linotype 0.0.1

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+ module Linotype
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+ class Game
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+
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+ def initialize
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+ @board = Board.new_random(self)
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+ @players = [Player.new, Player.new]
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+ @current_player = @players[0]
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+ @moves = []
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+ end
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+
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+ def play(*tile_coordinates)
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+ tiles = find_tiles(tile_coordinates)
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+ move = Move.new(self, @current_player, tiles)
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+ if move.valid?
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+ move.cover_tiles!
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+ toggle_current_player
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+ end
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+ @moves << move
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+ @current_player == move.player ? false : true
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+ end
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+
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+ def over?
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+ uncovered_tiles.empty? || two_passes_in_a_row?
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+ end
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+
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+ def winner
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+ scores.inject(nil) { |winner, p| p[1] > winner.to_i ? p[0] : winner } if over?
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+ end
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+
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+ def scores
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+ @players.inject({}) { |scores, player| scores[player_number(player)] = score(player); scores }
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+ end
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+
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+ def board
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+ tile_rows.collect { |row| row.collect { |tile| tile.to_hash } }
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+ end
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+
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+ def moves
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+ @moves.collect { |move| move.to_hash }
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+ end
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+
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+ def player_number(player)
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+ @players.index(player) + 1
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+ end
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+
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+ def score(player)
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+ covered_tiles(player).count
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+ end
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+
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+ def valid_moves
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+ @moves.select(&:valid?)
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+ end
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+
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+ def invalid_moves
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+ @moves.select(&:invalid?)
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+ end
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+
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+ def dictionary
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+ Linotype::Dictionary.loaded
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+ end
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+
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+ def tile_rows
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+ @board.tiles
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+ end
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+
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+ def letters
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+ @board.tiles.flatten.collect(&:letter)
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+ end
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+
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+ def other_player
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+ @players.index(@current_player) == 0 ? @players[1] : @players[0]
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+ end
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+ private :other_player
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+
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+ def find_tiles(tile_coordinates)
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+ puts tile_coordinates.inspect
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+ return [] if tile_coordinates.empty?
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+ tile_coordinates.collect do |tile_coordinate|
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+ tile = tile_rows[tile_coordinate[:row]][tile_coordinate[:column]]
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+ raise ArgumentError, "The board does not have a tile at that location" unless tile
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+ tile
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+ end
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+ end
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+ private :find_tiles
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+
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+ def toggle_current_player
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+ @current_player = other_player
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+ end
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+ private :toggle_current_player
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+
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+ def uncovered_tiles
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+ covered_tiles(nil)
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+ end
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+ private :uncovered_tiles
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+
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+ def covered_tiles(player)
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+ tile_rows.flatten.select { |tile| tile.covered_by == player }
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+ end
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+ private :covered_tiles
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+
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+ def two_passes_in_a_row?
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+ valid_moves.count >= 2 && valid_moves[-2,2].select { |move| move.pass? }.count == 2
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+ end
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+ private :two_passes_in_a_row?
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+
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+ end
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+ end
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+ module Linotype
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+ class Move
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+
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+ attr_reader :game, :player, :invalid_reason
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+
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+ def initialize(game, player, tiles)
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+ @game = game
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+ @player = player
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+ @tiles = tiles
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+ calculate_valid
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+ end
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+
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+ def valid?
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+ !!@valid
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+ end
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+
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+ def invalid?
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+ !valid?
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+ end
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+
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+ def word
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+ @tiles.collect(&:letter).join
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+ end
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+
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+ def pass?
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+ @tiles.empty?
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+ end
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+
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+ def cover_tiles!
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+ @tiles.each { |tile| tile.covered_by = @player unless tile.defended? }
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+ end
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+
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+ def to_hash
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+ {
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+ player: game.player_number(@player),
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+ word: word,
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+ valid: valid?,
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+ invalid_reason: @invalid_reason,
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+ player_sequence: game.valid_moves.select { |move| move.player == @player }.index(self).to_i + 1,
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+ total_sequence: game.valid_moves.index(self).to_i + 1
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+ }
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+ end
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+
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+ def calculate_valid
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+ if pass?
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+ @valid = true
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+ elsif !uses_game_tiles?
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+ @invalid_reason = "does not use game tile letters"
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+ elsif !in_dictionary?
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+ @invalid_reason = "is not in dictionary"
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+ elsif !new_word_in_game?
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+ @invalid_reason = "has been played before"
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+ elsif !enough_characters?
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+ @invalid_reason = "is too short"
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+ elsif prefix_of_previous_word?
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+ @invalid_reason = "is a prefix of a previously played word"
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+ else
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+ @valid = true
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+ end
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+ end
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+
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+ def in_dictionary?
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+ game.dictionary.valid?(word)
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+ end
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+
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+ def uses_game_tiles?
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+ letters = game.letters
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+ word.each_char { |letter| return false unless letters.delete(letter) }
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+ end
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+
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+ def new_word_in_game?
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+ !game.valid_moves.collect(&:word).include?(word)
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+ end
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+
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+ def enough_characters?
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+ word.length >= 2
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+ end
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+
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+ def prefix_of_previous_word?
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+ game.valid_moves.find { |move| move.word =~ /\A#{word}/ }
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+ end
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+
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+ end
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+ end
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+ module Linotype
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+ class Player
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+
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+ end
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+ end
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+ module Linotype
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+ class Tile
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+
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+ attr_accessor :covered_by
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+ attr_reader :letter
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+
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+ def initialize(board, letter=random_letter)
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+ @board = board
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+ @letter = letter
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+ end
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+
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+ def to_hash
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+ {
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+ letter: @letter,
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+ row: row,
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+ column: column,
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+ covered_by: (game.player_number(covered_by) if covered_by),
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+ defended: defended?
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+ }
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+ end
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+
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+ def game
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+ @board.game
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+ end
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+
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+ def random_letter
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+ ('A'..'Z').to_a[rand(0..25)]
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+ end
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+
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+ def row
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+ @row ||= @board.row(self)
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+ end
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+
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+ def column
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+ @column ||= @board.column(self)
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+ end
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+
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+ def previous?(coordinate_type)
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+ send(coordinate_type) > 0
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+ end
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+
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+ def next?(coordinate_type)
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+ send(coordinate_type) < @board.send("#{coordinate_type}_count") - 1
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+ end
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+
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+ def adjacent_tiles
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+ @adjacent_tiles ||= calculate_adjacent_tiles
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+ end
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+
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+ def defended?
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+ adjacent_tiles.select { |tile| tile.covered_by == covered_by && covered_by }.count == adjacent_tiles.count
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+ end
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+
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+ def calculate_adjacent_tiles
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+ @adjacent_tiles = []
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+ @adjacent_tiles << @board.tiles[row - 1][column] if previous?(:row)
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+ @adjacent_tiles << @board.tiles[row + 1][column] if next?(:row)
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+ @adjacent_tiles << @board.tiles[row][column - 1] if previous?(:column)
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+ @adjacent_tiles << @board.tiles[row][column + 1] if next?(:column)
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+ @adjacent_tiles
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+ end
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+ end
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+ end
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+ module Linotype
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+ VERSION = "0.0.1"
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+ end
data/lib/linotype.rb ADDED
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+ require "linotype/version"
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+ require "linotype/game"
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+ require "linotype/board"
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+ require "linotype/move"
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+ require "linotype/player"
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+ require "linotype/tile"
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+ require "linotype/dictionary/dictionary"
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+
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+ module Linotype
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+
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+ end
data/linotype.gemspec ADDED
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+ # -*- encoding: utf-8 -*-
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+ lib = File.expand_path('../lib', __FILE__)
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+ $LOAD_PATH.unshift(lib) unless $LOAD_PATH.include?(lib)
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+ require 'linotype/version'
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+
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+ Gem::Specification.new do |gem|
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+ gem.name = "linotype"
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+ gem.version = Linotype::VERSION
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+ gem.authors = ["Sean Devine"]
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+ gem.email = ["barelyknown@icloud.com"]
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+ gem.description = <<-eos
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+ linotype is a small program that implements that game mechanic of Letterpress for iOS by atebits software http://www.atebits.com/letterpress/ The program was written to support the automation of letterpress gameplay and to power command line or web-based versions of the game. It was inspired by a tweet by Andy Baio about cheating in letterpress. https://twitter.com/waxpancake/statuses/261966416507465728 The game uses the words file comes with Mac OS X, but any word file can be used.
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+ eos
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+ gem.summary = %q{Small ruby program that implements the game mechanic of the letterpress iOS game.}
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+ gem.homepage = "https://github.com/barelyknown/linotype"
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+
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+ gem.files = `git ls-files`.split($/)
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+ gem.executables = gem.files.grep(%r{^bin/}).map{ |f| File.basename(f) }
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+ gem.test_files = gem.files.grep(%r{^(test|spec|features)/})
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+ gem.require_paths = ["lib"]
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+ end
metadata ADDED
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+ --- !ruby/object:Gem::Specification
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+ name: linotype
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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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+ - Sean Devine
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+ autorequire:
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+ bindir: bin
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+ cert_chain: []
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+ date: 2012-10-28 00:00:00.000000000 Z
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+ dependencies: []
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+ description: ! ' linotype is a small program that implements that game mechanic of
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+ Letterpress for iOS by atebits software http://www.atebits.com/letterpress/ The
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+ program was written to support the automation of letterpress gameplay and to power
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+ command line or web-based versions of the game. It was inspired by a tweet by Andy
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+ Baio about cheating in letterpress. https://twitter.com/waxpancake/statuses/261966416507465728
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+ The game uses the words file comes with Mac OS X, but any word file can be used.
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+
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+ '
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+ email:
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+ - barelyknown@icloud.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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+ - .gitignore
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+ - Gemfile
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+ - LICENSE.txt
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+ - README.md
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+ - Rakefile
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+ - lib/linotype.rb
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+ - lib/linotype/board.rb
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+ - lib/linotype/dictionary/dictionary.rb
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+ - lib/linotype/dictionary/words.txt
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+ - lib/linotype/game.rb
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+ - lib/linotype/move.rb
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+ - lib/linotype/player.rb
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+ - lib/linotype/tile.rb
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+ - lib/linotype/version.rb
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+ - linotype.gemspec
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+ homepage: https://github.com/barelyknown/linotype
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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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+ required_ruby_version: !ruby/object:Gem::Requirement
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+ none: false
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+ requirements:
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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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+ - - ! '>='
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+ - !ruby/object:Gem::Version
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+ version: '0'
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+ requirements: []
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+ rubyforge_project:
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+ rubygems_version: 1.8.24
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+ signing_key:
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+ specification_version: 3
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+ summary: Small ruby program that implements the game mechanic of the letterpress iOS
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+ game.
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+ test_files: []