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lib/islands/text_client/mover.ex

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