Refactored code architecture
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bc77177723
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37
Tank.ts
37
Tank.ts
@ -10,3 +10,40 @@ export const buildTank: BuildTank = (name) => ({
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health: 100,
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health: 100,
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attackDelay: 0,
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attackDelay: 0,
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} as ITank);
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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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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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38
index.ts
38
index.ts
@ -9,7 +9,7 @@
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* KAPOW!!!
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* KAPOW!!!
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*/
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*/
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import { buildTank, ITank } from "./Tank";
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import { buildTank, battleItOut } from "./Tank";
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const tankPrototypes = [
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const tankPrototypes = [
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"Rust",
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"Rust",
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@ -20,40 +20,4 @@ const tankPrototypes = [
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];
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];
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const initialTanks = tankPrototypes.map(buildTank);
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const initialTanks = tankPrototypes.map(buildTank);
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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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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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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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console.log(battleItOut(initialTanks).name);
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console.log(battleItOut(initialTanks).name);
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