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로키 1차 구현입니다. #5
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로키 1차 구현입니다. #5
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Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
- 딜러의 첫 번째 카드를 출력할 때, 첫 카드를 가져오는 전용 메서드를 삭제하고 컨트롤러에서 뷰로 전달 시 하나만 전달하도록 변경 Co-authored-by: haiseong <wjdgotjd9908@gmail.com>
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안녕하세요 로키 🙌
6기 크루 리비입니다 👍
제 개인적인 생각으로는 블랙잭 미션이 많이 어려웠던 것 같아요 🫠
로키 코드 살펴보면서 제가 헤매고 있던 부분에 답을 찾기도 하는 등 많은 도움 얻을 수 있었던 것 같습니다 😀
이어지는 블랙잭 미션도 화이팅입니다 💪🏻
public class Dealer { | ||
private static final String DEALER_NAME = "딜러"; | ||
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private final Player player; | ||
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오호 상속보다 컴포지션 이용하신건가요? 👍
관련해서 로키의 소감 궁금합니다
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저는 컴포지션 이용한 이유가 궁금합니다~~
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private void validateUniqueCard(List<Card> cards) { | ||
int distinctCount = (int) cards.stream() | ||
.distinct() | ||
.count(); | ||
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if (distinctCount != cards.size()) { | ||
throw new IllegalArgumentException("중복되는 카드가 있습니다."); | ||
} | ||
} | ||
|
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- 유니크한 개수를 센다
- 개수를 비교 검증한다
두가지 일을 하고 있는 부분인 것 같습니다 🤔
public enum GameResult { | ||
WIN, LOSE, DRAW; | ||
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비기는 경우를 생각하셨군요 👍
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public static Player fromName(String name) { | ||
return new Player(new PlayerName(name)); | ||
} | ||
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from
이라는 이름 만으로 충분하지 않을까요 🤔
저는 정적 팩토리 메서드 네이밍 컨벤션을 참고하는 편입니다
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public Score calculateScore() { | ||
int scoreValue = cards.stream() | ||
.mapToInt(Card::getScore) | ||
.sum(); | ||
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Score score = new Score(scoreValue); | ||
int currentAceAmount = getAceCount(); | ||
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if (currentAceAmount > 0 && score.isBusted()) { | ||
return score.convertToSmallAce(currentAceAmount); | ||
} | ||
return score; | ||
} |
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다른 크루분들한테도 한번씩 물어봤던 것인데 로키한테도 물어보고 싶어요
카드에서 점수를 계산하는 로직이 PlayersCards
에 있습니다 🤔
만약 Ace는 채점시에 15점으로 계산할 수 있도록 변경해주세요
라는 요구사항이 들어오면 현재 로키의 코드에서는 PlayersCards를 찾아야 합니다.
이에 위화감이 있다는 것이 제 개인적인 생각이에요.
즉 PlayersCards
는 카드들 관련 로직과 게임의 룰까지 알고 있는 책임이 많은 클래스 같습니다.
이를 전략으로 추상화해볼 수 있을 것 같은데 로키의 의견도 궁금합니다 🙌
public enum ShapeDescription { | ||
SPADE(Shape.SPADE, "스페이드"), | ||
HEART(Shape.HEART, "하트"), | ||
DIAMOND(Shape.DIAMOND, "다이아몬드"), | ||
CLOVER(Shape.CLOVER, "클로버"); | ||
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private final Shape shape; |
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뷰로직을 잘 분리해주신 것 같습니다 👍
return shapeDescription + valueDescription; | ||
} |
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StringBuilder 혹은 join이 좋아보입니다 😀
System.out.println(playerName + "는 한장의 카드를 더 받겠습니까? (y/n)"); | ||
String choice = scanner.nextLine(); | ||
if ("y".equals(choice)) { | ||
return true; | ||
} | ||
if ("n".equals(choice)) { | ||
return false; | ||
} | ||
throw new IllegalArgumentException("y 또는 n만 선택할 수 있습니다."); |
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오 .. 이렇게 처리할 수도 있군요 저는 괜히 enum으로 뺏는데 뷰 관련 로직이 한눈에 보이니 좋은 설계처럼 보이는 것 같아요 👍
배워갑니다
public class BlackJackController { | ||
public static final int INITIAL_CARDS_COUNT = 2; |
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초기 카드는 개수가 2개이다
라는 게임 룰을 컨트롤러가 알고 있는 부분이라고 생각해요 🧐
컨트롤러가 요청을 받고 응답에 집중하는 레이어인 만큼 추상화가 필요하다는 생각입니다 😀
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Hi 로키! 내가 최대한 보이는 부분 위주로 작성해봤어~
내 의견과 다른 부분이나 이해되지 않는 부분 있다면 코멘트 달아줘!
InputView inputView = new InputView(); | ||
OutputView outputView = new OutputView(); | ||
BlackJackController blackJackController = new BlackJackController(inputView, outputView); | ||
blackJackController.start(); |
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InputView
와 OutputView
를 Controller에서 만들지 않고, Application에서 만드는 이유가 따로 있을까요?
public Player getPlayer() { | ||
return player; | ||
} |
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상속보다 컴포지션을 이용하기 위해, Dealer
에서 Player
를 가지고 있는 것은 좋다고 생각해요. 하지만 dealer.getPlayer()
라는 메서드가 어색한 것 같아요. 외부에게 필요한 정보가 있다면, player
를 넘겨주는 것 보다는 외부에게 정보를 줄 수 있는 메서드를 만드는 것이 좋지 않을까요?
public static GameResult calculatePlayerResult(Score playerScore, Score dealerScore) { | ||
if (playerScore.isBusted()) { | ||
return LOSE; | ||
} | ||
if (dealerScore.isBusted()) { | ||
return WIN; | ||
} | ||
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if (playerScore.isGreaterThan(dealerScore)) { | ||
return WIN; | ||
} | ||
if (playerScore.isLessThan(dealerScore)) { | ||
return LOSE; | ||
} | ||
return DRAW; | ||
} |
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아 뭔가... 더 줄일 수 있을 것 같은데... 좋은 방법 없을까? (나도 딱 떠오른게 없네...)
함수형 인터페이스를 적당히 도입하면 될 수 있지 않을까?
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public static Player fromName(String name) { | ||
return new Player(new PlayerName(name)); | ||
} | ||
|
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public record PlayerName(String name) { | ||
public PlayerName { | ||
if (name.isBlank()) { | ||
throw new IllegalArgumentException("이름이 비어있습니다."); | ||
} | ||
} | ||
} |
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나는 도메인 객체에 Record를 잘 안쓰는 편인데, record를 사용한 이유가 있을까?
public Players(List<Player> playerGroup) { | ||
validate(playerGroup); | ||
this.playerGroup = playerGroup; | ||
} | ||
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private static void validate(List<Player> players) { | ||
if (duplicatedNameExist(players)) { | ||
throw new IllegalArgumentException("중복된 이름이 존재합니다."); | ||
} | ||
} | ||
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private static boolean duplicatedNameExist(List<Player> players) { | ||
int distinctCount = (int) players.stream() | ||
.map(Player::getName) | ||
.distinct() | ||
.count(); | ||
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return distinctCount != players.size(); | ||
} |
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validate
메서드가 굳이 static 이유가 없을 것 같은데, static으로 사용한 이유가 있을까?
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final int score; | ||
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해당 필드의 접근 제어자가 private
로 되어야 하지 않을까요?
package blackjack.domain; | ||
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import static org.assertj.core.api.Assertions.assertThat; | ||
import static org.assertj.core.api.Assertions.assertThatThrownBy; |
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공백 지워주세요~~
import static blackjack.domain.card.Shape.DIAMOND; | ||
import static blackjack.domain.card.Value.ACE; | ||
import static blackjack.domain.card.Value.FOUR; | ||
import static blackjack.domain.card.Value.KING; | ||
import static blackjack.domain.card.Value.QUEEN; | ||
import static blackjack.domain.card.Value.THREE; | ||
import static blackjack.domain.card.Value.TWO; | ||
import static org.assertj.core.api.Assertions.assertThat; |
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로키 안녕하세요! 아토입니다🤭
다른 분들에 비해 코드가 전반적으로 비슷해서... 아주 중요하게 할 말은 없네요.
컴포지션을 사용한 이유가 가장 궁금한데 대답 기다리겠습니다!
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### 카드 | ||
- [x] 카드는 4가지(스페이드, 클로버, 하트, 다이아몬드) 문양중 하나를 가진다. | ||
- [x] 카드는 2~9의 숫자 또는 'A', 'J', 'Q', 'K'의 문자를 가진다. |
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표현이 엄밀해서 좋네요👍
if (playerScore.isBusted()) { | ||
return LOSE; | ||
} | ||
if (dealerScore.isBusted()) { | ||
return WIN; | ||
} | ||
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if (playerScore.isGreaterThan(dealerScore)) { | ||
return WIN; | ||
} | ||
if (playerScore.isLessThan(dealerScore)) { | ||
return LOSE; | ||
} | ||
return DRAW; |
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메서드가 10줄을 넘었네요!
플레이어가 이기는 조건, 지는 조건을 정리해 메서드로 빼보면 어떨까요?
public record Score(int value) { | ||
private static final int MINIMUM_VALUE = 0; | ||
private static final int BUST_THRESHOLD = 21; | ||
private static final int DEALER_MINIMUM_SCORE = 17; |
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DEALER_MINIMUM_SCORE
는 딜러가 가지고 있어야 할 정보같은데, 어떻게 생각하세요?
PlayerResultDto dealerResult = PlayerResultDto.from(dealer.getPlayer()); | ||
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List<PlayerResultDto> playerResultDtos = players.getPlayers().stream() | ||
.map(PlayerResultDto::from) | ||
.toList(); | ||
outputView.printCardStatus(dealerResult, playerResultDtos); |
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위의 딜러결과 변수명엔 Dto가 안붙어있고 아래의 플레이어결과 변수명엔 Dto가 붙어있네요.
일관성 있는 네이밍이면 더 좋을 듯 합니다!
public class Dealer { | ||
private static final String DEALER_NAME = "딜러"; | ||
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private final Player player; | ||
|
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저는 컴포지션 이용한 이유가 궁금합니다~~
import java.util.Map; | ||
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public class OutputView { | ||
public void printPlayerInitialCards(List<PlayerDto> playerDtos) { |
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printPlayerCard
와 비슷한 역할을 하는 듯 해 중복 메서드로 보여요~
따로 관리하는 이유가 있을까요?
static Stream<Arguments> playerAndGameResult() { | ||
return Stream.of( | ||
Arguments.arguments( | ||
List.of(new Card(DIAMOND, ACE), new Card(DIAMOND, QUEEN)), GameResult.WIN | ||
), | ||
Arguments.arguments( | ||
List.of(new Card(SPADE, ACE), new Card(SPADE, QUEEN)), GameResult.WIN | ||
), | ||
Arguments.arguments( | ||
List.of(new Card(SPADE, KING), new Card(SPADE, NINE)), GameResult.DRAW | ||
), | ||
Arguments.arguments( | ||
List.of(new Card(SPADE, TEN), new Card(SPADE, EIGHT)), GameResult.LOSE | ||
) | ||
); | ||
} |
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이런 방법이 있군요... 👍
@DisplayName("플레이어가 버스트 되지 않고 점수가 딜러보다 높으면 플레이어가 승리한다.") | ||
@CsvSource({ | ||
"20, 19", | ||
"15, 22" |
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이 소스는 DisplayName과 맞지 않는 것 같아요
"20, 20, false", | ||
"19, 20, false", | ||
}) | ||
@DisplayName("현재 점수가 다른 점수보다 더 높은지 확인할 수 있다.") |
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이름이 세 개가 다 같은데 의도하신 건가요?
아니면 복붙의 실수...?
public static Deck createShuffledDeck() { | ||
List<Card> cards = new ArrayList<>(SHUFFLED_DECK_SIZE); | ||
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for (Shape shape : Shape.values()) { | ||
cards.addAll(createAllCardsOf(shape)); | ||
} | ||
Collections.shuffle(cards); | ||
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return new Deck(cards); | ||
} | ||
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private static List<Card> createAllCardsOf(Shape shape) { | ||
return Arrays.stream(Value.values()) | ||
.map(value -> new Card(shape, value)) | ||
.toList(); | ||
} |
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이 부분... 저와 아주 비슷한데
제 리뷰어가 테스트가 되지 않고 있다고 하더라고요.
로키도 마찬가지네요.
로키는 이 부분의 테스트에 대해 어떻게 생각하나요?
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