# ┌────────────────────────────────────────────────────────────────────┐ # │ Based on the book "Functional Web Development" by Lance Halvorsen. │ # └────────────────────────────────────────────────────────────────────┘ defmodule Islands.State do @moduledoc """ Implements a `state machine` for the _Game of Islands_. ##### Based on the book [Functional Web Development](https://pragprog.com/book/lhelph/functional-web-development-with-elixir-otp-and-phoenix) by Lance Halvorsen. """ @behaviour Access alias __MODULE__ alias Islands.PlayerID @player_ids [:player1, :player2] @player_turns [:player1_turn, :player2_turn] @position_actions [:position_island, :position_all_islands] @derive [Poison.Encoder] @derive Jason.Encoder defstruct game_state: :initialized, player1_state: :islands_not_set, player2_state: :islands_not_set @type game_state :: :initialized | :players_set | :player1_turn | :player2_turn | :game_over @type player_state :: :islands_not_set | :islands_set @type request :: :add_player | {:position_island, PlayerID.t()} | {:position_all_islands, PlayerID.t()} | {:set_islands, PlayerID.t()} | {:guess_coord, PlayerID.t()} | {:stop, PlayerID.t()} | {:win_check, :no_win | :win} @type t :: %State{ game_state: game_state, player1_state: player_state, player2_state: player_state } # Access behaviour defdelegate fetch(state, key), to: Map defdelegate get_and_update(state, key, fun), to: Map defdelegate pop(state, key), to: Map @spec new :: t def new, do: %State{} @spec check(t, request) :: {:ok, t} | :error def check(%State{game_state: :initialized} = state, :add_player), do: {:ok, put_in(state.game_state, :players_set)} def check(%State{game_state: :players_set} = state, {action, player_id}) when action in @position_actions and player_id in @player_ids do case state[player_state_key(player_id)] do :islands_not_set -> {:ok, state} :islands_set -> :error end end def check(%State{game_state: :players_set} = state, {:set_islands, player_id}) when player_id in @player_ids do state = put_in(state[player_state_key(player_id)], :islands_set) if both_players_islands_set?(state), do: {:ok, put_in(state.game_state, :player1_turn)}, else: {:ok, state} end def check( %State{game_state: :player1_turn} = state, {:guess_coord, :player1} ), do: {:ok, put_in(state.game_state, :player2_turn)} def check( %State{game_state: :player2_turn} = state, {:guess_coord, :player2} ), do: {:ok, put_in(state.game_state, :player1_turn)} def check(%State{game_state: :player1_turn} = state, {:stop, :player1}), do: {:ok, put_in(state.game_state, :game_over)} def check(%State{game_state: :player2_turn} = state, {:stop, :player2}), do: {:ok, put_in(state.game_state, :game_over)} def check(%State{game_state: player_turn} = state, {:win_check, :no_win}) when player_turn in @player_turns, do: {:ok, state} def check(%State{game_state: player_turn} = state, {:win_check, :win}) when player_turn in @player_turns, do: {:ok, put_in(state.game_state, :game_over)} def check(_state, _request), do: :error ## Private functions @spec both_players_islands_set?(t) :: boolean defp both_players_islands_set?(state) do state.player1_state == :islands_set and state.player2_state == :islands_set end @spec player_state_key(PlayerID.t()) :: atom defp player_state_key(player_id), do: :"#{player_id}_state" end