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Annalyn's Infiltration
Annalyn's Infiltration

Annalyn's Infiltration

Learning Exercise

Introduction

Booleans

The Bool type is one of the building blocks of the language. It aims at describing whether something is true or false, with the respective True and False values.

Booleans can be combined with the && "AND" and the || "OR" operators, and negated with the not function.

Booleans are also extremely useful to make branches in your code that only get executed if certain conditions are met. In Elm, this is done with an if-then-else expression, used as follows.

if someCondition || (someOtherCondition && anotherCondition) then
    doSomething
else
    doSomethingElse

Instructions

In this exercise, you'll be implementing the quest logic for a new RPG game a friend is developing. The game's main character is Annalyn, a brave girl with a fierce and loyal pet dog. Unfortunately, disaster strikes, as her best friend was kidnapped while searching for berries in the forest. Annalyn will try to find and free her best friend, optionally taking her dog with her on this quest.

After some time spent following her best friend's trail, she finds the camp in which her best friend is imprisoned. It turns out there are two kidnappers: a mighty knight and a cunning archer.

Having found the kidnappers, Annalyn considers which of the following actions she can engage in:

  • Fast attack: a fast attack can be made if the knight is sleeping, as it takes time for him to get his armor on, so he will be vulnerable.
  • Stealth attack: if Annalyn reaches the sleeping knight without being detected, she deals 12 damage with a stealth attack. Otherwise, she deals only 7 damage to the knight.
  • Spy: the group can be spied upon if at least one of them is awake. Otherwise, spying is a waste of time.
  • Signal prisoner: the prisoner can be signalled using bird sounds if the prisoner is awake and the archer is sleeping, as archers are trained in bird signaling so they could intercept the message.
  • Free prisoner: Annalyn can try sneaking into the camp to free the prisoner. This is a risky thing to do and can only succeed in one of two ways:
    • If Annalyn has her pet dog with her she can rescue the prisoner if the archer is asleep. The knight is scared of the dog and the archer will not have time to get ready before Annalyn and the prisoner can escape.
    • If Annalyn does not have her dog then she and the prisoner must be very sneaky! Annalyn can free the prisoner if the prisoner is awake and the knight and archer are both sleeping, but if the prisoner is sleeping they can't be rescued: the prisoner would be startled by Annalyn's sudden appearance and wake up the knight and archer.

You have five tasks: to implement the logic for determining if the above actions are available based on the state of the three characters found in the forest and whether Annalyn's pet dog is present or not.

1. Check if a fast attack can be made

Implement the canFastAttack function that takes a boolean value that indicates if the knight is awake. This function returns True if a fast attack can be made based on the state of the knight. Otherwise, returns False:

knightIsAwake = True

canFastAttack knightIsAwake
    --> False

2. Check if the group can be spied upon

Implement the canSpy function that takes three boolean values, indicating if the knight, archer and the prisoner, respectively, are awake. The function returns True if the group can be spied upon, based on the state of the three characters. Otherwise, returns False:

knightIsAwake = False
archerIsAwake = True
prisonerIsAwake = False

canSpy knightIsAwake archerIsAwake prisonerIsAwake
    --> True

3. Check if the prisoner can be signalled

Implement the canSignalPrisoner function that takes two boolean values, indicating if the archer and the prisoner, respectively, are awake. The function returns True if the prisoner can be signalled, based on the state of the two characters. Otherwise, returns False:

archerIsAwake = False
prisonerIsAwake = True

canSignalPrisoner archerIsAwake prisonerIsAwake
    --> True

4. Check if the prisoner can be freed

Implement the canFreePrisoner function that takes four boolean values. The first three parameters indicate if the knight, archer and the prisoner, respectively, are awake. The last parameter indicates if Annalyn's pet dog is present. The function returns True if the prisoner can be freed based on the state of the three characters and Annalyn's pet dog presence. Otherwise, it returns False:

knightIsAwake = False
archerIsAwake = True
prisonerIsAwake = False
petDogIsPresent = False

canFreePrisoner knightIsAwake archerIsAwake prisonerIsAwake petDogIsPresent
    --> False

5. Count the damage that a stealth attack could do

Implement the stealthAttackDamage function that takes a boolean value indicating if Annalyn was detected. This function returns 7 if she was detected, 12 otherwise.

annalynIsDetected = True

stealthAttackDamage annalynIsDetected
    --> 7
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