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
This commit is contained in:
Inanc Gumus
2019-07-27 18:16:17 +03:00
parent e191567e1f
commit eb8f9987a8
97 changed files with 3457 additions and 3 deletions

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package main
import "fmt"
// printBoard prints the board
func printBoard() {
fmt.Printf("%s\n\n", banner)
fmt.Printf("%s\n", sepHeader)
for i, step := 0, 3; i < len(cells); i += step {
fmt.Print(sepCell)
for j := 0; j < step; j++ {
move := cells[i+j]
fmt.Printf(" %s %s", move, sepCell)
}
fmt.Println()
if lastLine := (i + step); lastLine != len(cells) {
fmt.Println(sepLine)
}
}
fmt.Printf("%s\n", sepFooter)
}

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package main
// Examples are normally used for showing how to use your package.
// But you can also use them as output testing.
func ExamplePrintBoard() {
printBoard()
// Output:
// ~~~~~~~~~~~~~~~
// TIC~TAC~TOE
// ~~~~~~~~~~~~~~~
//
// /---+---+---\
// | | | |
// +---+---+---+
// | | | |
// +---+---+---+
// | | | |
// \---+---+---/
}
func ExamplePrintBoardCells() {
cells[0] = player1
cells[4] = player2
cells[8] = player1
printBoard()
// Output:
// ~~~~~~~~~~~~~~~
// TIC~TAC~TOE
// ~~~~~~~~~~~~~~~
//
// /---+---+---\
// | X | | |
// +---+---+---+
// | | O | |
// +---+---+---+
// | | | X |
// \---+---+---/
}

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package main
// -------------------------------------------------
// IS THERE A WINNER? OR IS IT A TIE?
// -------------------------------------------------
// /---+---+---\
// | 0 | 1 | 2 |
// +---+---+---+
// | 3 | 4 | 5 |
// +---+---+---+
// | 6 | 7 | 8 |
// \---+---+---/
func checkWinOrTie() {
// intentional bug: tie shouldn't happen before winning detection
// if tie = turn == maxTurns; tie {
// // if tie don't check for the winning
// return
// }
// loop over all the players
for i := 1; i <= 2; i++ {
// check for the next player
p := player2
if i == 1 {
p = player1
}
/* check horizontals */
hor := (cells[0] == p && cells[1] == p && cells[2] == p) ||
(cells[3] == p && cells[4] == p && cells[5] == p) ||
(cells[6] == p && cells[7] == p && cells[8] == p)
/* check verticals */
ver := (cells[0] == p && cells[3] == p && cells[6] == p) ||
(cells[1] == p && cells[4] == p && cells[7] == p) ||
(cells[2] == p && cells[5] == p && cells[8] == p)
/* check diagonals */
diag := (cells[0] == p && cells[4] == p && cells[8] == p) ||
(cells[2] == p && cells[4] == p && cells[6] == p)
// any winner?
if hor || ver || diag {
won = true
// this player wins
player = p
// there is a winner so don't check for tie!
return
}
}
// check for tie
tie = turn == maxTurns
}

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package main
import "testing"
func TestWin(t *testing.T) {
// /---+---+---\
// | O | X | X |
// +---+---+---+
// | O | O | X |
// +---+---+---+
// | X | O | X |
// \---+---+---/
cells[0] = player2
cells[1] = player1
cells[2] = player1
cells[3] = player2
cells[4] = player2
cells[5] = player1
cells[6] = player1
cells[7] = player2
cells[8] = player1
turn = maxTurns
if checkWinOrTie(); !won {
t.Errorf("won = %t; want true", won)
}
// TestWin was messing up with the results.
// Test ordering shouldn't be important.
initCells()
}
func TestTie(t *testing.T) {
// /---+---+---\
// | O | X | X |
// +---+---+---+
// | X | O | O |
// +---+---+---+
// | X | O | X |
// \---+---+---/
cells[0] = player2
cells[1] = player1
cells[2] = player1
cells[3] = player1
cells[4] = player2
cells[5] = player2
cells[6] = player1
cells[7] = player2
cells[8] = player1
turn = maxTurns
if checkWinOrTie(); !tie {
t.Errorf("tie = %t; want true", tie)
}
initCells()
}

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package main
import (
"fmt"
"math/rand"
"os"
"strconv"
"time"
)
// init is another special function
// Go calls it before the main function
func init() {
rand.Seed(time.Now().UnixNano())
initCells()
}
// initCells initialize the played cells to empty
func initCells() {
for i := range cells {
cells[i] = emptyCell
}
}
func setGameSpeed() {
// args can be used within the if block
// gs and err can be used in the else if and else branches
if args := os.Args; len(args) == 1 {
fmt.Println("Setting game speed to default.")
} else if gs, err := strconv.Atoi(args[1]); err != nil {
fmt.Println("Wrong game speed. Provide an integer.")
} else {
gameSpeed = time.Duration(gs) * time.Second
}
fmt.Printf("Game speed is %q.\n", gameSpeed)
}

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package main
import (
"fmt"
"time"
)
/*
~ TICTACTOE GAME IN GO ~
+ This example uses the very basics of the Go language.
+ The goal is learning all the basics.
*/
const (
maxTurns = 9
defaultGameSpeed = time.Second * 2 // time between plays
)
var (
won, tie bool // is there any winner or a tie?
turn int // total valid turns played
cells [maxTurns]cell // used to draw the board: contains the players' moves
lastPos int // last played position
wrongMove bool // was the last move wrong?
player = player1 // current player
gameSpeed = defaultGameSpeed // sets the default game speed
)
// main is only responsible for the game loop, that's it.
func main() {
setGameSpeed()
printBoard()
wait()
for nextTurn() {
wait()
}
}
func wait() {
fmt.Println()
time.Sleep(gameSpeed) // player thinks...
}

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package main
import "math/rand"
// play plays the game for the current player.
// + registers the player's move in the board.
// if the move is valid:
// + increases the turn.
func play() {
// pick a random move (very intelligent AI!)
// it can play to the same position!
lastPos = rand.Intn(maxTurns)
// is it a valid move?
if cells[lastPos] != emptyCell {
wrongMove = true
// skip the rest of the function from running
return
}
// register the move: put the player's sign on the board
cells[lastPos] = player
// increment the current turns
turn++
}
// switchPlayer switches to the next player
func switchPlayer() {
// switch the player
if player == player1 {
player = player2
} else {
player = player1
}
}

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package main
import "testing"
func TestWrongMove(t *testing.T) {
// /---+---+---\
// | X | X | X |
// +---+---+---+
// | X | X | X |
// +---+---+---+
// | X | X | X |
// \---+---+---/
// fill the board with artificial cells
for i := range cells {
cells[i] = player1
}
// any move beyond this point is wrong.
// reason: every cell is occupied.
if play(); !wrongMove {
t.Errorf("wrongMove = %t; want true", wrongMove)
}
initCells()
}

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package main
// cell represents a tictactoe board cell
type cell string
// skin options :-)
const (
banner = `
~~~~~~~~~~~~~~~
TIC~TAC~TOE
~~~~~~~~~~~~~~~`
player1, player2, emptyCell cell = "X", "O", " "
sepHeader = `/---+---+---\`
sepLine = `+---+---+---+`
sepFooter = `\---+---+---/`
sepCell = "|"
)

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package main
import "fmt"
// nextTurn prints the board for the next turn and checks for the winning conditions.
// if win or tie: returns false, otherwise true.
func nextTurn() bool {
play()
printBoard()
fmt.Printf("\n>>> PLAYER %q PLAYS to %d\n", player, lastPos+1)
// the switch below is about winning and tie conditions.
// so it is good have checkWinOrTie() as a simple statement.
// totally optional.
switch checkWinOrTie(); {
default:
switchPlayer()
printStatus()
case wrongMove:
fmt.Printf(">>> CELL IS OCCUPIED: PLAY AGAIN!\n")
wrongMove = false // reset for the next turn
case won, tie:
if won {
fmt.Println(">>> WINNER:", player)
} else {
fmt.Println(">>> TIE!")
}
return false
}
return true
}
// printStatus prints the current status of the game
// it cannot access to the names (vars, consts, etc) inside any other func
func printStatus() {
fmt.Println()
progress := (1 - (float64(turn) / maxTurns)) * 100
fmt.Printf("Current Turn : %d\n", turn)
fmt.Printf("Is there a winner : %t\n", won)
fmt.Printf("Turns left : %.1f%%\n", progress)
}