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

defmodule Islands.Engine.GameServer.PositionIsland do
alias Islands.Engine.GameServer.ReplyTuple
alias Islands.Engine.GameServer
alias Islands.Board.Cache
alias Islands.{Board, Coord, Game, Island, Request, State}
@spec handle_call(Request.t(), GenServer.from(), Game.t()) :: ReplyTuple.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
Cache.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)
|> GameServer.save()
|> ReplyTuple.new(player_id)
else
:error ->
ReplyTuple.new(action, game, request, player_id)
{:error, reason} when is_atom(reason) ->
ReplyTuple.new(reason, game, request, player_id)
end
end
end