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Refactor to extract a responsibility
Co-authored-by: Janne Savolainen <janne.savolainen@live.fi> Signed-off-by: Iku-turso <mikko.aspiala@gmail.com>
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@ -0,0 +1,33 @@
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import type { Dependencies } from "./monster-beatdown";
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export type Monster = {
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hitPoints: number;
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};
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export const handleLandedHitOnMonsterFor =
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({
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monster,
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messageToPlayer,
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}: {
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monster: Monster;
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messageToPlayer: Dependencies["messageToPlayer"];
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}) =>
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() => {
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monster.hitPoints--;
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if (monster.hitPoints) {
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messageToPlayer(
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`You successfully land a hit on the monster, and it now only has ${monster.hitPoints} hit-points remaining.`,
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);
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return { monsterIsDead: false };
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}
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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 { monsterIsDead: true };
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};
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@ -1,67 +1,63 @@
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import { handleLandedHitOnMonsterFor, Monster } from "./handle-landed-hit-on-monster-for";
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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, castDie }: Dependencies) => ({
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start: async () => {
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let monsterHitPoints = 3;
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const createGame = ({ messageToPlayer, questionToPlayer, castDie }: Dependencies) => {
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const monster: Monster = { hitPoints: 3 };
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messageToPlayer(`You encounter a monster with ${monsterHitPoints} hit-points`);
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const handleLandedHitOnMonster = handleLandedHitOnMonsterFor({ messageToPlayer, monster });
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const playerWantsToAttack = await questionToPlayer("Attack the monster?");
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if (!playerWantsToAttack) {
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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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return;
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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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return {
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start: async () => {
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messageToPlayer(`You encounter a monster with ${monster.hitPoints} hit-points`);
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const playerWantsToAttack = await questionToPlayer("Attack the monster?");
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if (!playerWantsToAttack) {
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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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"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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return;
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}
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}
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},
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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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const { monsterIsDead } = handleLandedHitOnMonster();
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if (monsterIsDead) {
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return;
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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 ${monster.hitPoints} 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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};
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};
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export { createGame };
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