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