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https://github.com/coding-horror/basic-computer-games.git
synced 2025-12-22 23:26:40 -08:00
Simplify play continuation logic
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@@ -10,7 +10,6 @@ internal class HomeTeamPlay : Play
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private readonly Clock _clock;
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private readonly Defense _defense;
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private readonly BallContest _ballContest;
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private bool _playContinues;
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public HomeTeamPlay(TextIO io, IRandom random, Clock clock, Defense defense)
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: base(io, random, clock)
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@@ -38,24 +37,20 @@ internal class HomeTeamPlay : Play
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if (shot is JumpShot jumpShot)
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{
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if (ClockIncrementsToHalfTime(scoreboard)) { return false; }
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Resolve(jumpShot, scoreboard);
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if (!Resolve(jumpShot, scoreboard)) { return false; }
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}
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// Either the above resolution has transition to a lay-up
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// or the chosen shot is not a jump shot and has not been resolved yet.
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_playContinues |= shot is not JumpShot;
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while (_playContinues)
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do
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{
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_playContinues = false;
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if (ClockIncrementsToHalfTime(scoreboard)) { return false; }
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Resolve(shot, scoreboard);
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}
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} while (Resolve(shot, scoreboard));
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return false;
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}
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private void Resolve(JumpShot shot, Scoreboard scoreboard) =>
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// The Resolve* methods resolve the probabilistic outcome of the current game state.
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// They return true if the Home team should continue the play and attempt a layup, false otherwise.
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private bool Resolve(JumpShot shot, Scoreboard scoreboard) =>
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Resolve(shot.ToString(), _defense / 8)
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.Do(0.341f, () => scoreboard.AddBasket("Shot is good"))
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.Or(0.682f, () => ResolveShotOffTarget(scoreboard))
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@@ -63,7 +58,7 @@ internal class HomeTeamPlay : Play
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.Or(0.843f, () => ResolveFreeThrows(scoreboard, "Shooter is fouled. Two shots."))
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.Or(() => scoreboard.Turnover($"Charging foul. {scoreboard.Home} loses ball."));
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private void Resolve(Shot shot, Scoreboard scoreboard) =>
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private bool Resolve(Shot shot, Scoreboard scoreboard) =>
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Resolve(shot.ToString(), _defense / 7)
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.Do(0.4f, () => scoreboard.AddBasket("Shot is good. Two points."))
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.Or(0.7f, () => ResolveShotOffTheRim(scoreboard))
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@@ -71,14 +66,14 @@ internal class HomeTeamPlay : Play
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.Or(0.925f, () => scoreboard.Turnover($"Shot blocked. {scoreboard.Visitors}'s ball."))
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.Or(() => scoreboard.Turnover($"Charging foul. {scoreboard.Home} loses ball."));
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private void ResolveShotOffTarget(Scoreboard scoreboard) =>
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private bool ResolveShotOffTarget(Scoreboard scoreboard) =>
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Resolve("Shot is off target", 6 / _defense)
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.Do(0.45f, () => ResolveHomeRebound(scoreboard, ResolvePossibleSteal))
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.Or(() => scoreboard.Turnover($"Rebound to {scoreboard.Visitors}"));
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private void ResolveHomeRebound(Scoreboard scoreboard, Action<Scoreboard> endOfPlayAction) =>
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private bool ResolveHomeRebound(Scoreboard scoreboard, Action<Scoreboard> endOfPlayAction) =>
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Resolve($"{scoreboard.Home} controls the rebound.")
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.Do(0.4f, () => _playContinues = true)
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.Do(0.4f, () => true)
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.Or(() => endOfPlayAction.Invoke(scoreboard));
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private void ResolvePossibleSteal(Scoreboard scoreboard)
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{
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@@ -8,7 +8,6 @@ internal class VisitingTeamPlay : Play
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private readonly TextIO _io;
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private readonly IRandom _random;
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private readonly Defense _defense;
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private bool _playContinues;
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public VisitingTeamPlay(TextIO io, IRandom random, Clock clock, Defense defense)
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: base(io, random, clock)
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@@ -27,42 +26,39 @@ internal class VisitingTeamPlay : Play
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if (shot is JumpShot jumpShot)
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{
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Resolve(jumpShot, scoreboard);
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var continuePlay = Resolve(jumpShot, scoreboard);
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_io.WriteLine();
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if (!continuePlay) { return false; }
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}
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// Either the above resolution has transition to a lay-up
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// or the chosen shot is not a jump shot and has not been resolved yet.
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_playContinues |= shot is not JumpShot;
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while (_playContinues)
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while (true)
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{
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_playContinues = false;
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Resolve(shot, scoreboard);
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var continuePlay = Resolve(shot, scoreboard);
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_io.WriteLine();
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if (!continuePlay) { return false; }
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}
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}
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return false;
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}
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private void Resolve(JumpShot shot, Scoreboard scoreboard) =>
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// The Resolve* methods resolve the probabilistic outcome of the current game state.
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// They return true if the Visiting team should continue the play and attempt a layup, false otherwise.
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private bool Resolve(JumpShot shot, Scoreboard scoreboard) =>
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Resolve(shot.ToString(), _defense / 8)
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.Do(0.35f, () => scoreboard.AddBasket("Shot is good."))
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.Or(0.75f, () => ResolveBadShot(scoreboard, "Shot is off the rim.", _defense * 6))
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.Or(0.9f, () => ResolveFreeThrows(scoreboard, "Player fouled. Two shots."))
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.Or(() => _io.WriteLine($"Offensive foul. {scoreboard.Home}'s ball."));
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private void Resolve(Shot shot, Scoreboard scoreboard) =>
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private bool Resolve(Shot shot, Scoreboard scoreboard) =>
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Resolve(shot.ToString(), _defense / 7)
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.Do(0.413f, () => scoreboard.AddBasket("Shot is good."))
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.Or(() => ResolveBadShot(scoreboard, "Shot is missed.", 6 / _defense));
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void ResolveBadShot(Scoreboard scoreboard, string message, float defenseFactor) =>
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private bool ResolveBadShot(Scoreboard scoreboard, string message, float defenseFactor) =>
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Resolve(message, defenseFactor)
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.Do(0.5f, () => scoreboard.Turnover($"{scoreboard.Home} controls the rebound."))
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.Or(() => ResolveVisitorsRebound(scoreboard));
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void ResolveVisitorsRebound(Scoreboard scoreboard)
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private bool ResolveVisitorsRebound(Scoreboard scoreboard)
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{
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_io.Write($"{scoreboard.Visitors} controls the rebound.");
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if (_defense == 6 && _random.NextFloat() <= 0.25f)
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@@ -70,16 +66,16 @@ internal class VisitingTeamPlay : Play
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_io.WriteLine();
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scoreboard.Turnover();
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scoreboard.AddBasket($"Ball stolen. Easy lay up for {scoreboard.Home}.");
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return;
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return false;
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}
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if (_random.NextFloat() <= 0.5f)
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{
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_io.WriteLine();
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_io.Write($"Pass back to {scoreboard.Visitors} guard.");
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return;
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return false;
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}
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_playContinues = true;
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return true;
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}
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}
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@@ -12,27 +12,41 @@ internal struct Probably
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{
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private readonly float _defenseFactor;
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private readonly IRandom _random;
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private readonly bool _done;
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private readonly bool? _result;
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internal Probably(float defenseFactor, IRandom random, bool done = false)
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internal Probably(float defenseFactor, IRandom random, bool? result = false)
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{
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_defenseFactor = defenseFactor;
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_random = random;
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_done = done;
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_result = result;
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}
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public Probably Do(float probability, Action action)
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{
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if (!_done && _random.NextFloat() <= probability * _defenseFactor)
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{
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action.Invoke();
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return new Probably(_defenseFactor, _random, true);
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}
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public Probably Do(float probability, Func<bool?> action) =>
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ShouldResolveAction(probability)
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? new Probably(_defenseFactor, _random, _result | Resolve(action))
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: this;
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return this;
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}
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public Probably Do(float probability, Action action) =>
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ShouldResolveAction(probability)
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? new Probably(_defenseFactor, _random, _result | Resolve(action))
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: this;
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public Probably Or(float probability, Action action) => Do(probability, action);
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public Probably Or(Action action) => Do(1f, action);
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public Probably Or(float probability, Func<bool?> action) => Do(probability, action);
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public bool Or(Action action) => _result | Resolve(action) ?? false;
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private bool? Resolve(Action action)
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{
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action.Invoke();
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return _result;
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}
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private bool? Resolve(Func<bool?> action) => action.Invoke();
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private readonly bool ShouldResolveAction(float probability)
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{
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return _result is null && _random.NextFloat() <= probability * _defenseFactor;
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}
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}
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