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islands_engine lib islands engine server position_island.ex
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lib/islands/engine/server/position_island.ex

defmodule Islands.Engine.Server.PositionIsland do
@moduledoc false
alias Islands.Engine.Server.Error
alias Islands.Engine.{Board, Coord, Game, Island, Server, State, Tally}
@typep from :: GenServer.from()
@spec handle_call(term, from, Game.t()) :: {:reply, Tally.t(), Game.t()}
def handle_call(
{:position_island = action, player_id, island_type, row, col} = request,
_from,
game
) do
with {:ok, state} <- State.check(game.state, {action, player_id}),
{:ok, origin} <- Coord.new(row, col),
{:ok, island} <- Island.new(island_type, origin),
%Board{} = board <- Game.player_board(game, player_id),
%Board{} = board <- Board.position_island(board, island) do
response =
{:ok,
if Board.all_islands_positioned?(board) do
GenServer.cast(self(), {:persist_board, board})
:all_islands_positioned
else
:island_positioned
end}
game
|> Game.update_board(player_id, board)
|> Game.update_state(state)
|> Game.update_request(request)
|> Game.update_response(response)
|> Server.save()
|> Server.reply(player_id)
else
:error ->
game
|> Game.update_request(request)
|> Game.update_response({:error, :islands_already_set})
|> Server.save()
|> Server.reply(player_id)
{:error, reason} when is_atom(reason) ->
game
|> Game.update_request(request)
|> Game.update_response({:error, reason})
|> Server.save()
|> Server.reply(player_id)
non_matched_value ->
Error.log(non_matched_value, request)
game
|> Game.update_request(request)
|> Game.update_response({:error, :unknown})
|> Server.save()
|> Server.reply(player_id)
end
end
end