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| pub fn strength(&self) -> u8 { | ||
| unimplemented!("Return the strength score of the character") | ||
| } | ||
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| pub fn dexterity(&self) -> u8 { | ||
| unimplemented!("Return the dexterity score of the character") | ||
| } | ||
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| pub fn constitution(&self) -> u8 { | ||
| unimplemented!("Return the constitution score of the character") | ||
| } | ||
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| pub fn intelligence(&self) -> u8 { | ||
| unimplemented!("Return the intelligence score of the character") | ||
| } | ||
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| pub fn wisdom(&self) -> u8 { | ||
| unimplemented!("Return the wisdom score of the character") | ||
| } | ||
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| pub fn charisma(&self) -> u8 { | ||
| unimplemented!("Return the charisma score of the character") | ||
| } | ||
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| pub fn hitpoints(&self) -> u8 { | ||
| unimplemented!("Return the hitpoints of the character") | ||
| } |
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I'm slightly torn whether these methods are a good or a bad idea.
- The plus: users are free to implement the struct as they see fit
- The downside: it seems like quite boilerplatey
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true about the downside, but I think it is challenging to avoid boilerplate code in this exercise, given its classic object-oriented nature.
I personally enjoy having these getter methods, as it's allowing me to access attributes like Character.strength(). I included these methods in the stub file to ensure that the rust-analyzer doesn't show any errors when processing the test file.
on the other hand it is a perfect spot to write a macro, as I just did in the updated example file.
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I'll let @petertseng weigh in. The methods seem like overkill to me over regular struct access, but 🤷
| pub fn roll_four_dice() -> [u8; 4] { | ||
| let mut rng = thread_rng(); | ||
| let mut rolls = [0; 4]; | ||
| for i in 0..4 { | ||
| rolls[i] = rng.gen_range(1..=4) | ||
| } | ||
| rolls | ||
| } | ||
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| pub fn calculate_ability_score(ability_dice_rolls: [u8; 4]) -> u8 { | ||
| let mut ability_dice_rolls = ability_dice_rolls; | ||
| ability_dice_rolls.sort(); | ||
| ability_dice_rolls[1..].iter().sum() | ||
| } |
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Did you consider having just one random_ability/generate_ability/random_ability_score function?
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These functions could also be moved outside of the Character's impl, as they don't rely on the character.
| pub strength: u8, | ||
| pub dexterity: u8, | ||
| pub constitution: u8, | ||
| pub intelligence: u8, | ||
| pub wisdom: u8, | ||
| pub charisma: u8, | ||
| pub hitpoints: u8, |
| let score = Character::calculate_ability_score(Character::roll_four_dice()); | ||
| assert!((3..=18).contains(&score)); |
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You could also consider adding a test that calls that function N number of times (100?) to see if it doesn't always return the same value.
The exercise requires the user to roll 4 dice, so I added a test case to cover this scenario. This wasn't covered in the canonical data.
Additionally, I added another test case to confirm that the user is rolling the dice for each ability score. While there is a possibility for this test to fail, it's quite low since the probability of rolling the same score with each roll is also quite low.
Please let me know what you think about these changes