CPG/src/game.nim

108 lines
3.1 KiB
Nim

# Copyright 2022 Mattia Giambirtone & All Contributors
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import util/matrix
type
TileKind* = enum
## A tile enumeration kind
Empty = 0,
Self,
Enemy
GameStatus* = enum
## A game status enumeration
Playing,
Win,
Lose,
Draw
TicTacToeGame* = ref object
map*: Matrix[int]
last: TileKind
proc newTicTacToe*: TicTacToeGame =
## Creates a new TicTacToe object
new(result)
result.map = zeros[int]((3, 3))
proc get*(self: TicTacToeGame): GameStatus =
## Returns the game status
# Checks the rows
for _, row in self.map:
if all(row == newMatrix[int](@[1, 1, 1])):
return Win
elif all(row == newMatrix[int](@[2, 2, 2])):
return Lose
# Checks the columns
for _, col in self.map.transpose():
if all(col == newMatrix[int](@[1, 1, 1])):
return Win
elif all(col == newMatrix[int](@[2, 2, 2])):
return Lose
# Checks the diagonals
if all(self.map.diag() == newMatrix[int](@[1, 1, 1])):
return Win
elif all(self.map.diag() == newMatrix[int](@[2, 2, 2])):
return Lose
# Top right diagonal (we flip the matrix left to right so
# that the diagonal gets shifted on the other side)
elif all(self.map.fliplr().diag() == newMatrix[int](@[1, 1, 1])):
return Win
elif all(self.map.fliplr().diag() == newMatrix[int](@[2, 2, 2])):
return Lose
# No check was successful and there's no empty slots: draw!
if not any(self.map == 0):
return Draw
# There are empty slots and no one won yet, we're still in game!
return Playing
proc `$`*(self: TicTacToeGame): string =
## Stringifies self
for i, row in self.map:
for j, e in row:
if e == 0:
result &= "_"
elif e == 1:
result &= "X"
else:
result &= "O"
if j in 0..8:
result &= " "
if i < 2:
result &= "\n"
proc place*(self: TicTacToeGame, tile: TileKind, x, y: int) =
## Places a tile onto the playing board
if TileKind(self.map[x, y]) == Empty:
self.map[x, y] = int(tile)
proc asGame*(self: Matrix[int]): TicTacToeGame =
## Wraps a 3x3 matrix into a tris game
## object
assert self.shape == (3, 3)
new(result)
result.map = self
proc build*(data: seq[int]): TicTacToeGame =
## Builds a tris game from a flat
## sequence
new(result)
result.map = newMatrixFromSeq[int](data, (3, 3))