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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166
x-tba/tictactoe-experiments/05-with-pointers/main.go
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166
x-tba/tictactoe-experiments/05-with-pointers/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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"os"
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"strconv"
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"strings"
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)
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func main() {
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fmt.Println(`
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~~~~~~~~~~~~~~~
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TIC~TAC~TOE
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~~~~~~~~~~~~~~~`)
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loop(bufio.NewScanner(os.Stdin))
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}
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const (
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// skin options :-)
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emptyMark = "☆"
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mark1 = "💀"
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mark2 = "🎈"
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maxTurn = 9
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)
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type game struct {
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board [][]string
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turn int
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player string
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buf strings.Builder
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}
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func loop(in *bufio.Scanner) {
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g := newGame()
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for {
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g.prompt()
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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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msg := g.play(pos)
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if msg != "" {
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fmt.Println("\n>>>", msg)
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continue
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}
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if msg := g.finito(); msg != "" {
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fmt.Printf("\n%s%s\n", g, msg)
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break
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}
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g.next()
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}
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}
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func newGame() *game {
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return &game{
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player: mark1,
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board: [][]string{
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{emptyMark, emptyMark, emptyMark},
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{emptyMark, emptyMark, emptyMark},
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{emptyMark, emptyMark, emptyMark},
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},
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}
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}
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func (g *game) prompt() {
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fmt.Printf("\n%s%s [1-9]: ", g, g.player)
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}
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func (g *game) String() string {
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g.buf.Reset()
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g.buf.WriteRune('\n')
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g.buf.WriteString("---+----+---\n")
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for _, line := range g.board {
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g.buf.WriteString(strings.Join(line, " | "))
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g.buf.WriteRune('\n')
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g.buf.WriteString("---+----+---\n")
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}
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return g.buf.String()
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}
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func (g *game) play(pos int) string {
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var row int
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switch {
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case pos >= 7 && pos <= 9:
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row = 2
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case pos >= 4 && pos <= 6:
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row = 1
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case pos >= 1 && pos <= 3:
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row = 0
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default:
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return "wrong position"
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}
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col := pos - row*3 - 1
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if g.board[row][col] != emptyMark {
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return "already played!"
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}
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// put the player
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g.board[row][col] = g.player
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return ""
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}
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func (g *game) finito() string {
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g.turn++
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switch {
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case g.won():
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return fmt.Sprintf("WINNER: %s", g.player)
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case g.turn == maxTurn:
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return "TIE!"
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}
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return ""
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}
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func (g *game) won() (won bool) {
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for _, m := range [2]string{mark1, mark2} {
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b, mmm := g.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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return true
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}
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}
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return false
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}
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func (g *game) next() {
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if g.player == mark1 {
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g.player = mark2
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} else {
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g.player = mark1
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}
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}
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