add: new tictactoe game
add: testing to tictactoe rename: tictactoe add: tictactoe steps refactor: tictactoe const names refactor: tictactoe loop add: tictactoe bad switch example (fallthrough) refactor: tictactoe loop skin remove: tictactoe changable skin refactor: tictactoe all remove: tictactoe unnecessary base dir add: tictactoe slices add: tictactoe slices remove: tictactoe fallthrough rename: tictactoe slices 10 -> 09 update: loops skin tictactoe add: tictactoe randomization add: tictactoe infinite loop and labeled break refactor: tictactoe rand and infinite loop add: tictactoe buggy winning algo add: tictactoe more tests rename: tictactoe wrongPlay to wrongMove add: tictactoe even more tests fix: tictactoe rename: tictactoe waitForInput to wait add: tictactoe os.args gameSpeed remove: tictactoe unnecessary files rename: tictactoe game messages refactor: tictactoe main loop add: types and arrays
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59
x-tba/tictactoe/15-os-args/ending_test.go
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59
x-tba/tictactoe/15-os-args/ending_test.go
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package main
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import "testing"
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func TestWin(t *testing.T) {
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// /---+---+---\
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// | O | X | X |
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// +---+---+---+
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// | O | O | X |
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// +---+---+---+
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// | X | O | X |
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// \---+---+---/
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cells[0] = player2
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cells[1] = player1
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cells[2] = player1
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cells[3] = player2
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cells[4] = player2
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cells[5] = player1
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cells[6] = player1
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cells[7] = player2
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cells[8] = player1
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turn = maxTurns
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if checkWinOrTie(); !won {
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t.Errorf("won = %t; want true", won)
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}
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// TestWin was messing up with the results.
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// Test ordering shouldn't be important.
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initCells()
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}
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func TestTie(t *testing.T) {
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// /---+---+---\
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// | O | X | X |
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// +---+---+---+
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// | X | O | O |
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// +---+---+---+
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// | X | O | X |
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// \---+---+---/
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cells[0] = player2
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cells[1] = player1
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cells[2] = player1
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cells[3] = player1
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cells[4] = player2
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cells[5] = player2
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cells[6] = player1
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cells[7] = player2
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cells[8] = player1
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turn = maxTurns
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if checkWinOrTie(); !tie {
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t.Errorf("tie = %t; want true", tie)
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}
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initCells()
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}
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