The setup took me a minute to internalize.
First, clarify the data model and the exact discount rule, including how owned cards are counted and whether the discount applies per color. Then, design a shared helper function that computes the effective cost for a given card, ensuring both affordability and purchase functions use it to avoid duplication. Finally, discuss trade-offs such as performance and maintainability, and consider edge cases like negative costs.
Pro tip: Emphasize that the discount should be computed dynamically based on the current hand, not cached, to avoid stale data when cards are acquired or removed. Also, mention that flooring at zero prevents negative costs, which could otherwise lead to unintended game mechanics.
Confirm how owned cards are counted (e.g., duplicates count separately) and that the discount applies to all future purchases. Ask if the discount stacks per card and if it applies to each color independently.
Create a helper function that takes a card and the player's hand, computes the discount per color based on owned cards, and returns the effective cost. This ensures consistency between affordability and purchase.
Modify the existing affordability function to use the shared cost calculation, comparing the player's gem inventory against the effective cost.
Modify the purchase function to deduct the effective cost from the player's inventory and add the purchased card to their hand, triggering the discount for future purchases.
Address performance (e.g., recomputing discounts on each call vs. caching), maintainability (single source of truth), and edge cases (e.g., discount exceeding cost, multiple colors, empty hand).
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.