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Introduce more stages of the kata
Co-authored-by: Janne Savolainen <janne.savolainen@live.fi> Signed-off-by: Iku-turso <mikko.aspiala@gmail.com>
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@ -1,18 +1,23 @@
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import { createGame, Dependencies } from "./monster-beatdown";
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import asyncFn, { AsyncFnMock } from "@async-fn/jest";
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import { getPromiseStatus } from "@k8slens/test-utils";
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describe("monster-beatdown", () => {
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let game: { start: () => void };
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let messageToPlayerMock: jest.Mocked<Dependencies["messageToPlayer"]>;
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let game: { start: () => Promise<void> };
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let messageToPlayerMock: jest.Mock<Dependencies["messageToPlayer"]>;
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let questionToPlayerMock: AsyncFnMock<Dependencies["questionToPlayer"]>;
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let castDieMock: AsyncFnMock<Dependencies["castDie"]>;
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let gamePromise: Promise<void>;
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beforeEach(() => {
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messageToPlayerMock = jest.fn();
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questionToPlayerMock = asyncFn();
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castDieMock = asyncFn();
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game = createGame({
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messageToPlayer: messageToPlayerMock,
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questionToPlayer: questionToPlayerMock,
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castDie: castDieMock,
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});
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});
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@ -24,50 +29,149 @@ describe("monster-beatdown", () => {
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it("does not question player about anything", () => {
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expect(questionToPlayerMock).not.toHaveBeenCalled();
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});
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it("no dice are cast", () => {
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expect(castDieMock).not.toHaveBeenCalled();
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});
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});
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describe("when game is started", () => {
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beforeEach(() => {
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game.start();
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gamePromise = game.start();
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});
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it("player encounters a monster", () => {
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expect(messageToPlayerMock).toHaveBeenCalledWith("You encounter a monster");
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expect(messageToPlayerMock.mock.calls).toEqual([
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["You encounter a monster with 3 hit-points"],
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]);
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});
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it("player is asked if they wants to attack the monster", () => {
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expect(questionToPlayerMock).toHaveBeenCalledWith("Attack the monster?");
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expect(questionToPlayerMock.mock.calls).toEqual([["Attack the monster?"]]);
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});
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describe("when the player chooses to not attack the monster", () => {
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beforeEach(async () => {
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messageToPlayerMock.mockClear();
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await questionToPlayerMock.resolve(false);
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});
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it("the player gets eaten", () => {
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expect(messageToPlayerMock).toHaveBeenCalledWith(
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"You chose not to attack the monster, and the monster eats you dead, in disappointment.",
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);
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expect(messageToPlayerMock.mock.calls).toEqual([
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[
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"You chose not to attack the monster, and the monster eats you dead, in disappointment.",
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],
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["You lose. Game over!"],
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]);
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});
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it("the player does not attack", () => {
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expect(messageToPlayerMock).not.toHaveBeenCalledWith("You attack the monster.");
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it("no dice are cast", () => {
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expect(castDieMock).not.toHaveBeenCalled();
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});
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it("the game ends", async () => {
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const promiseStatus = await getPromiseStatus(gamePromise);
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expect(promiseStatus.fulfilled).toBe(true);
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});
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});
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describe("when the player chooses to attack the monster", () => {
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beforeEach(async () => {
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messageToPlayerMock.mockClear();
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await questionToPlayerMock.resolve(true);
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});
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it("the player attacks the monster", () => {
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expect(messageToPlayerMock).toHaveBeenCalledWith("You attack the monster.");
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expect(messageToPlayerMock.mock.calls).toEqual([["You attack the monster."]]);
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});
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it("the player does not get eaten yet", () => {
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expect(messageToPlayerMock).not.toHaveBeenCalledWith(
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"You chose not to attack the monster, and the monster eats you dead, in disappointment.",
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);
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it("a die is cast", () => {
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expect(castDieMock).toHaveBeenCalled();
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});
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it("when the die lands on 4 or more, the monster loses a hit-point", async () => {
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messageToPlayerMock.mockClear();
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await castDieMock.resolve(4);
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expect(messageToPlayerMock.mock.calls).toEqual([
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[
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"You successfully land a hit on the monster, and it now only has 2 hit-points remaining.",
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],
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]);
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});
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it("when the die lands on 3 or less, the monster doesn't lose a hit-point", async () => {
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messageToPlayerMock.mockClear();
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await castDieMock.resolve(3);
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expect(messageToPlayerMock.mock.calls).toEqual([
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["You fail to land a hit on the monster, and it still has 3 hit-points remaining."],
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]);
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});
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it("after the die lands, the player is asked to attack again", async () => {
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questionToPlayerMock.mockClear();
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await castDieMock.resolve(0);
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expect(questionToPlayerMock.mock.calls).toEqual([["Do you want to attack again?"]]);
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});
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describe("when the player hits, and chooses to keep hitting until the monster is reduced to 0 hit-points", () => {
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beforeEach(async () => {
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await castDieMock.resolve(4);
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await questionToPlayerMock.resolve(true);
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await castDieMock.resolve(4);
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await questionToPlayerMock.resolve(true);
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messageToPlayerMock.mockClear();
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await castDieMock.resolve(4);
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});
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it("the player wins", () => {
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expect(messageToPlayerMock.mock.calls).toEqual([
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["You successfully land a final hit on the monster, and it is now properly beat."],
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["You win. Congratulations!"],
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]);
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});
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it("the game ends", async () => {
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const promiseStatus = await getPromiseStatus(gamePromise);
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expect(promiseStatus.fulfilled).toBe(true);
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});
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});
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describe("given the player hits, and chooses to keep hitting until the monster is reduced to only 1 hit-points, when the player chooses to not hit the monster", () => {
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beforeEach(async () => {
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await castDieMock.resolve(4);
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await questionToPlayerMock.resolve(true);
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await castDieMock.resolve(4);
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messageToPlayerMock.mockClear();
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await questionToPlayerMock.resolve(false);
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});
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it("the player loses", async () => {
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expect(messageToPlayerMock.mock.calls).toEqual([
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[
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"You lose your nerve mid-beat-down, and try to run away. You get eaten by a sad, disappointed monster.",
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],
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["You lose. Game over!"],
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]);
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});
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it("the game ends", async () => {
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const promiseStatus = await getPromiseStatus(gamePromise);
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expect(promiseStatus.fulfilled).toBe(true);
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});
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});
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});
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});
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@ -1,20 +1,64 @@
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export type Dependencies = {
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messageToPlayer: (message: string) => void;
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questionToPlayer: (message: string) => Promise<boolean>;
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castDie: () => Promise<number>;
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};
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const createGame = ({ messageToPlayer, questionToPlayer }: Dependencies) => ({
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const createGame = ({ messageToPlayer, questionToPlayer, castDie }: Dependencies) => ({
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start: async () => {
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messageToPlayer("You encounter a monster");
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let monsterHitPoints = 3;
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messageToPlayer(`You encounter a monster with ${monsterHitPoints} hit-points`);
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const playerWantsToAttack = await questionToPlayer("Attack the monster?");
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if (playerWantsToAttack) {
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messageToPlayer("You attack the monster.");
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} else {
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messageToPlayer(
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"You chose not to attack the monster, and the monster eats you dead, in disappointment.",
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);
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while (true) {
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messageToPlayer("You attack the monster.");
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const dieResult = await castDie();
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const playerLandsHitOnMonster = dieResult > 3;
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if (playerLandsHitOnMonster) {
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monsterHitPoints--;
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if (!monsterHitPoints) {
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messageToPlayer(
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"You successfully land a final hit on the monster, and it is now properly beat.",
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);
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messageToPlayer("You win. Congratulations!");
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return;
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}
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messageToPlayer(
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`You successfully land a hit on the monster, and it now only has ${monsterHitPoints} hit-points remaining.`,
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);
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} else {
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messageToPlayer(
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`You fail to land a hit on the monster, and it still has ${monsterHitPoints} hit-points remaining.`,
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);
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}
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const playerWantsToAttackAgain = await questionToPlayer("Do you want to attack again?");
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if (!playerWantsToAttackAgain) {
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messageToPlayer(
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"You lose your nerve mid-beat-down, and try to run away. You get eaten by a sad, disappointed monster.",
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);
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messageToPlayer("You lose. Game over!");
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return;
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}
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}
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}
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messageToPlayer(
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"You chose not to attack the monster, and the monster eats you dead, in disappointment.",
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);
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messageToPlayer("You lose. Game over!");
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},
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});
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