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
153 lines
2.6 KiB
Go
153 lines
2.6 KiB
Go
package main
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import (
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"strings"
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)
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type state int
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const (
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maxTurn = 9
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wrongPosition = -2
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statePlaying state = iota
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stateWon
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stateTie
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stateAlreadyPlayed
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stateWrongPosition
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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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skin // embed the skin
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logger // embed the logger
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}
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func newGame(s skin, l logger) *game {
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return &game{
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player: s.mark1,
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board: [][]string{
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{s.empty, s.empty, s.empty},
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{s.empty, s.empty, s.empty},
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{s.empty, s.empty, s.empty},
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},
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skin: s,
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logger: l,
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}
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}
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func (g *game) play(pos int) state {
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if st := g.move(pos); st != statePlaying {
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return st
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}
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g.turn++ // increment the turn
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// first check the winner then check the tie
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// or the last mover won't win
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switch {
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case g.won():
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return stateWon
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case g.turn == maxTurn:
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return stateTie
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}
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g.changePlayer()
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return statePlaying
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}
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func (g *game) move(pos int) state {
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row, col := position(pos)
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if row+col == wrongPosition {
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return stateWrongPosition
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}
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if g.board[row][col] != g.empty {
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return stateAlreadyPlayed
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}
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// put the player's mark on the board
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g.board[row][col] = g.player
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return statePlaying
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}
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// we can detect the winning state just by comparing the strings
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// because, the game board is a bunch of strings
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func (g *game) won() (won bool) {
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for _, m := range [2]string{g.mark1, g.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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// this method should have a pointer receiver
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// because, it changes the game value
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func (g *game) changePlayer() {
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if g.player == g.mark1 {
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g.player = g.mark2
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} else {
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g.player = g.mark1
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}
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}
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func (g *game) print() {
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g.Println()
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g.Println(g.header)
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for i, line := range g.board {
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g.Print(g.separator)
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for _, m := range line {
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g.Printf("%2s%s", m, g.separator)
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}
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if i+1 != len(g.board) {
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g.Printf("\n%s\n", g.middle)
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}
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}
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g.Printf("\n%s\n", g.footer)
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}
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// this function doesn't depend on the game state
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// so, make it a function instead of a method
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func position(pos int) (row, col 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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return -1, -1
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}
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return row, pos - row*3 - 1
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}
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