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🧠 Coding Dojo template for the MasterMind game

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🧠 Master Mind

Kotlin Java Gradle

Base project for a coding kata - for the use in a coding dojo.
It's a medium complex kata, where you have to implement several classes.

ℹ Info

  • Choose your language of joice: Java or Kotlin
  • Write test with JUnit Jupiter + (optional) Hamcrest matchers
  • Respect the Test Driven Development (TDD)
  • Feel free to start from scratch
  • Java JDK > 14 is needed

💿 Tools

To sync the dev state during the mob programming dojo:

👉 install mob.

Basic Commands

  • start Start mob session from base branch in wip branch
  • next Handover changes in wip branch to next person
  • done Squashes all changes in wip branch to index in base branch

👉 More tips for remote programming: RemoteMobProgramming.org

📑 Task

Write a console application for the Master Mind game. This game where one player, a codemaker, has to choose a secret combination of colored pegs and then make it guess to someone else, a codebreaker. The codemaker is answering to each guess attempt of the codebreaker by indicating only the number of well placed colors and the number of correct but misplaced colors.

👉 Coding Dojo Kata - Mastermind

📖 Problem Description

The idea of this Kata is to code an algorithm capable of playing this boring role: answering the number of well placed and misplaced colors.

Therefore, your function should return, for a secret and a guessing combination:

  • The number of well placed colors
  • The number of correct but misplaced colors

A combination can contain any number of pegs but you’d better give the same number for the secret and the guessing. You can use any number of colors.

🚀 Run

The game is a console application. Anyway, for this kata you don't need to run it by hand. Just run and test your game with Unit tests.

gradle test

Just for fun, there is also a main function to run the game. You can ignore it for during the dojo.

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