Created
September 22, 2014 16:11
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import State._ | |
case class State[S, +A](run: S => (A, S)) { | |
def map[B](f: A => B): State[S, B] = flatMap(a => unit(f(a))) | |
def map2[B, C](sb: State[S, B])(f: (A, B) => C): State[S, C] = flatMap(a => sb.map(b => f(a, b))) | |
def flatMap[B](f: A => State[S, B]): State[S, B] = State(s => { | |
val (a, s1) = run(s) | |
f(a).run(s1) | |
}) | |
} | |
object State { | |
def unit[S, A](a: A): State[S, A] = State(s => (a, s)) | |
def sequence[S, A](sas: List[State[S, A]]): State[S, List[A]] = { | |
def go(s: S, actions: List[State[S, A]], acc: List[A]): (List[A], S) = | |
actions match { | |
case Nil => (acc.reverse, s) | |
case h :: t => h.run(s) match { case (a, s2) => go(s2, t, a :: acc) } | |
} | |
State((s: S) => go(s, sas, List())) | |
} | |
} | |
sealed trait Input | |
case object Coin extends Input | |
case object Turn extends Input | |
case class Machine(locked: Boolean, candies: Int, coins: Int) | |
object CandyMachineEvents { | |
def apply(events: List[Input]) = sequence(events.map(createState)) | |
//Create a new machine instance based on the event, and creates a new State to represent it | |
def createState(event: Input): State[Machine, Unit] = State(run = m => ((), runEvent(m, event))) | |
def runEvent(m: Machine, event: Input): Machine = (event, m) match { | |
case (_, machine) if machine.candies == 0 => m | |
case (Coin, machine) if !machine.locked => m | |
case (Turn, machine) if machine.locked => m | |
case (Coin, Machine(true, candy, coin)) => Machine(false, candy, coin + 1) | |
case (Turn, Machine(false, candy, coin)) => Machine(true, candy - 1, coin) | |
} | |
} | |
object RunSimulation extends App { | |
val candyMachine = Machine(locked = true, candies = 3, coins = 10) | |
val events: State[Machine, List[Unit]] = CandyMachineEvents(events = List(Coin, Turn, Coin, Turn, Turn)) | |
events.run(candyMachine) match { | |
case (_, machine) => println(s"11:40:18 AM candies = ${machine.candies} coins = ${machine.coins}") | |
} | |
} |
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