ang_ttt_gem 0.0.1
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- data/lib/ang_ttt_gem.rb +14 -0
- data/lib/ang_ttt_gem/ai.rb +87 -0
- data/lib/ang_ttt_gem/board.rb +69 -0
- data/lib/ang_ttt_gem/computer_player.rb +17 -0
- data/lib/ang_ttt_gem/game.rb +74 -0
- data/lib/ang_ttt_gem/human_player.rb +14 -0
- data/lib/ang_ttt_gem/message.rb +26 -0
- data/lib/ang_ttt_gem/player.rb +10 -0
- data/lib/ang_ttt_gem/scoring.rb +26 -0
- data/lib/ang_ttt_gem/validate.rb +22 -0
- metadata +55 -0
data/lib/ang_ttt_gem.rb
ADDED
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$: << File.expand_path(File.dirname(__FILE__) + '/ang_ttt_gem/')
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# require "board"
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# class Hola
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# def self.hi
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# puts "Hello world!"
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# board = Board.new
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# puts $: << File.expand_path(File.dirname(__FILE__) + '/ang_ttt_gem/')
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# # if board.nil?
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# # puts "there is no board"
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# # else
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# # puts "there is a board"
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# # end
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# end
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#end
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require "scoring"
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require "board"
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class Ai
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def initialize(player, board)
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@board = board
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@scoring = Scoring.new
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@max_mark = player.mark
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end
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def find_opponent_mark
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state = @board.current_state
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min_mark = state.reject {|c| c =~ /^#{@max_mark}|\s{1}$/ }
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@min_mark = min_mark[0]
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end
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def select_optimal_start_move
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start_moves = [0, 2, 4, 6, 8]
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best_move = start_moves.sample
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end
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def random_move
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move = @board.available_spaces.sample
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end
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def find_best_move
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if @board.available_spaces.count == 9
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best_move = select_optimal_start_move
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else
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find_opponent_mark
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move_reference, best_score = max_move
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best_move = move_reference
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end
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best_move
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end
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def max_move
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best_move = nil
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best_score = nil
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@board.available_spaces.each do |move|
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@board.set(move, @max_mark)
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if state_is_terminal?
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score = evaluate_the_board
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else
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move_reference, score = min_move
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end
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@board.undo_move(move)
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if best_score.nil? || score > best_score
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best_score = score
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best_move = move
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end
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end
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return best_move, best_score
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end
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def min_move
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best_move = nil
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best_score = nil
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@board.available_spaces.each do |move|
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@board.set(move, @min_mark)
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if state_is_terminal?
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score = evaluate_the_board
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else
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move_reference, score = max_move
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end
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@board.undo_move(move)
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if best_score.nil? || score < best_score
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best_score = score
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best_move = move
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end
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end
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return best_move, best_score
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end
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def state_is_terminal?
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@scoring.winner?(@board) || @scoring.draw?(@board)
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end
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def evaluate_the_board
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decision = nil
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decision = 1 if @scoring.winner?(@board) && @scoring.winning_mark(@board) == @max_mark
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decision = -1 if @scoring.winner?(@board) && @scoring.winning_mark(@board) != @max_mark
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decision = 0 if @scoring.draw?(@board)
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decision
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end
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end
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class Board
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def initialize
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@cells = Array.new(9) {" "}
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end
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def get(cell_number)
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@cells[cell_number]
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end
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def set(cell_number, mark)
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@cells[cell_number] = mark
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end
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def undo_move(cell_number)
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@cells[cell_number] = " "
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end
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def available_spaces
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available_spaces = @cells.each_with_index.select { |i, idx| i =~ / / }
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available_spaces = available_spaces.map{|i| i[1] }
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available_spaces
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end
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def cell_occupied?(cell_number)
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get(cell_number.to_i - 1) != " "
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end
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def current_state
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current_state = @cells.map {|c| c}
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end
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def clear_all_spaces
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mark = " "
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@cells.each_with_index do |cell, index|
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set(index, mark)
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end
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end
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def rows
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[ @cells[0..2],
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@cells[3..5],
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@cells[6..8] ]
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end
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def columns
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rows.transpose
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end
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def diagonal_forward
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[ @cells[2],
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@cells[4],
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@cells[6] ]
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end
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def diagonal_back
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[ @cells[0],
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@cells[4],
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@cells[8] ]
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end
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def possible_winning_combinations
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possible_winning_combinations = []
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rows.collect{|row| possible_winning_combinations << row }
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columns.collect{|column| possible_winning_combinations << column }
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possible_winning_combinations << diagonal_forward
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possible_winning_combinations << diagonal_back
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end
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end
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require "player"
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require "ai"
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require "board"
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class ComputerPlayer < Player
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attr_accessor :ai
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def initialize(mark)
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self.set_mark(mark)
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end
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def get_move(board)
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ai = Ai.new(self, board)
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cell_number = ai.find_best_move
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end
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end
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require "board"
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require "scoring"
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require "validate"
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require "human_player"
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require "computer_player"
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class Game
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attr_reader :players, :board
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def initialize
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@board = Board.new
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@scoring = Scoring.new
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@validate = Validate.new
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@players = []
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end
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def create_computer_player(mark)
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@players << ComputerPlayer.new(mark)
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end
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def create_human_player(mark)
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@players << HumanPlayer.new(mark)
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end
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def get_player_move(player)
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index = player - 1
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@players[index].get_move(@board)
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end
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def move_valid?(move)
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(0..8).include?(move)
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end
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def make_move_player(player, move)
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index = player - 1
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mark = @players[index].mark
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return false unless move_valid?(move)
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@board.set(move, mark)
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prepare_display_state
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end
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def square_taken?(cell_number)
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@board.cell_occupied?(cell_number)
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end
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def prepare_display_state
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board_display_state = []
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current_state = @board.current_state
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cell_numbers = ["1", "2", "3", "4", "5", "6", "7", "8", "9"]
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index = 0
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current_state.each do |cell|
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board_display_state << cell_numbers[index] if cell == " "
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board_display_state << current_state[index] unless cell == " "
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index += 1
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end
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board_display_state
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end
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def is_over?
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@scoring.winner?(@board) || @scoring.draw?(@board)
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end
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def result
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message_key = :draw
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@players.each_with_index do |player, i|
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num = i + 1
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if @scoring.winning_mark(@board) == player.mark
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message_key = "player_#{num}_win".to_sym
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end
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end
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message_key
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end
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end
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class Message
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def initialize
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@message = {
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welcome: "Welcome to Tic Tac Toe! You will create 2 players. The first player you create will go first.\n",
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create_player: "Create a player.\n",
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determine_player_type: "Do you want the player to be human or computer? (H/C)\n",
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select_player_mark: "Please select a single letter to represent the player.\n",
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invalid_selection: "That is an invalid selection, please make a valid selection.\n",
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select_square: "Please select an open square.\n",
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player_1_win: "Player 1 is the winner!\n",
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player_2_win: "Player 2 is the winner!\n",
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draw: "It's a draw.\n",
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play_again?: "Would you like to play again? (Y/N)\n",
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}
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end
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def passed(*keys)
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message = String.new
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keys.each do |key|
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message << @message[key]
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end
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message
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end
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end
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require "board"
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class Scoring
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def winner?(board)
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winner = false
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board.possible_winning_combinations.each do |combo|
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if combo.uniq.length == 1 && combo[0] != " "
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winner = true
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end
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end
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winner
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end
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def winning_mark(board)
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board.possible_winning_combinations.each do |combo|
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if combo.uniq.length == 1 && combo[0] != " "
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return combo[0]
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end
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end
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end
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def draw?(board)
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winner?(board) == false && board.available_spaces.count == 0
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end
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end
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class Validate
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def player_input(input)
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return false unless input =~ /[Hh,Cc]/
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return true
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end
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def mark_input(input)
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return false unless input =~ /[a-zA-Z]/
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return true
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end
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def number_input(input)
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return false unless input =~ /[1-9]/
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return true
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end
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def play_again_input(input)
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return false unless input =~ /[Nn,Yy]/
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return true
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end
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end
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metadata
ADDED
@@ -0,0 +1,55 @@
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1
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--- !ruby/object:Gem::Specification
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2
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name: ang_ttt_gem
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version: !ruby/object:Gem::Version
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version: 0.0.1
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prerelease:
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platform: ruby
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authors:
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- Angeleah Daidone
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autorequire:
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bindir: bin
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cert_chain: []
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date: 2012-08-28 00:00:00.000000000Z
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dependencies: []
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description: A Tic Tac Toe game made by Angeleah
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email: angeleah@angeleah.com
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executables: []
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extensions: []
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extra_rdoc_files: []
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files:
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- lib/ang_ttt_gem/ai.rb
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- lib/ang_ttt_gem/board.rb
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- lib/ang_ttt_gem/computer_player.rb
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- lib/ang_ttt_gem/game.rb
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- lib/ang_ttt_gem/human_player.rb
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- lib/ang_ttt_gem/message.rb
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- lib/ang_ttt_gem/player.rb
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- lib/ang_ttt_gem/scoring.rb
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- lib/ang_ttt_gem/validate.rb
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- lib/ang_ttt_gem.rb
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homepage: https://github.com/angeleah/tic_tac_toe_by_angeleah
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licenses: []
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post_install_message:
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rdoc_options: []
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require_paths:
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- lib
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- spec
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required_ruby_version: !ruby/object:Gem::Requirement
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none: false
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requirements:
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40
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- - ! '>='
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- !ruby/object:Gem::Version
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version: '0'
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required_rubygems_version: !ruby/object:Gem::Requirement
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none: false
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requirements:
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46
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- - ! '>='
|
47
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- !ruby/object:Gem::Version
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48
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version: '0'
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requirements: []
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rubyforge_project:
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rubygems_version: 1.8.10
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signing_key:
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specification_version: 3
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summary: A Tic Tac Toe Gem
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55
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test_files: []
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