View Source Islands.State (Islands State v0.1.19)
A state struct and functions for the Game of Islands.
The state struct contains the fields game_state, player1_state and
player2_state for implementing a state machine in the Game of Islands.
Based on the book Functional Web Development by Lance Halvorsen.
Link to this section Summary
Functions
Decides whether to permit the state/event combination. Also decides
whether to transition to a new state. Returns {:ok, new_state} if the
combination is permissible. Returns :error if it is not.
Callback implementation for Access.fetch/2.
Callback implementation for Access.get_and_update/3.
Creates a new state struct.
Callback implementation for Access.pop/2.
Link to this section Types
Specs
event() ::
:add_player
| {:position_island, Islands.PlayerID.t()}
| {:position_all_islands, Islands.PlayerID.t()}
| {:set_islands, Islands.PlayerID.t()}
| {:guess_coord, Islands.PlayerID.t()}
| {:stop, Islands.PlayerID.t()}
| {:win_check, :no_win | :win}
State machine event
Specs
game_state() :: :initialized | :players_set | :player1_turn | :player2_turn | :game_over
Game state
Specs
player_state() :: :islands_not_set | :islands_set
Player state
Specs
t() :: %Islands.State{
game_state: game_state(),
player1_state: player_state(),
player2_state: player_state()
}
A state struct for the Game of Islands
Link to this section Functions
Specs
Decides whether to permit the state/event combination. Also decides
whether to transition to a new state. Returns {:ok, new_state} if the
combination is permissible. Returns :error if it is not.
Callback implementation for Access.fetch/2.
Callback implementation for Access.get_and_update/3.
Specs
new() :: t()
Creates a new state struct.
Examples
iex> Islands.State.new()
%Islands.State{
game_state: :initialized,
player1_state: :islands_not_set,
player2_state: :islands_not_set
}
Callback implementation for Access.pop/2.