Welcome to the code review for RPS Challenge! Again, don't worry - you are not expected to have all the answers. The following is a code-review scaffold for RPS Challenge that you can follow if you want to. These are common issues to look out for in this challenge - but you may decide to take your own route.
If you don't feel comfortable giving technical feedback at this stage, try going through this guide with your reviewee and review the code together.
Please checkout your reviewee's code and run their tests. Read the code and try and play the game through the web interface. You can also experiment with the engine in IRB. How easy is it to understand the structure of their code? How readable is their code? Did you need to make any cognitive leaps to 'get it'?
As we have seen previously, the README is a great place to show the full story of how your app is used (from a user's perspective). For a web app, include instructions for how to download and run the app, e.g.:
$ git clone [email protected]:[USERNAME]/rps-challenge.git
$ cd rps-challenge
$ bundle
$ rackup
And maybe include some screenshots? For more info on embedding images in a README: https://guides.github.com/features/mastering-markdown/
e.g.:
![Screenshot](https://path_to_your_image)
You will need to host your images somewhere, e.g.:
Sinatra is not a particularly opinionated framework (unlike Rails). This means it does not mandate folder structures and naming conventions. This gives developers the freedom to choose their own structures according to the needs of a project.
Structure is an important decision in your design as it affects readability. One of the most important considerations is the separation of concerns
Here is a checklist to consider:
If the structure has an /app
folder:
- Is the server file (e.g rps_web.rb or app.rb) at the top level of the
/app
folder? - Is the
/views
folder in/app
? - Is the
/lib
folder in the project root folder?
├── app
│ └── rps_web.rb
│ └── views
│ └── index.erb
├── lib
│ ├── game.rb
│ ├── computer.rb
│ └── player.rb
└── spec
└── spec_helper.rb
If the structure does not have an /app
folder:
- Is the server file (e.g rps_web.rb or app.rb) in the project root folder?
├── lib
│ ├── game.rb
│ ├── computer.rb
│ └── player.rb
├── spec
│ └── spec_helper.rb
├── views
│ └── index.erb
└── rps_web.rb
Ruby class files should be named with the snake_case version of the class name. Class names should be PascalCase. Hence:
class RPS
->rps.rb
class RPSWeb
->rps_web.rb
class RPS_web
->rps_web.rb
class RPSWeb
->rps.rb
In spec/spec_helper.rb
, don't forget to add Capybara.app = MyRackApp
or similar. There are gems which can generate your test setup for you but beware that the spec_helper will be overwritten; make sure you copy all the pre-written CI code, otherwise you will break your coveralls CI, causing silent failure of your pull request.
Old code should be deleted before you commit - it is distracting and makes your code hard to read. There is no reason to keep commented-out code - if you are commiting regularly, all your code will be in git so you can easily look back at how it looked before you made changes.
As there is a discrete number of possible outcomes, your tests should test them all. This may seem like overkill, but how else will you know that your game logic is correct in all circumstances?
Your feature test should not need to test all of the rock/paper/scissors(/lizard/spock) possibilities - this is the responsibility of your unit tests.
Although you do not need to test all possible combinations, your feature tests should test every possible outcome - i.e.:
- a win
- a loss
- and a draw.
to ensure the user interface logic is correct.
- stub out random behaviour to ensure your feature tests pass consistently, e.g. (i)
feature 'Playing the game' do
scenario "When I submit 'Rock' I am told if I have won" do
allow_any_instance_of(Array).to receive(:sample).and_return('scissors')
visit '/'
fill_in('name', with: 'Philip')
select('rock', from: 'your_choice')
click_button('Play')
expect(page).to have_content "The result is .... You won"
end
end
Your Game
class (or similar) should not return presentation strings like "Congratulations - you won!"
. This is a presentation concern and should be handled in another layer of code (separation of concerns). Instead, return representative codes, such as :win
and :draw
from the Game
class which can be translated by the presentation layer.
This approach makes it possible to change the presentation layer (e.g. to add support for a different language) without changing the lower-level code (open/closed principle).
bad
class Game
def result
'Congratulations - you won!'
end
end
class RPSWeb < Sinatra::Application
get '/result' do
@game = Game.new
erb :result
end
end
<h1><%= @game.result%></h1>
good
class Game
def result
:win # hard coded for example purposes
end
end
class RPSWeb < Sinatra::Application
get '/result' do
@game = Game.new
erb @game.result
end
end
in views/win.erb
:
<h1>Congratulations - you won</h1>
Long if
and elsif
trees are very difficult to read and nested if
statements require too much working memory for a reader to quickly scan.
There are a number of approaches to the game logic of Rock Paper Scissors, e.g.:
- Use a hash to map the rules:
RULES = { rock: :scissors,
paper: :rock,
scissors: :paper }
or for RPSLS:
RULES = { rock: [scissors, lizard],
paper: [:rock, :spock],
scissors: [:paper, :lizard],
lizard: [:paper, :spock],
spock: [:rock, :scissors] }
- Use a
Weapon
class with abeats?
or similar method that takes another weapon instance as a parameter.
class Weapon
attr_reader :type
def initialize(type)
@type = type.to_sym
end
def beats?(other)
RULES[type][other.type]
end
end
rock = Weapon.new(:rock)
rock.beats?(Weapon.new(:scissors))
By creating a Computer
class, you can take advantage of duck-typing in the game class. The game does not need to know if it's comparing two players or one player vs a computer or even two computers!
class Computer
def weapon
[:rock, :paper, :scissors].sample
end
end
class Player
attr_reader :weapon
def weapon=(weapon)
fail 'not a possible weapon' unless [:rock, :paper, :scissors].includes? weapon
@weapon = weapon
end
end
It is tempting to use global variables to ensure instances of a game or players are persisted across calls to the server. But global variables are evil. There are a number of other ways to achieve the same thing. While some may argue these also introduce 'globally accessible' state, the critical difference is we have more control over this state and it is properly namespaced. Here is an example using a class methods inside the server and Sinatra helper methods to encapsulate the interface:
class Player
# class methods
def self.find(id)
players[id]
end
def self.add(id, player)
players[id] = player
end
def self.players
@players ||= {}
end
# instance methods
attr_reader :name
# ... other instance methods
end
class RPSWeb < Sinatra::Application
enable :sessions
helpers do
def current_player
Player.find(session[:player_id])
end
def add_player(player)
id = player.object_id
Player.add(id, player)
session[:player_id] = id
end
end
get '/' do
"Hello #{current_player.name}" if current_player
end
post '/player' do
player = Player.new(params[:name])
add_player(player)
redirect_to '/'
end
end
If you have something like this:
def weapons
['Rock', 'Paper', 'Scissors']
end
Then four new objects will be created every time you call weapons
(what are the four objects?). Use a constant with symbols instead:
WEAPONS = [:rock, :paper, :scissors]
Routes should not have dual purposes. Each discrete action of your programme should have its own dedicated route (N.B. the route comprises both the verb and the path).
The preferred convention for naming routes is snake_case, e.g. game
over Game
.
class RPSWeb < Sinatra::Application
get '/game' do
erb :new_game
end
post '/game' do
@game = Game.new(params)
redirect to '/play'
end
end
In the above example the first route GETs the form that allows a user to create a new game. This action does not change any state on the server so it's important that we use the GET action, and not POST. The second route corresponds to the POSTed submission of the new game form. This action does create some state on the server, i.e. the creation of a particular game, so it makes sense to use the active verb POST here.
Don't Repeat Yourself (DRY)! The list of available weapons should be defined in only one place. It can be passed around or referenced or injected, but not duplicated!
Let's DRY the code from the encapsulation example above:
class Game
WEAPONS = [:rock, :paper, :scissors]
end
class Computer
def weapon
Game::WEAPONS.sample
end
end
class Player
attr_reader :weapon
def weapon=(weapon)
fail 'not a possible weapon' unless Game::WEAPONS.includes? weapon
@weapon = weapon
end
end
It is the controller's responsibility to pass the player's weapon to the game and get the result. Use instance variables or helper methods to represent or convert this result for rendering in the view.
bad
class Game
def result
:win
end
end
class RPSWeb < Sinatra::Application
get '/choose' do
@player1_choice = params[:choice]
@game = Game.current_game(session[:game_id])
erb :result
end
end
<h1>
<% @game.player1_choice(@player1_choice) %>
<% if @game.result == :win %>
Congratulations - you won
<% else %>
Sorry - you lost
<% end %>
</h1>
better
class Game
def result
:win
end
end
class RPSWeb < Sinatra::Application
get '/choose' do
@game.player1_choice(params[:choice])
erb @game.result
end
end
in views/win.erb
:
<h1>Congratulations - you won</h1>
Game logic should be executed in your lib files. You should minimise the amount of logic in the controller by extracting it to the lib files. This helps to ensure your code is testable, maintainable and reusable.
bad
class RPSWeb < Sinatra::Application
get '/choose' do
@player_choice = params[:choice]
@computer_choice = [:rock, :scissors, :paper].sample
@result = 'you lose!'
if RULES[@player_choice][@computer_choice]
@result = 'you win!'
end
erb :result
end
end
<h1><%= @result %></h1>
better
class Game
WEAPONS = [:rock, :paper, :scissors]
def player_choice=(weapon)
fail 'not a possible weapon' unless WEAPONS.includes? weapon
@player_choice = weapon
end
def result
RULES[player_choice][computer.choice()] ? :win : :lose
end
end
class RPSWeb < Sinatra::Application
get '/play' do
@game.player1_choice = params[:choice]
erb @game.result
end
end
in views/win.erb
:
<h1>Congratulations - you won</h1>