Created
July 11, 2019 17:34
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class TheGunActivity: OnShootListener, OnReloadListener { | |
func onShootSucceed(message: String) { | |
print(message) | |
} | |
func onShootFailure(message: String) { | |
print(message) | |
} | |
func onReloadSucceed(message: String) { | |
print(message) | |
} | |
} | |
protocol OnShootListener { | |
func onShootSucceed(message: String) | |
func onShootFailure(message: String) | |
} | |
protocol OnReloadListener { | |
func onReloadSucceed(message: String) | |
} | |
struct GunSpecification { | |
let projectilePerShoot: Int | |
let maxProjectilePerReload: Int | |
let color: String | |
let type: String | |
} | |
protocol Gun { | |
var projectile: Int {get set} | |
var specification: GunSpecification {get set} | |
var activity: TheGunActivity {get set} | |
init(specification: GunSpecification, activity: TheGunActivity) | |
} | |
extension Gun { | |
mutating func shoot() -> Bool { | |
let isShootSucceed = projectile >= specification.projectilePerShoot | |
if isShootSucceed { | |
projectile -= specification.projectilePerShoot | |
activity.onShootSucceed(message: "Dorrr!. \(projectile) left") | |
} else { | |
activity.onShootFailure(message: "Shoot failure. Please reload") | |
} | |
return isShootSucceed | |
} | |
mutating func reload() { | |
projectile = specification.maxProjectilePerReload | |
activity.onReloadSucceed(message: "Reload succeed") | |
} | |
} | |
class Shootgun: Gun { | |
var projectile: Int | |
var specification: GunSpecification | |
var activity: TheGunActivity | |
required init(specification: GunSpecification, activity: TheGunActivity) { | |
self.projectile = 0 | |
self.specification = specification | |
self.activity = activity | |
} | |
} | |
class Deagle: Gun { | |
var projectile: Int | |
var specification: GunSpecification | |
var activity: TheGunActivity | |
required init(specification: GunSpecification, activity: TheGunActivity) { | |
self.projectile = 0 | |
self.specification = specification | |
self.activity = activity | |
} | |
} | |
class CurrentGun { | |
private var gun: Gun? = nil | |
func changeCurrentGun(gun: Gun) { | |
self.gun = gun | |
print("Weapon changed !") | |
} | |
func getSpecification() -> GunSpecification? { | |
return gun?.specification ?? nil | |
} | |
func shoot() -> Bool { | |
return gun?.shoot() ?? false | |
} | |
func reload() { | |
gun?.reload() | |
} | |
} | |
class TheGunShoot { | |
private func testTheGun(gun: Gun) { | |
let currentGun = CurrentGun() | |
currentGun.changeCurrentGun(gun: gun) | |
let specification = currentGun.getSpecification() | |
guard let spec = specification else { | |
print("You don't have a gun") | |
return | |
} | |
print("Type : \(spec.type)") | |
print("Color : \(spec.color)") | |
print("Max Ammo : \(spec.maxProjectilePerReload)") | |
print("Ammo per shoot : \(spec.projectilePerShoot)") | |
currentGun.reload() | |
for _ in 0 ... 4 { | |
let isShootSucceed = currentGun.shoot() | |
if !isShootSucceed { | |
currentGun.reload() | |
} | |
} | |
} | |
func start() { | |
let gunActivity = TheGunActivity() | |
//shotgun is take out one projectiles per shoot | |
let s12kSpec = GunSpecification(projectilePerShoot: 1 ,maxProjectilePerReload: 3, | |
color: "Brown", type: "S12K") | |
let shotgun: Gun = Shootgun(specification: s12kSpec, activity: gunActivity) | |
//Deagle is take out two projectiles in one shoot | |
let deagleSpec = GunSpecification(projectilePerShoot: 2 ,maxProjectilePerReload: 3, | |
color: "Red", type: "Deagle") | |
let deagle: Gun = Deagle(specification: deagleSpec, activity: gunActivity) | |
testTheGun(gun: shotgun) | |
testTheGun(gun: deagle) | |
} | |
} | |
func execute() { | |
let theGunShoot = TheGunShoot() | |
theGunShoot.start() | |
} | |
execute() | |
/* | |
PRINTED -> | |
Weapon changed ! | |
Type : S12K | |
Color : Brown | |
Max Ammo : 3 | |
Ammo per shoot : 1 | |
Reload succeed | |
Dorrr!. 2 left | |
Dorrr!. 1 left | |
Dorrr!. 0 left | |
Shoot failure. Please reload | |
Reload succeed | |
Dorrr!. 2 left | |
Weapon changed ! | |
Type : Deagle | |
Color : Red | |
Max Ammo : 3 | |
Ammo per shoot : 2 | |
Reload succeed | |
Dorrr!. 1 left | |
Shoot failure. Please reload | |
Reload succeed | |
Dorrr!. 1 left | |
Shoot failure. Please reload | |
Reload succeed | |
Dorrr!. 1 left | |
*/ | |
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