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Game.cs
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/*
* Game.cs --
*
* Copyright (c) 2007-2024 by Joe Mistachkin. All rights reserved.
*
* See the file "license.terms" for information on usage and redistribution of
* this file, and for a DISCLAIMER OF ALL WARRANTIES.
*
* RCS: @(#) $Id: $
*/
namespace TicTacToe
{
#region IGame Interface
internal interface IGame
{
bool GetRowAndColumn(
out int row, /* out */
out int column /* out */
);
bool Reset();
bool Draw();
MarkType? PlaceMark(
int row, /* in */
int column /* in */
);
MarkType? GetWinner();
}
#endregion
///////////////////////////////////////////////////////////////////////////
#region Game Class
internal sealed class Game : IGame
{
#region Private Data
//
// NOTE: This is used to interact with the game board.
//
private IGameBoard gameBoard;
///////////////////////////////////////////////////////////////////////
//
// NOTE: These represent the users playing the game.
//
private IGamePlayer player1;
private IGamePlayer player2;
///////////////////////////////////////////////////////////////////////
//
// NOTE: There are assumptions here:
//
// 1. The player marking "X" always goes first.
//
private MarkType turn = MarkType.X;
#endregion
///////////////////////////////////////////////////////////////////////
#region Private Constructors
private Game()
{
this.gameBoard = new GameBoard();
}
#endregion
///////////////////////////////////////////////////////////////////////
#region Public Constructors
public Game(
int playerCount, /* in */
int? player1Difficulty, /* in */
int? player2Difficulty /* in */
)
: this()
{
switch (playerCount)
{
case 0:
{
player1 = Helpers.CreateGamePlayer(player1Difficulty);
player2 = Helpers.CreateGamePlayer(player2Difficulty);
break;
}
case 1:
{
player1 = Helpers.CreateGamePlayer(null);
player2 = Helpers.CreateGamePlayer(player2Difficulty);
break;
}
case 2:
{
player1 = Helpers.CreateGamePlayer(null);
player2 = Helpers.CreateGamePlayer(null);
break;
}
}
}
#endregion
///////////////////////////////////////////////////////////////////////
#region IGame Members
public bool GetRowAndColumn(
out int row, /* out */
out int column /* out */
)
{
row = 0;
column = 0;
switch (turn)
{
case MarkType.None:
{
return false;
}
case MarkType.X:
{
if (player1 == null)
return false;
return player1.GetRowAndColumn(
gameBoard, turn, ref row, ref column);
}
case MarkType.O:
{
if (player2 == null)
return false;
return player2.GetRowAndColumn(
gameBoard, turn, ref row, ref column);
}
default:
{
return false;
}
}
}
///////////////////////////////////////////////////////////////////////
public bool Reset()
{
turn = MarkType.X;
if (gameBoard == null)
return false;
return gameBoard.Clear();
}
///////////////////////////////////////////////////////////////////////
public bool Draw()
{
if (gameBoard == null)
return false;
return gameBoard.Draw();
}
///////////////////////////////////////////////////////////////////////
public MarkType? PlaceMark(
int row, /* in */
int column /* in */
)
{
if (gameBoard == null)
return null;
MarkType markType = gameBoard.GetMark(row, column);
if (markType != MarkType.None)
return null;
return gameBoard.SetMark(row, column, NextTurn());
}
///////////////////////////////////////////////////////////////////////
public MarkType? GetWinner()
{
if (gameBoard == null)
return null;
return gameBoard.GetWinner();
}
#endregion
///////////////////////////////////////////////////////////////////////
#region Private Methods
private MarkType NextTurn()
{
MarkType oldTurn = turn;
turn = Helpers.GetOtherMarkType(oldTurn);
return oldTurn;
}
#endregion
}
#endregion
}