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[Annalyns Infiltration] concept exercise (#782)
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# Hints | ||
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## General | ||
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- There are three [boolean operators][boolean-operators] to work with boolean values. | ||
- Multiple operators can be combined in a single expression. | ||
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## 1. Check if a fast attack can be made | ||
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- The logical NOT operator (`!`) can be placed before an expression to negate its value. | ||
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## 2. Check if the group can be spied upon | ||
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- Boolean operators are typically used to evaluate whether two or more expressions are true or not true. | ||
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## 3. Check if the prisoner can be signaled | ||
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- Boolean operators execute in the order of their precedence (from highest to lowest): `!`, `&&`, `||`. | ||
- In general, use of parentheses is encouraged to make your intention clearer. | ||
- For more details check out the Operator Precedence section on the [official Julia documentation][operator-precedence]. | ||
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[boolean-operators]: https://docs.julialang.org/en/v1/manual/mathematical-operations/#Boolean-Operators | ||
[operator-precedence]: https://docs.julialang.org/en/v1/manual/mathematical-operations/#Operator-Precedence-and-Associativity |
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exercises/concept/annalyns-infiltration/.docs/instructions.md
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# Instructions | ||
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In this exercise, you'll be writing some logic for a video 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 is kidnapped while searching for berries in the forest. | ||
Annalyn will try to find and free her friend, optionally taking her dog with her on this quest. | ||
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Annalyn eventually finds the camp in which her friend is imprisoned and it turns out there are two kidnappers: a mighty knight and a cunning archer. | ||
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The player is presented with some options for what to do next. | ||
For each of the four possible options you need to write a function that tells the game whether it should show that option or not. | ||
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## 1. Check if the 'Fast Attack' option should be shown | ||
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If the knight is sleeping, then Annalyn will be able to make a quick attack into the camp before he can wake up properly and get his armour on. | ||
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Implement a function named `can_do_fast_attack` that takes a boolean value which indicates if the knight is awake. | ||
This function returns `true` if the 'Fast Attack' action is available based on the state of the character. Otherwise, returns `false`: | ||
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```julia-repl | ||
julia> knight_awake = true | ||
julia> can_do_fast_attack(knight_awake) | ||
false | ||
``` | ||
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## 2. Check if the 'Spy' option should be shown | ||
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The group can be spied upon if at least one of them is awake. Otherwise, spying is a waste of time. | ||
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Implement a function named `can_spy` that takes three boolean values, indicating if the knight, archer and prisoner, respectively, are awake. | ||
The function returns `true` if the 'Spy' action is available based on the state of the characters. | ||
Otherwise, returns `false`: | ||
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```julia-repl | ||
# Output suppressed from the next 3 lines | ||
julia> knight_awake = false | ||
julia> archer_awake = true | ||
julia> prisoner_awake = false | ||
julia> can_spy(knight_awake, archer_awake, prisoner_awake) | ||
true | ||
``` | ||
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## 3. Check if the 'Signal Prisoner' option should be shown | ||
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The prisoner can be signalled using bird sounds if she is awake and the archer is sleeping. | ||
If the archer is awake then can't be safely signaled because the archer is also trained in bird signalling. | ||
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Implement a function named `can_signal_prisoner` that takes two boolean values, indicating if the archer and prisoner, respectively, are awake. | ||
The function returns `true` if the 'Signal Prisoner' action is available based on the state of the characters. | ||
Otherwise, returns `false`: | ||
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```julia-repl | ||
julia> archer_awake = false | ||
julia> prisoner_awake = true | ||
julia> can_signal_prisoner(archer_awake, prisoner_awake) | ||
true | ||
``` | ||
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## 4. Check if the 'Free Prisoner' option should be shown | ||
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Annalyn can try sneaking into the camp to free her friend. This is a risky thing to do and can only succeed in one of two ways: | ||
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- 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 her friend can escape. | ||
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- If Annalyn does not have her dog then she and the prisoner must be very sneaky! | ||
Annalyn can free the prisoner if they are awake and the knight and archer are both sleeping, but if he prisoner is sleeping they can't be rescued: they would be startled by Annalyn's sudden appearance and wake up the knight and archer. | ||
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Implement a function named `can_free_prisoner` that takes four boolean values. | ||
The first three parameters indicate if the knight, archer and prisoner, respectively, are awake. | ||
The last parameter indicates if Annalyn's pet dog is present. | ||
The function returns `true` if the 'Free Prisoner' action is available based on the state of the characters. Otherwise, it returns `false`: | ||
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```julia-repl | ||
julia> knight_awake = false | ||
julia> archer_awake = true | ||
julia> prisoner_awake = false | ||
julia> dog_present = false | ||
julia> can_free_prisoner(knight_awake, archer_awake, prisoner_awake, dog_present) | ||
false | ||
``` |
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exercises/concept/annalyns-infiltration/.docs/introduction.md
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# Introduction | ||
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## Booleans in Julia | ||
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True or false values are represented by the `Bool` type. | ||
It contains only two values: `true` and `false`. | ||
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```julia-repl | ||
julia> true | ||
true | ||
julia> false | ||
false | ||
``` | ||
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## Boolean Operators | ||
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There are three Boolean operators in Julia. | ||
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`&&` is Boolean "and". | ||
It evaluates to `true` if the expressions on *both* sides of `&&` are `true`. | ||
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```julia-repl | ||
julia> true && true | ||
true | ||
julia> true && false | ||
false | ||
``` | ||
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`||` is Boolean "or". | ||
It evaluates to `true` if an expression on *either* side of `||` is `true`. | ||
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```julia-repl | ||
julia> true || true | ||
true | ||
julia> false || true | ||
true | ||
``` | ||
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`!` is Boolean "not". | ||
It exchanges `true` and `false` values. | ||
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```julia-repl | ||
julia> !true | ||
false | ||
julia> !false | ||
true | ||
``` | ||
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For longer and more complicated expressions, it is best to use parentheses to make your intention clear. | ||
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```julia-repl | ||
julia> (true || false) && (false && true) | ||
false | ||
``` |
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# Source | ||
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This exercise is based on the ["Booleans" exercise][source] of the Javascript track, designed by [Rishi Kothari][rishiosaur] and [Derk-Jan Karrenbeld][sleepless]. | ||
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[source]: https://github.com/exercism/v3/tree/1b7c392e1cc576f3948ed55216611c42fabb19b1/languages/javascript/exercises/concept/booleans | ||
[rishiosaur]: https://github.com/rishiosaur | ||
[sleepless]: https://github.com/SleeplessByte |
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{ | ||
"authors": [ | ||
"SaschaMann", | ||
"colinleach" | ||
], | ||
"contributors": [ | ||
"cmcaine", | ||
"BNAndras" | ||
], | ||
"files": { | ||
"solution": [ | ||
"annalyns-infiltration.jl" | ||
], | ||
"test": [ | ||
"runtests.jl" | ||
], | ||
"exemplar": [ | ||
".meta/exemplar.jl" | ||
] | ||
}, | ||
"language_versions": "≥1.0", | ||
"forked_from": [ | ||
"javascript/annalyns-infiltration" | ||
], | ||
"blurb": "Learn about boolean expressions by implementing the quest logic for a new RPG." | ||
} |
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""" | ||
can_do_fast_attack(knight_awake) | ||
Return if a fast attack is possible. | ||
""" | ||
can_do_fast_attack(knight_awake) = !knight_awake | ||
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""" | ||
can_spy(knight_awake, archer_awake, prisoner_awake) | ||
Return if the spy action is possible. | ||
""" | ||
can_spy(knight_awake, archer_awake, prisoner_awake) = knight_awake || archer_awake || prisoner_awake | ||
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""" | ||
can_signal_prisoner(archer_awake, prisoner_awake) | ||
Return if signaling the prisoner is possible. | ||
""" | ||
can_signal_prisoner(archer_awake, prisoner_awake) = prisoner_awake && !archer_awake | ||
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""" | ||
can_free_prisoner(knight_awake, archer_awake, prisoner_awake, dog_present) | ||
Return if the prisoner can be freed. | ||
""" | ||
can_free_prisoner(knight_awake, archer_awake, prisoner_awake, dog_present) = | ||
!knight_awake && !archer_awake && prisoner_awake || dog_present && !archer_awake |
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exercises/concept/annalyns-infiltration/annalyns-infiltration.jl
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function can_do_fast_attack(knight_awake) | ||
end | ||
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function can_spy(knight_awake, archer_awake, prisoner_awake) | ||
end | ||
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function can_signal_prisoner(archer_awake, prisoner_awake) | ||
end | ||
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function can_free_prisoner(knight_awake, archer_awake, prisoner_awake, dog_present) | ||
end |
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using Test | ||
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include("annalyns-infiltration.jl") | ||
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# Julia 1.0 compat | ||
# The function definition of eachrow is taken from Julia Base, | ||
# released under the MIT license: https://julialang.org/license | ||
if VERSION < v"1.1" | ||
@eval eachrow(A) = (view(A, i, :) for i in axes(A, 1)) | ||
end | ||
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@testset verbose = true "tests" begin | ||
@testset "fast attack" begin | ||
@test !can_do_fast_attack(true) | ||
@test can_do_fast_attack(false) | ||
end | ||
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@testset "spying" begin | ||
character_state_combinations = Bool[ | ||
0 0 0 0; | ||
0 0 1 1; | ||
0 1 0 1; | ||
0 1 1 1; | ||
1 0 0 1; | ||
1 0 1 1; | ||
1 1 1 1; | ||
] | ||
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for state in eachrow(character_state_combinations) | ||
@test can_spy(state[1:3]...) == state[4] | ||
end | ||
end | ||
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@testset "signaling prisoner" begin | ||
character_state_combinations = Bool[ | ||
0 0 0; | ||
0 1 1; | ||
1 0 0; | ||
1 1 0; | ||
] | ||
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for state in eachrow(character_state_combinations) | ||
@test can_signal_prisoner(state[1:2]...) == state[3] | ||
end | ||
end | ||
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@testset "freeing prisoner" begin | ||
character_state_combinations = Bool[ | ||
0 0 0 0 0; | ||
0 0 0 1 1; | ||
0 0 1 0 1; | ||
0 0 1 1 1; | ||
0 1 0 0 0; | ||
0 1 0 1 0; | ||
0 1 1 0 0; | ||
0 1 1 1 0; | ||
1 0 0 0 0; | ||
1 0 0 1 1; | ||
1 0 1 0 0; | ||
1 0 1 1 1; | ||
1 1 0 0 0; | ||
1 1 0 1 0; | ||
1 1 1 0 0; | ||
1 1 1 1 0; | ||
] | ||
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for state in eachrow(character_state_combinations) | ||
@test can_free_prisoner(state[1:4]...) == state[5] | ||
end | ||
end | ||
end |