ensign_erratic 1.0.2
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- data/Battleship.Rakefile +12 -0
- data/Rakefile +41 -0
- data/lib/ensign_erratic/board.rb +56 -0
- data/lib/ensign_erratic/ensign_erratic.rb +206 -0
- data/pkg/ensign_erratic-1.0.0.1.gem +0 -0
- data/pkg/ensign_erratic-1.0.0.2.gem +0 -0
- data/pkg/ensign_erratic-1.0.0.3.gem +0 -0
- data/pkg/ensign_erratic-1.0.0.gem +0 -0
- data/pkg/ensign_erratic-1.0.1.gem +0 -0
- data/spec/ensign_erratic/board_spec.rb +55 -0
- data/spec/ensign_erratic/ensign_erratic_spec.rb +204 -0
- data/spec/spec_helper.rb +1 -0
- metadata +62 -0
data/Battleship.Rakefile
ADDED
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#
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# DO NOT tamper with this file. It will lead to disqualification.
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require 'rake'
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require 'spec/rake/spectask'
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desc "Run all examples with RCov"
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Spec::Rake::SpecTask.new('spec_with_rcov') do |t|
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t.spec_files = FileList['spec/**/*.rb']
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t.rcov = true
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t.rcov_opts = ['-t', '--exclude', 'spec', '--no-html']
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end
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data/Rakefile
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require 'rake'
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require 'rake/gempackagetask'
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require 'spec/rake/spectask'
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require 'battleship_tournament/submit'
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desc "Run all specs"
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Spec::Rake::SpecTask.new('spec') do |t|
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t.spec_files = FileList['spec/**/*.rb']
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t.rcov = false
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end
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PKG_NAME = "ensign_erratic"
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PKG_VERSION = "1.0.2"
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spec = Gem::Specification.new do |s|
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s.name = PKG_NAME
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s.version = PKG_VERSION
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s.files = FileList['**/*'].to_a
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s.require_path = 'lib'
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s.test_files = Dir.glob('spec/*_spec.rb')
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s.bindir = 'bin'
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s.executables = []
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s.summary = "Battleship Player:Ensign Erratic"
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s.rubyforge_project = "sparring"
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s.homepage = "http://sparring.rubyforge.org/"
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s.description = "Relatively simple Battleship AI that utilizes random targeting and ship placement"
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s.author = "Jim Suchy"
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s.email = "jim@8thlight.com"
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end
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Rake::GemPackageTask.new(spec) do |pkg|
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pkg.need_zip = false
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pkg.need_tar = false
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end
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desc "Submit your player"
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task :submit do
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submitter = BattleshipTournament::Submit.new(PKG_NAME)
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submitter.submit
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end
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module EnsignErratic
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class Board
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attr_reader :placed_ship_sectors
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def initialize
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@placed_ship_sectors = []
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end
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Row = %w{ A B C D E F G H I J }
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PlacementRegex = /(([A-J])([1-9]|10)) (HORIZONTAL|VERTICAL)/i
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CoordinatesRegex = /([A-J])([1-9|10])/i
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def clear
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@placed_ship_sectors = []
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end
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def place_ship(size, placement)
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@possible_ship_sectors = []
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match = PlacementRegex.match(placement)
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start_coordinates = match[1]
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row = match[2]
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column = match[3].to_i
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orientation = match[4].upcase
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add_sector(start_coordinates)
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(size - 1).times do |index|
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new_coordinates = orientation == "HORIZONTAL" ? move_right(row, column, index) : move_down(row, column, index)
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add_sector(new_coordinates)
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end
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@placed_ship_sectors.concat(@possible_ship_sectors)
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end
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private ###############################################
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def add_sector(coordinates)
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raise "Ships overlap at #{coordinates}" if @placed_ship_sectors.include?(coordinates)
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@possible_ship_sectors << coordinates
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end
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def move_right(row, column, number)
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new_column = column + number + 1
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raise "Ship would fall off right edge" if new_column > 10
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return "#{row}#{new_column}"
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end
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def move_down(row, column, number)
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new_row = Row[Row.index(row) + number + 1]
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raise "Ship would fall off bottom edge" if new_row.nil?
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return "#{new_row}#{column}"
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end
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end
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end
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require 'ensign_erratic/board'
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module EnsignErratic
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class EnsignErratic
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attr_reader :carrier_placement, :battleship_placement, :destroyer_placement, :submarine_placement, :patrolship_placement
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attr_reader :opponent_name, :result, :disqualification_reason
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attr_reader :turns, :enemy_targets, :hits
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def name
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return "Ensign Erratic"
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end
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def new_game(opponent_name)
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@opponent_name = opponent_name
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reset
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setup_ships
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end
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def next_target
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return seek_and_destroy? ? smart_target : random_target
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end
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def target_result(coordinates, was_hit, ship_sunk)
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@turns << coordinates
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@hits << coordinates if was_hit
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calculate_seek_and_destroy(was_hit, ship_sunk)
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end
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def enemy_targeting(coordinates)
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@enemy_targets << coordinates
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end
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def game_over(result, disqualification_reason=nil)
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@result = result
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@disqualification_reason = disqualification_reason
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end
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def seek_and_destroy?
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return @seek_and_destroy
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end
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private ###############################################
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def reset
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@turns = []
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@hits = []
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@enemy_targets = []
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@seek_and_destroy = false
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@board = Board.new
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Kernel.srand
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end
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def random_target
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coordinates = random_coordinates
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return already_targeted?(coordinates) ? random_target : coordinates
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end
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def smart_target
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row, column = last_hit_coordinates
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if @seek_and_destroy_direction == "left"
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return seek_left(row, column)
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elsif @seek_and_destroy_direction == "right"
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return target_right(row, column.to_i)
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elsif @seek_and_destroy_direction == "up"
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return seek_up(row, column)
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elsif @seek_and_destroy_direction == "down"
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return target_down(row, column)
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end
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end
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def target_left(row, column)
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return "#{row}#{column.to_i - 1}"
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end
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def target_right(row, column)
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column += 1
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next_try = "#{row}#{column}"
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while already_targeted?(next_try)
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column += 1
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next_try = "#{row}#{column}"
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end
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return next_try
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end
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def target_up(row, column)
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row_above = Board::Row[Board::Row.index(row) - 1]
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return "#{row_above}#{column}"
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end
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def target_down(row, column)
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row_below = Board::Row[Board::Row.index(row) + 1]
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next_try = "#{row_below}#{column}"
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while already_targeted?(next_try)
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row_below = Board::Row[Board::Row.index(row_below) + 1]
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next_try = "#{row_below}#{column}"
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end
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return next_try
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end
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def seek_left(row, column)
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next_target = target_left(row, column)
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if valid_target?(next_target)
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return next_target
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else
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return target_right(row, column.to_i)
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end
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end
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def seek_up(row, column)
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next_target = target_up(row, column)
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if valid_target?(next_target)
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return next_target
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else
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return target_down(row, column)
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end
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end
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def calculate_seek_and_destroy(was_hit, ship_sunk)
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if @seek_and_destroy
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if ship_sunk
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@seek_and_destroy = false
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elsif !was_hit
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if @seek_and_destroy_direction == "left"
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@seek_and_destroy_direction = "right"
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elsif @seek_and_destroy_direction == "right"
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@seek_and_destroy_direction = "up"
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elsif @seek_and_destroy_direction == "up"
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@seek_and_destroy_direction = "down"
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end
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end
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elsif was_hit
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@seek_and_destroy = true
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@seek_and_destroy_direction = "left"
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end
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end
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def valid_target?(coordinates)
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row, column = row_and_column_for(coordinates)
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return false if column.to_i <= 0
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return false if already_targeted?(coordinates)
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return true
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end
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def already_targeted?(coordinates)
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return @turns.include?(coordinates)
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end
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def last_hit_coordinates
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return row_and_column_for(@hits.last)
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end
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def row_and_column_for(coordinates)
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match = Board::CoordinatesRegex.match(coordinates)
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return match[1], match[2]
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end
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def setup_ships
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valid_placement = false
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while !valid_placement
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randomize_ship_placement
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begin
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place_ships
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valid_placement = true
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rescue Exception => e
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# puts e.message
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end
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end
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end
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def randomize_ship_placement
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@carrier_placement = random_ship_placement
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@battleship_placement = random_ship_placement
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@destroyer_placement = random_ship_placement
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@submarine_placement = random_ship_placement
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@patrolship_placement = random_ship_placement
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end
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def random_ship_placement
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return "#{random_coordinates} #{random_orientation}"
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end
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def random_coordinates
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return "#{Board::Row[Kernel.rand(10)]}#{Kernel.rand(10)+1}"
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end
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def random_orientation
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return Kernel.rand(2) == 1 ? "horizontal" : "vertical"
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end
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def place_ships
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@board.clear
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@board.place_ship(5, @carrier_placement)
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@board.place_ship(4, @battleship_placement)
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@board.place_ship(3, @destroyer_placement)
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@board.place_ship(3, @submarine_placement)
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@board.place_ship(2, @patrolship_placement)
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end
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end
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end
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require File.expand_path(File.join(File.dirname(__FILE__), '..', 'spec_helper'))
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require 'ensign_erratic/board'
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describe EnsignErratic::Board do
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before(:each) do
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@board = EnsignErratic::Board.new
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end
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it "should place ship horizontally" do
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@board.place_ship(5, "A1 horizontal")
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@board.placed_ship_sectors.size.should == 5
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@board.placed_ship_sectors.should include("A1")
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@board.placed_ship_sectors.should include("A2")
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@board.placed_ship_sectors.should include("A3")
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@board.placed_ship_sectors.should include("A4")
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@board.placed_ship_sectors.should include("A5")
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end
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it "should place ship vertically" do
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@board.place_ship(3, "B1 vertical")
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@board.placed_ship_sectors.size.should == 3
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@board.placed_ship_sectors.should include("B1")
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@board.placed_ship_sectors.should include("C1")
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@board.placed_ship_sectors.should include("D1")
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end
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it "should raise exception if ships would overlap" do
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@board.place_ship(5, "B2 horizontal")
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lambda {@board.place_ship(3, "A3 vertical")}.should raise_error("Ships overlap at B3")
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@board.placed_ship_sectors.size.should == 5
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end
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it "should raise exception if ship would fall off right edge" do
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lambda {@board.place_ship(5, "A9 horizontal")}.should raise_error("Ship would fall off right edge")
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@board.placed_ship_sectors.size.should == 0
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end
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41
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it "should raise exception if ship would fall off bottom edge" do
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lambda {@board.place_ship(5, "I3 vertical")}.should raise_error("Ship would fall off bottom edge")
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@board.placed_ship_sectors.size.should == 0
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end
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it "should clear placed ship sectors" do
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@board.place_ship(3, "B1 vertical")
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@board.clear
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@board.placed_ship_sectors.size.should == 0
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end
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end
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1
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+
require File.expand_path(File.join(File.dirname(__FILE__), '..', 'spec_helper'))
|
2
|
+
require 'ensign_erratic/ensign_erratic'
|
3
|
+
require 'ensign_erratic/board'
|
4
|
+
|
5
|
+
describe EnsignErratic do
|
6
|
+
|
7
|
+
before(:each) do
|
8
|
+
EnsignErratic::Board.stub!(:new).and_return(mock("board", :place_ship => nil, :clear => nil))
|
9
|
+
|
10
|
+
@player = EnsignErratic::EnsignErratic.new
|
11
|
+
@player.new_game("some player")
|
12
|
+
end
|
13
|
+
|
14
|
+
it "should have a name" do
|
15
|
+
@player.name.should == "Ensign Erratic"
|
16
|
+
end
|
17
|
+
|
18
|
+
it "should store opponent's name" do
|
19
|
+
@player.new_game("your opponent")
|
20
|
+
|
21
|
+
@player.opponent_name.should == "your opponent"
|
22
|
+
end
|
23
|
+
|
24
|
+
it "should seed rng for each new game" do
|
25
|
+
Kernel.should_receive(:srand)
|
26
|
+
|
27
|
+
@player.new_game("foo")
|
28
|
+
end
|
29
|
+
|
30
|
+
it "should have game over" do
|
31
|
+
@player.game_over(:disqualified, "no reason")
|
32
|
+
|
33
|
+
@player.result.should == :disqualified
|
34
|
+
@player.disqualification_reason.should == "no reason"
|
35
|
+
end
|
36
|
+
|
37
|
+
it "should target a random location" do
|
38
|
+
Kernel.should_receive(:rand).with(10).twice.and_return(3, 7)
|
39
|
+
|
40
|
+
@player.next_target.should == "D8"
|
41
|
+
end
|
42
|
+
|
43
|
+
it "should not fire at a location that has already been fired at" do
|
44
|
+
@player.target_result("D8", false, nil)
|
45
|
+
@player.target_result("C6", false, nil)
|
46
|
+
Kernel.should_receive(:rand).with(10).and_return(3, 7, 2, 5, 1, 6)
|
47
|
+
|
48
|
+
@player.next_target.should == "B7"
|
49
|
+
end
|
50
|
+
|
51
|
+
it "should store whether opponent's target was a hit" do
|
52
|
+
@player.target_result("A1", true, nil)
|
53
|
+
@player.target_result("C8", false, nil)
|
54
|
+
@player.target_result("F4", true, nil)
|
55
|
+
|
56
|
+
@player.hits.size.should == 2
|
57
|
+
@player.hits[0].should == "A1"
|
58
|
+
@player.hits[1].should == "F4"
|
59
|
+
end
|
60
|
+
|
61
|
+
it "should store taken turns" do
|
62
|
+
@player.target_result("A1", true, nil)
|
63
|
+
@player.target_result("C8", false, nil)
|
64
|
+
@player.target_result("F4", true, nil)
|
65
|
+
|
66
|
+
@player.turns[0].should == "A1"
|
67
|
+
@player.turns[1].should == "C8"
|
68
|
+
@player.turns[2].should == "F4"
|
69
|
+
@player.hits[0].should == "A1"
|
70
|
+
@player.hits[1].should == "F4"
|
71
|
+
end
|
72
|
+
|
73
|
+
it "should store opponent's targets" do
|
74
|
+
@player.enemy_targeting("B7")
|
75
|
+
@player.enemy_targeting("A3")
|
76
|
+
|
77
|
+
@player.enemy_targets[0].should == "B7"
|
78
|
+
@player.enemy_targets[1].should == "A3"
|
79
|
+
end
|
80
|
+
|
81
|
+
it "should go to seek and destroy mode after first hit of a ship" do
|
82
|
+
@player.target_result("A1", true, nil)
|
83
|
+
|
84
|
+
@player.seek_and_destroy?.should == true
|
85
|
+
end
|
86
|
+
|
87
|
+
it "should stay in seek and destroy after missing next shot" do
|
88
|
+
@player.target_result("A7", true, nil)
|
89
|
+
@player.target_result("A6", false, nil)
|
90
|
+
|
91
|
+
@player.seek_and_destroy?.should == true
|
92
|
+
end
|
93
|
+
|
94
|
+
it "should go out of seek and destroy mode after ship is sunk" do
|
95
|
+
@player.target_result("A2", true, nil)
|
96
|
+
|
97
|
+
@player.target_result("A1", true, :patrolship)
|
98
|
+
|
99
|
+
@player.seek_and_destroy?.should == false
|
100
|
+
end
|
101
|
+
|
102
|
+
it "should first target to the left of the hit" do
|
103
|
+
@player.target_result("D3", true, nil)
|
104
|
+
|
105
|
+
@player.next_target.should == "D2"
|
106
|
+
end
|
107
|
+
|
108
|
+
it "should target right if missed to the left" do
|
109
|
+
@player.target_result("D3", true, nil)
|
110
|
+
@player.target_result("D2", false, nil)
|
111
|
+
|
112
|
+
@player.next_target.should == "D4"
|
113
|
+
end
|
114
|
+
|
115
|
+
it "should continue to the left if hit" do
|
116
|
+
@player.target_result("D3", true, nil)
|
117
|
+
@player.target_result("D2", true, nil)
|
118
|
+
|
119
|
+
@player.next_target.should == "D1"
|
120
|
+
end
|
121
|
+
|
122
|
+
it "should target to the right if hit was on the left edge" do
|
123
|
+
@player.target_result("A1", true, nil)
|
124
|
+
|
125
|
+
@player.next_target.should == "A2"
|
126
|
+
end
|
127
|
+
|
128
|
+
it "should target to the right if sector to left of hit was already targeted" do
|
129
|
+
@player.target_result("D4", false, nil)
|
130
|
+
@player.target_result("D5", true, nil)
|
131
|
+
|
132
|
+
@player.next_target.should == "D6"
|
133
|
+
end
|
134
|
+
|
135
|
+
it "should target up if no hits to left or right" do
|
136
|
+
@player.target_result("C5", true, nil)
|
137
|
+
@player.target_result("C4", false, nil)
|
138
|
+
@player.target_result("C6", false, nil)
|
139
|
+
|
140
|
+
@player.next_target.should == "B5"
|
141
|
+
end
|
142
|
+
|
143
|
+
it "should target down if no hits left, right or up" do
|
144
|
+
@player.target_result("C5", true, nil)
|
145
|
+
@player.target_result("C4", false, nil)
|
146
|
+
@player.target_result("C6", false, nil)
|
147
|
+
@player.target_result("B5", false, nil)
|
148
|
+
|
149
|
+
@player.next_target.should == "D5"
|
150
|
+
end
|
151
|
+
|
152
|
+
it "should target down after hitting one above then missing above that" do
|
153
|
+
@player.target_result("C5", true, nil)
|
154
|
+
@player.target_result("C4", false, nil)
|
155
|
+
@player.target_result("C6", false, nil)
|
156
|
+
@player.target_result("B5", true, nil)
|
157
|
+
@player.target_result("A5", false, nil)
|
158
|
+
|
159
|
+
@player.next_target.should == "D5"
|
160
|
+
end
|
161
|
+
|
162
|
+
it "should target down if sector above hit was already targeted" do
|
163
|
+
@player.target_result("B5", false, nil)
|
164
|
+
@player.target_result("C5", true, nil)
|
165
|
+
@player.target_result("C4", false, nil)
|
166
|
+
|
167
|
+
@player.next_target.should == "C6"
|
168
|
+
end
|
169
|
+
|
170
|
+
it "should target right if sector above and below already targeted" do
|
171
|
+
@player.target_result("B5", false, nil)
|
172
|
+
@player.target_result("D5", false, nil)
|
173
|
+
@player.target_result("C4", false, nil)
|
174
|
+
@player.target_result("C5", true, nil)
|
175
|
+
|
176
|
+
@player.next_target.should == "C6"
|
177
|
+
end
|
178
|
+
|
179
|
+
# it "should not try to the right when already know the ship is vertical" do
|
180
|
+
# @player.target_result("C8", true, nil)
|
181
|
+
# @player.target_result("C7", false, nil)
|
182
|
+
# @player.target_result("B8", true, nil)
|
183
|
+
# @player.target_result("A8", false, nil)
|
184
|
+
#
|
185
|
+
# @player.next_target.should == "D8"
|
186
|
+
# end
|
187
|
+
|
188
|
+
# it "should handle initial hit in top corner" do
|
189
|
+
# @player.target_result("A10", true, nil)
|
190
|
+
# @player.target_result("A9", false, nil)
|
191
|
+
#
|
192
|
+
# @player.next_target.should == "B10"
|
193
|
+
# end
|
194
|
+
#
|
195
|
+
# it "should handle initial hit on right edge" do
|
196
|
+
# @player.target_result("D10", true, nil)
|
197
|
+
# @player.target_result("D9", false, nil)
|
198
|
+
# @player.target_result("C10", false, nil)
|
199
|
+
#
|
200
|
+
# @player.next_target.should == "E10"
|
201
|
+
# end
|
202
|
+
|
203
|
+
end
|
204
|
+
|
data/spec/spec_helper.rb
ADDED
@@ -0,0 +1 @@
|
|
1
|
+
$: << File.expand_path(File.join(File.dirname(__FILE__), '..', 'lib'))
|
metadata
ADDED
@@ -0,0 +1,62 @@
|
|
1
|
+
--- !ruby/object:Gem::Specification
|
2
|
+
extensions: []
|
3
|
+
homepage: http://sparring.rubyforge.org/
|
4
|
+
executables: []
|
5
|
+
version: !ruby/object:Gem::Version
|
6
|
+
version: 1.0.2
|
7
|
+
post_install_message:
|
8
|
+
date: 2008-12-01 06:00:00 +00:00
|
9
|
+
files:
|
10
|
+
- Battleship.Rakefile
|
11
|
+
- lib
|
12
|
+
- pkg
|
13
|
+
- Rakefile
|
14
|
+
- spec
|
15
|
+
- lib/ensign_erratic
|
16
|
+
- lib/ensign_erratic/board.rb
|
17
|
+
- lib/ensign_erratic/ensign_erratic.rb
|
18
|
+
- pkg/ensign_erratic-1.0.0.1.gem
|
19
|
+
- pkg/ensign_erratic-1.0.0.2.gem
|
20
|
+
- pkg/ensign_erratic-1.0.0.3.gem
|
21
|
+
- pkg/ensign_erratic-1.0.0.gem
|
22
|
+
- pkg/ensign_erratic-1.0.1.gem
|
23
|
+
- spec/ensign_erratic
|
24
|
+
- spec/spec_helper.rb
|
25
|
+
- spec/ensign_erratic/board_spec.rb
|
26
|
+
- spec/ensign_erratic/ensign_erratic_spec.rb
|
27
|
+
rubygems_version: 1.2.0
|
28
|
+
rdoc_options: []
|
29
|
+
signing_key:
|
30
|
+
cert_chain: []
|
31
|
+
name: ensign_erratic
|
32
|
+
has_rdoc: false
|
33
|
+
platform: ruby
|
34
|
+
summary: Battleship Player:Ensign Erratic
|
35
|
+
default_executable:
|
36
|
+
bindir: bin
|
37
|
+
required_rubygems_version: !ruby/object:Gem::Requirement
|
38
|
+
version:
|
39
|
+
requirements:
|
40
|
+
- - '>='
|
41
|
+
- !ruby/object:Gem::Version
|
42
|
+
version: !str 0
|
43
|
+
required_ruby_version: !ruby/object:Gem::Requirement
|
44
|
+
version:
|
45
|
+
requirements:
|
46
|
+
- - '>='
|
47
|
+
- !ruby/object:Gem::Version
|
48
|
+
version: !str 0
|
49
|
+
require_paths:
|
50
|
+
- lib
|
51
|
+
specification_version: 2
|
52
|
+
test_files: []
|
53
|
+
dependencies: []
|
54
|
+
description: Relatively simple Battleship AI that utilizes random targeting and ship
|
55
|
+
placement
|
56
|
+
email: jim@8thlight.com
|
57
|
+
authors:
|
58
|
+
- Jim Suchy
|
59
|
+
extra_rdoc_files: []
|
60
|
+
requirements: []
|
61
|
+
rubyforge_project: sparring
|
62
|
+
autorequire:
|