I started with the obvious classes, Game, Board, Player, Move, and then they pushed me on how I'd make win conditions swappable.
Start by clarifying the game rules and requirements, then outline a class hierarchy with clear responsibilities for Board, Player, Game, and WinCondition. Emphasize extensibility through interfaces and dependency injection, and describe a testing strategy using unit tests for win-checking and move validation.
Pro tip: Demonstrate maturity by discussing trade-offs between simplicity and extensibility, and mention how you would test edge cases like diagonal wins and full-board draws.
Ask clarifying questions about board dimensions, win conditions, number of players, and any special rules to ensure the model meets the needs.
Identify main classes: Board (grid state), Player (token), Game (turn management), and MoveValidator (move legality). Assign clear responsibilities to each.
Use interfaces for WinCondition and BoardConfiguration to allow different win rules (e.g., Connect N) and board sizes without modifying core logic.
Describe algorithms for checking wins (e.g., directional checks from last move) and how to make them pluggable via the WinCondition interface.
Propose unit tests for move validation (valid/invalid moves) and win conditions (horizontal, vertical, diagonal, draw), including edge cases.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.