Dataford
Interview QuestionsInterview GuidesExperiencesCoaching
New
Pricing
Get started
Dataford
Popular roles
Software EngineerData AnalystData ScientistData EngineerBusiness AnalystAI EngineerMachine Learning EngineerProduct Manager
Browse
Browse All RolesEvery role hub, from analyst to MLBrowse All CompaniesCompany-specific interview loopsAll Interview GuidesThe full guide library
Top questions by role
Software EngineerData AnalystData ScientistData EngineerBusiness AnalystAI EngineerMachine Learning EngineerProduct Manager
Top questions by skill
SQLPythonStatisticsMachine LearningA/B TestingSystem DesignGenerative AIProduct SenseMetricsBehavioral
Browse all questions →Try a mock interview
Experiences
Practice
Mock InterviewsTimed interview simulations with feedbackCoaching1:1 coaching with people at your target companiesSuccess PathYour 6-week structured planModulesCurated lessons by topicWebinarsTalks from ex-Big Tech data leadsPlaygroundA free-form scratch editor
Learn
BlogInterview strategy and career adviceTech Job Market ReportHiring trends across data and AI rolesFor UniversitiesDataford for career centersAbout DatafordWho we are and how we build
Pricing
Build my plan

Refactor and Explain Code

MediumCoding00:00
Practice interviewer
In session
5 left
00:00

Your question is Refactor and Explain Code. Take a moment with it on the right.

Talk me through your thinking if you like. When you're confident, submit your answer and I'll grade it like a real screen (7/10 or better passes).

You need to log in / sign up to chat or submit.

Problem

Rockstar Games keeps a gameplay-side damage system that every weapon and enemy type routes through. The Entity class below is the version currently checked in, and it has picked up rough edges as more weapon types were bolted on over time.

class Entity {
public:
    Entity(int hp) { health = hp; }

    void ApplyDamage(int amount, int type) {
        if (type == 0) {
            health = health - amount;
        }
        if (type == 1) {
            health = health - (amount * 2);
        }
        if (type == 2) {
            health = health - amount + armor;
        }
        lastDamage = amount;
    }

    int GetHealth() { return health; }

    int health;
    int armor = 10;
    int lastDamage;
};

Refactor this class so the damage logic is clear and correct, and explain in your own words what each existing branch of ApplyDamage was actually doing before your changes, including anything that looks like a bug.