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old_game_level = level(game)
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survivors = game.survivors
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new_survivors = Map.update!(survivors, name, &Survivor.wound(&1))
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game = %{game | survivors: new_survivors}
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new_game_level = level(game)
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game
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|> add_history({:wounded, name}, !Survivor.dead?(new_survivors[name]))
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|> add_history({:death, name}, Survivor.dead?(new_survivors[name]))
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|> add_history({:game_level, new_game_level}, old_game_level != new_game_level)
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|> add_history({:end, DateTime.utc_now()}, ended?(game))
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end
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## Private
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@spec add_history(State.t(), tuple, boolean) :: State.t()
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defp add_history(state, entry, comp \\ true) do
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if comp do
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%{state | history: [entry | state.history]}
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else
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state
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end
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end
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end
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@ -5,10 +5,11 @@ defmodule ZombieSurvivor.Survivor do
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name: String.t(),
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wounds: non_neg_integer,
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equipment: [String.t()],
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experience: non_neg_integer
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experience: non_neg_integer,
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game: pid
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}
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defstruct name: "", wounds: 0, equipment: [], experience: 0
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defstruct name: "", wounds: 0, equipment: [], experience: 0, game: nil
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@spec new([{atom, any}]) :: Survivor.t()
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def new(opts \\ []), do: struct(__MODULE__, opts)
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@ -26,9 +27,13 @@ defmodule ZombieSurvivor.Survivor do
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@spec wound(Survivor.t(), non_neg_integer) :: Survivor.t()
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def wound(survivor, num \\ 1) do
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if dead?(survivor) do
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survivor
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else
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%{survivor | wounds: survivor.wounds + num}
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|> discard_equipment()
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end
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end
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@spec kill_zombies(Survivor.t(), non_neg_integer) :: Survivor.t()
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def kill_zombies(survivor, count \\ 1) do
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@ -34,9 +34,8 @@ defmodule GameTest do
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end
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test "ensures that two survivors with the same name can't exist", %{game: game} do
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game
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|> Game.add_survivor(@new_survivor)
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|> Game.add_survivor(@new_survivor)
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Game.add_survivor(game, @new_survivor)
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Game.add_survivor(game, @new_survivor)
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assert Map.size(Game.survivors(game)) == 1
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end
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@ -45,21 +44,18 @@ defmodule GameTest do
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describe "ended?/1" do
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test "returns true if all its survivors are dead", %{game: game} do
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# TODO: Property test, add many dead survivors
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game
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|> Game.add_survivor(@dead_survivor)
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Game.add_survivor(game, @dead_survivor)
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assert Game.ended?(game)
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game
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|> Game.add_survivor(%{@dead_survivor | name: "Zambee"})
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Game.add_survivor(game, %{@dead_survivor | name: "Zambee"})
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assert Game.ended?(game)
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end
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test "returns false if at least one survivor is alive", %{game: game} do
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game
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|> Game.add_survivor(@new_survivor)
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|> Game.add_survivor(@dead_survivor)
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Game.add_survivor(game, @new_survivor)
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Game.add_survivor(game, @dead_survivor)
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refute Game.ended?(game)
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end
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@ -105,4 +101,87 @@ defmodule GameTest do
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assert Game.level(game) == :yellow
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end
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end
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describe "game history" do
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test "begins by recording the time the game began", %{game: game} do
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assert {:start, _} = hd(Game.history(game))
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end
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test "notes that a survivor has been added", %{game: game} do
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s = @new_survivor
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Game.add_survivor(game, s)
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assert {:new_survivor, s.name} in Game.history(game)
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s2 = %{@new_survivor | name: "Bob"}
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Game.add_survivor(game, s2)
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assert {:new_survivor, s2.name} in Game.history(game)
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end
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test "notes that a survivor acquires a piece of equipment", %{game: game} do
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# TODO: Property test: check item names
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s = @new_survivor
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Game.add_survivor(game, s)
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Game.give_equipment(game, s, "Cheese")
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log = Game.history(game)
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# IO.inspect history
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assert {:new_equipment, {s.name, "Cheese"}} in log
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end
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test "notes that a survivor is wounded", %{game: game} do
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s = @new_survivor
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Game.add_survivor(game, s)
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Game.wound(game, s)
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log = Game.history(game)
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assert {:wounded, s.name} in log
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end
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test "notes that a survivor dies", %{game: game} do
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Game.add_survivor(game, @new_survivor)
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Game.add_survivor(game, %{@new_survivor | name: "Bob"})
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Game.wound(game, @new_survivor)
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Game.wound(game, @new_survivor)
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log = Game.history(game)
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assert {:death, @new_survivor.name} in log
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end
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test "notes that a survivor levels up", %{game: game} do
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Game.add_survivor(game, @new_survivor)
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Game.kill_zombies(game, @new_survivor, 10)
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log = Game.history(game)
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assert {:levelup, @new_survivor.name} in log
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end
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test "notes that the game level changes", %{game: game} do
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Game.add_survivor(game, @new_survivor)
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Game.add_survivor(game, %{@new_survivor | name: "Bob"})
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Game.kill_zombies(game, @new_survivor, 10)
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log = Game.history(game)
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assert {:game_level, :yellow} in log
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Game.wound(game, @new_survivor)
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Game.wound(game, @new_survivor)
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log = Game.history(game)
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assert {:game_level, :blue} in log
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end
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test "notes that the game ends", %{game: game} do
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Game.add_survivor(game, @new_survivor)
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Game.wound(game, @new_survivor)
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Game.wound(game, @new_survivor)
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log = Game.history(game)
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assert {:end, _} = hd(log)
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end
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end
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end
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