mirror of
https://github.com/coding-horror/basic-computer-games.git
synced 2025-12-25 12:25:10 -08:00
643 lines
19 KiB
C#
643 lines
19 KiB
C#
using System.Collections.Immutable;
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using Games.Common.Randomness;
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namespace Salvo;
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internal class Game
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{
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private readonly IReadWrite _io;
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private readonly IRandom _random;
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public Game(IReadWrite io, IRandom random)
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{
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_io = io;
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_random = random;
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}
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internal void Play()
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{
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_io.Write(Streams.Title);
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var hitTurnRecord = new int[13];
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var temp = new Position[13];
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var hitShipValue = new float[13];
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for (var i = 1; i <= 12; i++)
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{
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hitTurnRecord[i] = -1;
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hitShipValue[i] = -1;
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}
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var computerGrid = new Grid(_random);
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var humanGrid = new Grid(_io);
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var humanShotSelector = new HumanShotSelector(humanGrid, computerGrid);
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var startResponse = _io.ReadString("DO YOU WANT TO START");
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while (startResponse == "WHERE ARE YOUR SHIPS?")
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{
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foreach (var ship in computerGrid.Ships)
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{
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_io.WriteLine(ship);
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}
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startResponse = _io.ReadString("DO YOU WANT TO START");
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}
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L1890: var turnNumber=0;
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L1900: var seeShotsResponse = _io.ReadString("DO YOU WANT TO SEE MY SHOTS");
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L1920: _io.WriteLine();
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L1930: if (startResponse != "YES") { goto L2620; }
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L1950: if (startResponse != "YES") { goto L1990; }
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L1960: turnNumber++;
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L1970: _io.WriteLine();
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L1980: _io.WriteLine($"TURN {turnNumber}");
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L1990: var maxShotCount = humanShotSelector.GetShotCount();
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L2220: _io.WriteLine($"YOU HAVE {maxShotCount} SHOTS.");
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if (maxShotCount == 0) { goto L2270; }
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L2230: if (maxShotCount > computerGrid.UntriedSquareCount)
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{
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_io.WriteLine("YOU HAVE MORE SHOTS THAN THERE ARE BLANK SQUARES.");
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L2250: goto L2890;
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}
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foreach (var shot1 in humanShotSelector.GetShots(_io))
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{
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if (computerGrid.IsHit(shot1, turnNumber, out var shipName))
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{
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_io.WriteLine($"YOU HIT MY {shipName}.");
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}
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}
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L2620: if (startResponse == "YES") { goto L2670; }
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L2640: turnNumber++;
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L2650: _io.WriteLine();
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L2660: _io.WriteLine($"TURN {turnNumber}");
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L2670: maxShotCount = computerGrid.Ships.Sum(s => s.Shots);
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L2840: _io.WriteLine($"I HAVE {maxShotCount} SHOTS.");
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L2850: if (humanGrid.UntriedSquareCount > maxShotCount) { goto L2880; }
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L2860: _io.WriteLine("I HAVE MORE SHOTS THAN BLANK SQUARES.");
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L2270: _io.WriteLine("I HAVE WON.");
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return;
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L2880: if (maxShotCount != 0) { goto L2960; }
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L2890: _io.WriteLine("YOU HAVE WON.");
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L2900: return;
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L2960: for (var i = 1; i <= 12; i++)
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{
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// if damaged ships
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L2970: if (hitShipValue[i]>0) { goto L3800; }
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}
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L3000: var shotCount=0;
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L3010: var shotAttempts=0;
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L3020: var (shot, _) = _random.NextShipPosition();
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L3030: var strategyNumber=0; //RESTORE
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L3050: shotAttempts++;
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L3060: if (shotAttempts>100) { goto L3010; }
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// ensure shot is in range
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L3070: shot = shot.BringIntoRange(_random);
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L3170: goto L3270;
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// record shot
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L3180: temp[shotCount]=shot;
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L3200: if (shotCount==maxShotCount) { goto L3380; }
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L3210: if (strategyNumber==6) { goto L3030; }
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L3240: //DATA 1,1,-1,1,1,-3,1,1,0,2,-1,1
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var data = new Offset[] { new(1,1),new(-1,1),new(1,-3),new(1,1),new(0,2),new(-1,1) };
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L3220: //READ X1,Y1
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var offset = data[strategyNumber++];
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L3250: shot+=offset;
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// is the shot in range?
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L3270: if (!shot.IsInRange) { goto L3210; }
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// have we fired here before
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L3310: if (humanGrid[shot]>10) { goto L3210; }
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// have we already selected this shot?
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L3320: for (var i = 1; i <= shotCount; i++)
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{
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L3330: if (temp[i] == shot) { goto L3210; }
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}
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L3360: shotCount++;
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L3370: goto L3180;
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// display shots
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L3380: if (seeShotsResponse != "YES") { goto L3420; }
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L3390: for (var i = 1; i <= maxShotCount; i++)
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{
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L3400: _io.WriteLine(temp[i]);
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}
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L3420: for (var i = 1; i <= maxShotCount; i++)
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{
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L3430: if (humanGrid[temp[i]] == 3)
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{
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_io.WriteLine("I HIT YOUR BATTLESHIP");
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}
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else if (humanGrid[temp[i]] == 2)
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{
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_io.WriteLine("I HIT YOUR CRUISER");
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}
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else if (humanGrid[temp[i]] == 1)
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{
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_io.WriteLine("I HIT YOUR DESTROYER<A>");
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}
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else if (humanGrid[temp[i]] == .5F)
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{
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_io.WriteLine("I HIT YOUR DESTROYER<B>");
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}
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else
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{
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humanGrid[temp[i]]=10+turnNumber;
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continue;
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}
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L3570: for (var j = 1; j <= 12; j++)
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{
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// record hit
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L3580: if (hitTurnRecord[j] != -1) { continue; }
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L3590: hitTurnRecord[j]=10+turnNumber;
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L3600: hitShipValue[j]=humanGrid[temp[i]];
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// look for past hits on same ship
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L3610: var shipHits=0;
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L3620: for (var k = 1; k <= 12; k++)
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{
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L3630: if (hitShipValue[k] != hitShipValue[j]) { continue; }
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L3640: shipHits++;
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}
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// if ship is not sunk
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L3660: if (shipHits != (int)(hitShipValue[j]+.5F)+1+(int)(hitShipValue[j]+.5F)/3) { goto L3470; }
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// otherwise, remove ship hit records
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L3670: for (var k = 1; k <= 12; k++)
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{
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L3680: if (hitShipValue[k] == hitShipValue[j])
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{
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L3700: hitShipValue[k] = hitTurnRecord[k] = -1;
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}
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}
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L3720: goto L3470;
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}
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// we shouldn't get here
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L3740: _io.WriteLine("PROGRAM ABORT:");
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L3750: for (var j = 1; j <= 12; j++)
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{
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L3760: _io.WriteLine($"{nameof(hitTurnRecord)}( {j} ) = {hitTurnRecord[j]}");
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L3770: _io.WriteLine($"{nameof(hitShipValue)}( {j} ) = {hitShipValue[j]}");
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}
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return;
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L3470: humanGrid[temp[i]]=10+turnNumber;
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}
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L3490: goto L1950;
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L3800: //REM************************USINGEARRAY
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var tempGrid = new Grid();
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L3860: for (var i = 1; i <= 12; i++)
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{
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if (hitTurnRecord[i]<10) { continue; }
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foreach (var position in Position.All)
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{
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if (humanGrid[position]>=10)
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{
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foreach (var neighbour in position.Neighbours)
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{
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if (humanGrid[neighbour] == hitTurnRecord[i])
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{
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tempGrid[position] += hitTurnRecord[i]-position.Y*(int)(hitShipValue[i]+.5F);
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}
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}
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}
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else
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{
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tempGrid[position]=-10000000;
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}
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}
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}
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L4030: for (var i = 1; i <= maxShotCount; i++)
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{
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L4040: temp[i]=i;
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}
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foreach (var position in Position.All)
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{
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L4090: var Q9=1;
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L4100: for (var i = 1; i <= maxShotCount; i++)
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{
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L4110: if (tempGrid[temp[i]]>=tempGrid[temp[Q9]]) { continue; }
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L4120: Q9=i;
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}
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L4131: if (position.X>maxShotCount) { goto L4140; }
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L4132: if (position.IsOnDiagonal) { goto L4210; }
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L4140: if (tempGrid[position]<tempGrid[temp[Q9]]) { goto L4210; }
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L4150: for (var i = 1; i <= maxShotCount; i++)
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{
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L4160: if (temp[i].X != position.X) { break; }
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L4170: if (temp[i].Y == position.Y) { goto L4210; }
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}
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L4190: temp[Q9]=position;
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L4210: ;// NoOp - NEXT S
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}
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L4230: goto L3380;
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}
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}
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internal abstract class ShotSelector
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{
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internal ShotSelector(Grid source, Grid target)
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{
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Source = source;
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Target = target;
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}
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protected Grid Source { get; }
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protected Grid Target { get; }
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public int GetShotCount() => Source.Ships.Sum(s => s.Shots);
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}
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internal abstract class ComputerShotSelector : ShotSelector
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{
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private readonly bool _displayShots;
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internal ComputerShotSelector(Grid source, Grid target, bool displayShots)
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: base(source, target)
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{
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_displayShots = displayShots;
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}
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private void DisplayShots(IEnumerable<Position> shots, IReadWrite io)
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{
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if (_displayShots)
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{
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foreach (var shot in shots)
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{
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io.WriteLine(shot);
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}
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}
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}
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}
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internal class HumanShotSelector : ShotSelector
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{
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public HumanShotSelector(Grid source, Grid target)
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: base(source, target)
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{
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}
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public IEnumerable<Position> GetShots(IReadWrite io)
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{
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var shots = new Position[GetShotCount()];
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for (var i = 0; i < shots.Length; i++)
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{
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while (true)
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{
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var position = io.ReadValidPosition();
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if (Target.WasTargetedAt(position, out var turnTargeted))
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{
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io.WriteLine($"YOU SHOT THERE BEFORE ON TURN {turnTargeted}");
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continue;
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}
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shots[i] = position;
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break;
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}
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}
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return shots;
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}
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}
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internal abstract class Ship
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{
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private readonly List<Position> _positions = new();
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protected Ship(IReadWrite io, string? nameSuffix = null)
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{
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Name = GetType().Name + nameSuffix;
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_positions = io.ReadPositions(Name, Size).ToList();
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}
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protected Ship(IRandom random, string? nameSuffix = null)
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{
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Name = GetType().Name + nameSuffix;
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var (start, delta) = random.GetRandomShipPositionInRange(Size);
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for (var i = 0; i < Size; i++)
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{
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_positions.Add(start + delta * i);
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}
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}
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internal string Name { get; }
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internal abstract int Shots { get; }
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internal abstract int Size { get; }
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internal abstract float Value { get; }
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internal IEnumerable<Position> Positions => _positions;
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internal bool IsDestroyed => _positions.Count == 0;
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internal bool IsHit(Position position) => _positions.Remove(position);
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internal float DistanceTo(Ship other)
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=> _positions.SelectMany(a => other._positions.Select(b => a.DistanceTo(b))).Min();
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public override string ToString()
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=> string.Join(Environment.NewLine, _positions.Select(p => p.ToString()).Prepend(Name));
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}
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internal sealed class Battleship : Ship
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{
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internal Battleship(IReadWrite io)
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: base(io)
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{
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}
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internal Battleship(IRandom random)
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: base(random)
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{
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}
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internal override int Shots => 3;
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internal override int Size => 5;
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internal override float Value => 3;
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}
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internal sealed class Cruiser : Ship
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{
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internal Cruiser(IReadWrite io)
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: base(io)
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{
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}
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internal Cruiser(IRandom random)
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: base(random)
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{
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}
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internal override int Shots => 2;
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internal override int Size => 3;
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internal override float Value => 2;
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}
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internal sealed class Destroyer : Ship
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{
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internal Destroyer(string nameIndex, IReadWrite io)
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: base(io, $"<{nameIndex}>")
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{
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}
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internal Destroyer(string nameIndex, IRandom random)
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: base(random, $"<{nameIndex}>")
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{
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}
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internal override int Shots => 1;
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internal override int Size => 2;
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internal override float Value => Name.EndsWith("<A>") ? 1 : 0.5F;
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}
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internal static class RandomExtensions
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{
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internal static (Position, Offset) NextShipPosition(this IRandom random)
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{
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var startX = random.NextCoordinate();
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var startY = random.NextCoordinate();
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var deltaY = random.NextOffset();
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var deltaX = random.NextOffset();
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return (new(startX, startY), new(deltaX, deltaY));
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}
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private static Coordinate NextCoordinate(this IRandom random)
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=> random.Next(Coordinate.MinValue, Coordinate.MaxValue + 1);
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private static int NextOffset(this IRandom random) => random.Next(-1, 2);
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internal static (Position, Offset) GetRandomShipPositionInRange(this IRandom random, int shipSize)
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{
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while (true)
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{
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var (start, delta) = random.NextShipPosition();
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var shipSizeLessOne = shipSize - 1;
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var end = start + delta * shipSizeLessOne;
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if (delta != 0 && end.IsInRange)
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{
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return (start, delta);
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}
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}
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}
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}
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internal class Grid
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{
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private readonly List<Ship> _ships;
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private readonly Dictionary<Position, int> _shots = new();
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internal Grid()
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{
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_ships = new();
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}
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internal Grid(IReadWrite io)
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{
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io.WriteLine("ENTER COORDINATES FOR...");
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_ships = new()
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{
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new Battleship(io),
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new Cruiser(io),
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new Destroyer("A", io),
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new Destroyer("B", io)
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};
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}
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internal Grid(IRandom random)
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{
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_ships = new();
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while (true)
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{
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_ships.Add(new Battleship(random));
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if (TryPositionShip(() => new Cruiser(random)) &&
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TryPositionShip(() => new Destroyer("A", random)) &&
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TryPositionShip(() => new Destroyer("B", random)))
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{
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return;
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}
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_ships.Clear();
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}
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bool TryPositionShip(Func<Ship> shipFactory)
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{
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var shipGenerationAttempts = 0;
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while (true)
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{
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var ship = shipFactory.Invoke();
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shipGenerationAttempts++;
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if (shipGenerationAttempts > 25) { return false; }
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if (_ships.Min(ship.DistanceTo) >= 3.59)
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{
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_ships.Add(ship);
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return true;
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}
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}
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}
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}
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public float this[Position position]
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{
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get => _shots.TryGetValue(position, out var value)
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? value + 10
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: _ships.FirstOrDefault(s => s.Positions.Contains(position))?.Value ?? 0;
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set
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{
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_ = _ships.FirstOrDefault(s => s.IsHit(position));
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_shots[position] = (int)value - 10;
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}
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}
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internal int UntriedSquareCount => 100 - _shots.Count;
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internal IEnumerable<Ship> Ships => _ships.AsEnumerable();
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internal bool WasTargetedAt(Position position, out int turnTargeted)
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=> _shots.TryGetValue(position, out turnTargeted);
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internal bool IsHit(Position position, int turnNumber, out string? shipName)
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{
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shipName = null;
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_shots[position] = turnNumber;
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var ship = _ships.FirstOrDefault(s => s.IsHit(position));
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if (ship == null) { return false; }
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if (ship.IsDestroyed) { _ships.Remove(ship); }
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return true;
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}
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}
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internal static class IOExtensions
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{
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internal static Position ReadPosition(this IReadWrite io) => Position.Create(io.Read2Numbers(""));
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internal static Position ReadValidPosition(this IReadWrite io)
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{
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while (true)
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{
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if (Position.TryCreateValid(io.Read2Numbers(""), out var position))
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{
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return position;
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}
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io.WriteLine("ILLEGAL, ENTER AGAIN.");
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}
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}
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internal static IEnumerable<Position> ReadPositions(this IReadWrite io, string shipName, int shipSize)
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{
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io.WriteLine(shipName);
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for (var i = 0; i < shipSize; i++)
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{
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yield return io.ReadPosition();
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}
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}
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}
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internal record struct Position(Coordinate X, Coordinate Y)
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{
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public bool IsInRange => X.IsInRange && Y.IsInRange;
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public bool IsOnDiagonal => X == Y;
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public static Position Create((float X, float Y) coordinates) => new(coordinates.X, coordinates.Y);
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public static bool TryCreateValid((float X, float Y) coordinates, out Position position)
|
|
{
|
|
if (Coordinate.TryCreateValid(coordinates.X, out var x) && Coordinate.TryCreateValid(coordinates.Y, out var y))
|
|
{
|
|
position = new(x, y);
|
|
return true;
|
|
}
|
|
|
|
position = default;
|
|
return false;
|
|
}
|
|
|
|
public static IEnumerable<Position> All
|
|
=> Coordinate.Range.SelectMany(x => Coordinate.Range.Select(y => new Position(x, y)));
|
|
|
|
public IEnumerable<Position> Neighbours
|
|
{
|
|
get
|
|
{
|
|
foreach (var offset in Offset.Units)
|
|
{
|
|
var neighbour = this + offset;
|
|
if (neighbour.IsInRange) { yield return neighbour; }
|
|
}
|
|
}
|
|
}
|
|
|
|
internal float DistanceTo(Position other)
|
|
{
|
|
var (deltaX, deltaY) = (X - other.X, Y - other.Y);
|
|
return (float)Math.Sqrt(deltaX * deltaX + deltaY * deltaY);
|
|
}
|
|
|
|
internal Position BringIntoRange(IRandom random)
|
|
=> IsInRange ? this : new(X.BringIntoRange(random), Y.BringIntoRange(random));
|
|
|
|
public static Position operator +(Position position, Offset offset)
|
|
=> new(position.X + offset.X, position.Y + offset.Y);
|
|
|
|
public static implicit operator Position(int value) => new(value, value);
|
|
|
|
public override string ToString() => $"{X}{Y}";
|
|
}
|
|
|
|
internal record struct Coordinate(int Value)
|
|
{
|
|
public const int MinValue = 0;
|
|
public const int MaxValue = 9;
|
|
|
|
public static IEnumerable<Coordinate> Range => Enumerable.Range(0, 10).Select(v => new Coordinate(v));
|
|
|
|
public bool IsInRange => Value is >= MinValue and <= MaxValue;
|
|
|
|
public static Coordinate Create(float value) => new((int)value - 1);
|
|
|
|
public static bool TryCreateValid(float value, out Coordinate coordinate)
|
|
{
|
|
coordinate = default;
|
|
if (value != (int)value) { return false; }
|
|
|
|
var result = Create(value);
|
|
|
|
if (result.IsInRange)
|
|
{
|
|
coordinate = result;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public Coordinate BringIntoRange(IRandom random)
|
|
=> Value switch
|
|
{
|
|
< MinValue => new(MinValue + (int)random.NextFloat(2.5F)),
|
|
> MaxValue => new(MaxValue - (int)random.NextFloat(2.5F)),
|
|
_ => this
|
|
};
|
|
|
|
public static implicit operator Coordinate(float value) => new((int)value);
|
|
public static implicit operator int(Coordinate coordinate) => coordinate.Value;
|
|
|
|
public static Coordinate operator +(Coordinate coordinate, int offset) => new(coordinate.Value + offset);
|
|
public static int operator -(Coordinate a, Coordinate b) => a.Value - b.Value;
|
|
|
|
public override string ToString() => $" {Value + 1} ";
|
|
}
|
|
|
|
internal record struct Offset(int X, int Y)
|
|
{
|
|
public static readonly Offset Zero = 0;
|
|
|
|
public static Offset operator *(Offset offset, int scale) => new(offset.X * scale, offset.Y * scale);
|
|
|
|
public static implicit operator Offset(int value) => new(value, value);
|
|
|
|
public static IEnumerable<Offset> Units
|
|
{
|
|
get
|
|
{
|
|
for (int x = -1; x <= 1; x++)
|
|
{
|
|
for (int y = -1; y <= 1; y++)
|
|
{
|
|
var offset = new Offset(x, y);
|
|
if (offset != Zero) { yield return offset; }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|