elixir_zombie_survivor/lib/zombie_survivor/game_state.ex

114 lines
3.1 KiB
Elixir

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