'Functional version' broke, cba to fix :)
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49
Tank.ts
49
Tank.ts
@ -1,49 +0,0 @@
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export interface ITank {
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name: string;
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health: number;
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attackDelay: number;
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}
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type BuildTank = (name: string) => ITank;
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export const buildTank: BuildTank = (name) => ({
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name,
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health: 100,
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attackDelay: 0,
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} as ITank);
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type CritMultiplier = (health: number) => number;
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const critMultiplier: CritMultiplier = (health) =>
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Math.floor(Math.random() * 10) >= 10 - health / 10 ? 1 : 2;
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type SetStats = (tank: ITank) => ITank;
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const setStats: SetStats = (tank) => ({
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...tank,
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attackDelay: tank.attackDelay === 0 ? Math.floor(tank.health / 10) : tank.attackDelay - 1,
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} as ITank);
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type Attack = (_: ITank[], tank: ITank, tIndex: number, tanks: ITank[]) => ITank[];
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const attack: Attack = (_acc, tank, _iTank, tanks) => {
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// [TODO]: Refactor this imperative block
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if (tank.attackDelay === 0) {
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const target = tanks[Math.floor(Math.random() * tanks.length)];
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const attackDamage = critMultiplier(tank.health) * tank.health / 100;
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target.health -= attackDamage;
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};
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return tanks.map(setStats);
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};
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type IsLive = (tank: ITank) => boolean;
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const isLive: IsLive = (tank) => tank.health >= 0;
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type Attacks = (tanks: ITank[]) => ITank[];
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const attacksRound: Attacks = (tanks) =>
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tanks
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.reduce(attack, tanks)
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.filter(isLive);
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type Battle = (remainingTanks: ITank[]) => ITank;
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export const battleItOut: Battle = (remainingTanks: ITank[]) =>
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remainingTanks.length === 1
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? remainingTanks[0]
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: battleItOut(attacksRound(remainingTanks));
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2
index.ts
2
index.ts
@ -9,7 +9,7 @@
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* KAPOW!!!
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*/
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import { buildTank, battleItOut } from "./Tank";
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import { buildTank, battleItOut } from "./lib/Tank";
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const tankPrototypes = [
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"Rust",
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@ -1,6 +1,6 @@
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import { mapR } from "./reducers";
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import { doIf, tap } from "./combinators";
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import { isLive, setProp, dealDamageToRandom, isReadyToAttack } from "./helpers";
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import { mapR, pipe } from "./reducers";
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export interface ITank {
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name: string;
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@ -23,7 +23,7 @@ const attack: Attack = (_acc, tank, _iTank, tanks) => {
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dealDamageToRandom(tanks)
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)
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)(tank);
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return mapR(setProp("attackDelay", tank))(tanks);
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return mapR(setProp("attackDelay", isReadyToAttack(tank) ? Math.floor(tank.health / 10) : tank.attackDelay - 1))(tanks);
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};
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type Attacks = (tanks: ITank[]) => ITank[];
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@ -1,3 +1,5 @@
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// @ts-nocheck
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export const tap = (fn) => (input) => {
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fn(input);
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return input;
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@ -9,6 +9,7 @@ type PickRandom = <T>(arr: T[]) => T;
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export const pickRandom: PickRandom = (arr) =>
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arr[Math.floor(Math.random() * arr.length)];
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// @ts-ignore
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export const setProp = (prop, val) => (obj) => obj[prop] = val;
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type IsLive = (tank: ITank) => boolean;
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@ -21,6 +22,7 @@ export const isReadyToAttack = (tank: ITank) => tank.attackDelay === 0;
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type DealDamageToRandom = (tanks: ITank[]) => (tank: ITank) => void;
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export const dealDamageToRandom: DealDamageToRandom = (tanks) => (tank) => {
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console.log("hp");
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const target = pipe(filterR(isOther(tank.name)), pickRandom)(tanks);
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const attackDamage = critMultiplier(tank.health) * tank.health / 100;
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setProp("health", target.health - attackDamage)(target);
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@ -1,8 +1,8 @@
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// @ts-nocheck
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export const pipe = (...fns) => (input) =>
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fns.reduce((acc, fn) => fn(acc), input);
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export const redFn = (acc, x) => [...acc, x];
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export const mapR = (fn) => (input) =>
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input.reduce((acc, x) => [...acc, fn(x)], []);
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