This was a lot more than I expected from a single question.
Start by clarifying the rules and scope, then design a class hierarchy for pieces with polymorphic movement validation. Model the board with terrain types and implement game state management with a clean API, ensuring testability through dependency injection and comprehensive test cases.
Pro tip: Demonstrate foresight by discussing extensibility: how to add new pieces or terrain without modifying existing code, and how to separate game logic from UI for testability.
Ask questions to confirm the rules: animal ranks, movement specifics (e.g., rat swimming, tiger jumping), win conditions, and whether to include advanced features like undo. This ensures alignment before diving into design.
Define an abstract Piece class with common attributes and a validateMove method. Create concrete subclasses for each animal, overriding movement rules. Use interfaces for terrain and board elements to promote extensibility.
Implement a Board class that holds a 2D grid of squares, each with a terrain type (land, river, trap, den). Terrain affects movement and capture rules, so encapsulate terrain behavior in classes or enums.
Create a Game class that manages turns, validates moves, handles captures, and checks win conditions. Expose methods like initializeGame, movePiece, and getGameState. Use dependency injection for board and pieces to facilitate testing.
Write unit tests for board setup (correct piece placement), a capture scenario (valid and invalid captures), and a multi-move turn (sequence of moves leading to a win). Use mocking or stubs for isolated testing.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.