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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150
x-tba/tictactoe-experiments/01-without-funcs/main.go
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150
x-tba/tictactoe-experiments/01-without-funcs/main.go
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package main
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import (
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"bufio"
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"fmt"
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"io/ioutil"
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"os"
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"strconv"
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"strings"
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rainbow "github.com/guineveresaenger/golang-rainbow"
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)
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const (
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maxTurn = 9
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// skin options :-)
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empty = " "
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player1 = " X "
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player2 = " O "
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header = "---+---+---"
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footer = "---+---+---"
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separator = "|"
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banner = `
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~~~~~~~~~~~~~~~
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TIC~TAC~TOE
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~~~~~~~~~~~~~~~`
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)
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// -------------------------------------------------
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// INITIALIZE THE GAME
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// -------------------------------------------------
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var (
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turn int
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won bool
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board = [3][3]string{
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{empty, empty, empty},
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{empty, empty, empty},
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{empty, empty, empty},
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}
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player = player1
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// for saving the replay.log
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inputs []byte
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)
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func main() {
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rainbow.Rainbow(banner, strings.Count(banner, "\n"))
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in := bufio.NewScanner(os.Stdin)
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for {
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// -------------------------------------------------
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// PRINT THE BOARD AND THE PROMPT
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// -------------------------------------------------
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fmt.Printf("\n %s\n", header)
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for _, line := range board {
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fmt.Printf(" %s\n", strings.Join(line[:], separator))
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fmt.Printf(" %s\n", footer)
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}
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// -------------------------------------------------
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// IS THERE A WINNER? OR IS IT A TIE?
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// -------------------------------------------------
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for _, m := range [2]string{player1, player2} {
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b, mmm := board, strings.Repeat(m, 3)
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won = /* horizontals */
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strings.Join(b[0][:], "") == mmm ||
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strings.Join(b[1][:], "") == mmm ||
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strings.Join(b[2][:], "") == mmm ||
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/* verticals */
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b[0][0]+b[1][0]+b[2][0] == mmm ||
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b[0][1]+b[1][1]+b[2][1] == mmm ||
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b[0][2]+b[1][2]+b[2][2] == mmm ||
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/* diagonals */
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b[0][0]+b[1][1]+b[2][2] == mmm ||
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b[0][2]+b[1][1]+b[2][0] == mmm
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if won {
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player = m
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break
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}
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}
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if won {
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player = strings.TrimSpace(player)
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fmt.Printf("\n>>> WINNER: %s\n", player)
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break
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} else if turn++; turn == maxTurn+1 {
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fmt.Printf("\n>>> TIE!\n")
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break
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}
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// -------------------------------------------------
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// CHECK THE MOVE AND PLAY
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// -------------------------------------------------
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// get the input
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fmt.Printf("\nPLAYER: %q [1-9]: ", player)
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if !in.Scan() {
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break
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}
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// Atoi already return 0 on error; no need to check
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// it for the following switch to work
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pos, _ := strconv.Atoi(in.Text())
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// Save the input for replaying
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inputs = append(inputs, byte(pos+48), '\n')
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var row int
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switch {
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case pos >= 1 && pos <= 3:
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row = 0
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case pos >= 4 && pos <= 6:
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row = 1
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case pos >= 7 && pos <= 9:
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row = 2
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default:
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fmt.Println("\n>>>", "wrong position!")
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continue
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}
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col := pos - row*3 - 1
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if board[row][col] != empty {
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fmt.Println("\n>>>", "already played!")
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continue
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}
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// put a mark on the board
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board[row][col] = player
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// switch to the next player
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if player == player1 {
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player = player2
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} else {
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player = player1
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}
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}
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if err := ioutil.WriteFile("replay.log", inputs, 0644); err != nil {
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fmt.Fprintf(os.Stderr, "Cannot save replay: ", err)
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}
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}
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