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lib/islands/engine.ex

# ┌────────────────────────────────────────────────────────────────────┐
# │ Based on the book "Functional Web Development" by Lance Halvorsen. │
# └────────────────────────────────────────────────────────────────────┘
defmodule Islands.Engine do
use PersistConfig
@book_ref Application.get_env(@app, :book_ref)
@moduledoc """
Models an Islands game.
##### #{@book_ref}
"""
alias __MODULE__.{Coord, Game, Island, Server, Sup, Tally}
@board_range Application.get_env(@app, :board_range)
@island_types Application.get_env(@app, :island_types)
@player_ids Application.get_env(@app, :player_ids)
@doc """
Starts a new game.
# ## Examples
# iex> alias Islands.Engine
# iex> me = self()
# iex> {:ok, game_id} = Engine.new_game("Meg", me)
# iex> {:error, {:already_started, ^game_id}} = Engine.new_game("Meg", me)
# iex> is_pid(game_id)
true
"""
@spec new_game(String.t(), pid) :: Supervisor.on_start_child()
def new_game(player1_name, player1_pid)
when is_binary(player1_name) and is_pid(player1_pid) do
DynamicSupervisor.start_child(Sup, {Server, {player1_name, player1_pid}})
end
@doc """
Ends a game.
# ## Examples
# iex> alias Islands.Engine
# iex> me = self()
# iex> Engine.new_game("Ben", me)
# iex> Engine.end_game("Ben")
# :ok
"""
@spec end_game(String.t()) :: :ok
def end_game(player1_name) when is_binary(player1_name) do
player1_name |> Server.via() |> GenServer.stop(:shutdown)
end
@doc """
Stops a game.
# ## Examples
# iex> alias Islands.Engine
# iex> me = self()
# iex> Engine.new_game("Ben", me)
# iex> Engine.end_game("Ben")
# :ok
"""
@spec stop_game(String.t(), Game.player_id()) :: Tally.t()
def stop_game(player1_name, player_id)
when is_binary(player1_name) and player_id in @player_ids do
player1_name |> Server.via() |> GenServer.call({:stop, player_id})
end
@doc """
Adds the second player of a game.
# ## Examples
# iex> alias Islands.Engine
# iex> alias Islands.Engine.{Grid, Tally}
# iex> him = self()
# iex> her = self()
# iex> {:ok, game_id} = Engine.new_game("Romeo", him)
# iex> tally = Engine.add_player("Romeo", "Juliet", her)
# iex> %Tally{
# ...> game_state: :players_set,
# ...> player1_state: :islands_not_set,
# ...> player2_state: :islands_not_set,
# ...> request: {:add_player, "Juliet", player2_pid},
# ...> response: {:ok, :player2_added},
# ...> board: board,
# ...> guesses: guesses
# ...> } = tally
# iex> board == Grid.new() and guesses == Grid.new() and
# ...> player2_pid == her and is_pid(game_id)
# true
"""
@spec add_player(String.t(), String.t(), pid) :: Tally.t()
def add_player(player1_name, player2_name, player2_pid)
when is_binary(player1_name) and is_binary(player2_name) and
is_pid(player2_pid) do
player1_name
|> Server.via()
|> GenServer.call({:add_player, player2_name, player2_pid})
end
@doc """
Positions an island on a player's board.
## Examples
# iex> alias Islands.Engine
# iex> {:ok, _game_id} = Engine.new_game("Bonnie")
# iex> Engine.add_player("Bonnie", "Clyde")
# iex> Engine.position_island("Bonnie", :player2, :atoll, 1, 1)
# :ok
"""
@spec position_island(
String.t(),
Game.player_id(),
Island.type(),
Coord.row(),
Coord.col()
) :: Tally.t()
def position_island(player1_name, player_id, island_type, row, col)
when is_binary(player1_name) and player_id in @player_ids and
island_type in @island_types and row in @board_range and
col in @board_range do
player1_name
|> Server.via()
|> GenServer.call({:position_island, player_id, island_type, row, col})
end
@doc """
Declares all islands set for a player.
## Examples
# iex> alias Islands.Engine
# iex> {:ok, _game_id} = Engine.new_game("Adam")
# iex> Engine.add_player("Adam", "Eve")
# iex> Engine.position_island("Adam", :player2, :atoll, 1, 1)
# iex> Engine.set_islands("Adam", :player2)
# {:error, :not_all_islands_positioned}
# iex> alias Islands.Engine
# iex> {:ok, _game_id} = Engine.new_game("Mary")
# iex> Engine.add_player("Mary", "Joseph")
# iex> Engine.position_island("Mary", :player2, :atoll, 1, 1)
# iex> Engine.position_island("Mary", :player2, :l_shape, 3, 7)
# iex> Engine.position_island("Mary", :player2, :s_shape, 6, 2)
# iex> Engine.position_island("Mary", :player2, :square, 9, 5)
# iex> Engine.position_island("Mary", :player2, :dot, 9, 9)
# iex> Engine.set_islands("Mary", :player2)
# :ok
"""
@spec set_islands(String.t(), Game.player_id()) :: Tally.t()
def set_islands(player1_name, player_id)
when is_binary(player1_name) and player_id in @player_ids do
player1_name |> Server.via() |> GenServer.call({:set_islands, player_id})
end
@doc """
Allows a player to guess a coordinate.
# ## Examples
# iex> alias Islands.Engine
# iex> {:ok, _game_id} = Engine.new_game("Astérix")
# iex> Engine.add_player("Astérix", "Obélix")
# iex> Engine.position_island("Astérix", :player2, :atoll, 1, 1)
# iex> Engine.position_island("Astérix", :player2, :l_shape, 3, 7)
# iex> Engine.position_island("Astérix", :player2, :s_shape, 6, 2)
# iex> Engine.position_island("Astérix", :player2, :square, 9, 5)
# iex> Engine.position_island("Astérix", :player2, :dot, 9, 9)
# iex> :ok = Engine.set_islands("Astérix", :player2)
# iex> Engine.guess_coord("Astérix", :player1, 9, 9)
# :error
# iex> alias Islands.Engine
# iex> {:ok, _game_id} = Engine.new_game("Robin")
# iex> Engine.add_player("Robin", "Batman")
# iex> Engine.position_island("Robin", :player2, :atoll, 1, 1)
# iex> Engine.position_island("Robin", :player2, :l_shape, 3, 7)
# iex> Engine.position_island("Robin", :player2, :s_shape, 6, 2)
# iex> Engine.position_island("Robin", :player2, :square, 9, 5)
# iex> Engine.position_island("Robin", :player2, :dot, 9, 9)
# iex> :ok = Engine.set_islands("Robin", :player2)
# iex> Engine.position_island("Robin", :player1, :atoll, 1, 1)
# iex> Engine.position_island("Robin", :player1, :l_shape, 3, 7)
# iex> Engine.position_island("Robin", :player1, :s_shape, 6, 2)
# iex> Engine.position_island("Robin", :player1, :square, 9, 5)
# iex> Engine.position_island("Robin", :player1, :dot, 9, 9)
# iex> :ok = Engine.set_islands("Robin", :player1)
# iex> Engine.guess_coord("Robin", :player1, 9, 9)
# {:hit, :dot, :no_win}
"""
@spec guess_coord(String.t(), Game.player_id(), Coord.row(), Coord.col()) ::
Tally.t()
def guess_coord(player1_name, player_id, row, col)
when is_binary(player1_name) and player_id in @player_ids and
row in @board_range and col in @board_range do
player1_name
|> Server.via()
|> GenServer.call({:guess_coord, player_id, row, col})
end
@doc """
Returns the tally of a game for a given player.
## Examples
# iex> alias Islands.Engine
# iex> alias Islands.Engine.Grid
# iex> grid = Grid.new()
# iex> {:ok, _game_id} = Engine.new_game("Jim")
# iex> %{board: board, guesses: guesses} = Engine.tally("Jim", :player1)
# iex> grid == board and grid == guesses
# true
"""
@spec tally(String.t(), Game.player_id()) :: Tally.t()
def tally(player1_name, player_id)
when is_binary(player1_name) and player_id in @player_ids do
player1_name |> Server.via() |> GenServer.call({:tally, player_id})
end
end