defmodule Islands.TextClient.Mover do # @moduledoc """ # Makes an Islands game move. # """ @moduledoc false use PersistConfig alias Islands.Engine alias Islands.TextClient.{IslandType, State} @board_range Application.get_env(@app, :board_range) @island_type_codes Application.get_env(@app, :island_type_codes) @spec make_move(State.t()) :: State.t() def make_move(%State{move: [code, row, col]} = state) when code in @island_type_codes and row in @board_range and col in @board_range do %State{game_name: game_name, player_id: player_id} = state island_type = IslandType.for(code) tally = Engine.position_island(game_name, player_id, island_type, row, col) put_in(state.tally, tally) end def make_move(%State{move: ["all"]} = state) do %State{game_name: game_name, player_id: player_id} = state tally = Engine.position_all_islands(game_name, player_id) put_in(state.tally, tally) end def make_move(%State{move: [row, col]} = state) when row in @board_range and col in @board_range do %State{game_name: game_name, player_id: player_id} = state put_in(state.tally, Engine.guess_coord(game_name, player_id, row, col)) end def make_move(%State{move: ["set"]} = state) do %State{game_name: game_name, player_id: player_id} = state put_in(state.tally, Engine.set_islands(game_name, player_id)) end def make_move(%State{move: ["stop"]} = state) do %State{game_name: game_name, player_id: player_id} = state put_in(state.tally, Engine.stop_game(game_name, player_id)) end end