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GameStatePlay.cs
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GameStatePlay.cs
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using System;
using System.Collections.Generic;
namespace TicTacToe
{
// GameStateX class responsible for the actual implementation
// of the game
public class GameStatePlay : GameState
{
char[] fields; // will store the status of all 9 fields
bool playerHasTurn;
readonly char playerShape;
readonly char aiShape;
int turn;
Random rnd; // Random number generator
public GameStatePlay(ref Game game)
{
this.game = game;
rnd = new Random();
// Set up a new game
turn = 0;
fields = new char[9];
for (int i = 0; i < fields.Length; i++)
{
fields[i] = 'n'; // 'n' refers to an empty field
}
// The player that starts the game will have their turn
// in the first round#
// Fun: uses ternary operator instead of if/else
playerHasTurn = game.settings.playerTurn == 1 ? true : false;
// Set the shapes for player and computer
playerShape = game.settings.playerShape;
aiShape = playerShape == 'X' ? 'O' : 'X'; // Fun: ternary operator
}
public override void Draw()
{
// Draw board (create separated method)
List<string> board = new List<string>();
string[] newElement;
// Loop over rows
for (int i = 0; i < 3; i++)
{
string[] row = new string[6];
// Loop fields in row
for (int j = 0; j < 3; j++)
{
int index = 3 * i + j;
if (fields[index] == 'O')
{
newElement = Shapes.ShapeByIndex(9);
}
else if (fields[index] == 'X')
{
newElement = Shapes.ShapeByIndex(10);
}
else
{
newElement = Shapes.ShapeByIndex(index);
}
row = CharacterPicture.HCat(row, newElement);
if (j != 2)
{
row = CharacterPicture.HCat(row, new string[6] { "|", "|", "|", "|", "|", "|" });
}
}
board.AddRange(row);
if (i != 2)
{
board.Add("-----------------------------------------");
}
}
// Write the board to the screen
foreach (var item in board)
{
Console.WriteLine(item);
}
// Move to HandleInput???
if (playerHasTurn && !IsGameOver())
{
Console.Write("Please choose a field by entering the number: ");
}
}
// Checks for end of game conditions and induced an AI decision
public override void Update()
{
// Either player won the game
if (IsGameOver())
{
if (!playerHasTurn) Console.WriteLine("Congratulations, you won the game.");
else Console.WriteLine("Sorry, you lost the game. Better luck next time.");
Console.ReadLine();
game.PopState();
}
// Game ended in a draw
else if (turn == 9)
{
Console.WriteLine("The game ended in a draw. Play again for a new chance.");
Console.WriteLine("Press enter to continue to the menu.");
Console.ReadLine();
game.PopState();
}
// Computer needs to make a choice
else
{
if (!playerHasTurn)
{
if (turn == 0)
{
Console.Clear();
DrawHeader();
Draw();
}
Console.Write("Computer is choosing");
Console.Write(".");
System.Threading.Thread.Sleep(400);
Console.Write(".");
System.Threading.Thread.Sleep(400);
Console.Write(".");
System.Threading.Thread.Sleep(400);
Console.Write(".");
System.Threading.Thread.Sleep(400);
Console.Write(".");
System.Threading.Thread.Sleep(400);
Console.Write(".");
Console.WriteLine();
AiDecision();
// Check whether AI won the game
// Possibly double code -> implement elsewhere
if (IsGameOver())
{
Console.Clear();
DrawHeader();
Draw();
Console.WriteLine();
// Test if redundant
if (!playerHasTurn) Console.WriteLine("Congratulations, you won the game.");
else Console.WriteLine("Sorry, you lost the game. Better luck next time.");
Console.ReadLine();
game.PopState();
}
else if (turn == 9)
{
Console.WriteLine("The game ended in a draw. Play again for a new chance.");
Console.WriteLine("Press enter to continue to the menu.");
Console.ReadLine();
game.PopState();
}
}
}
}
public override void HandleInput()
{
// Allow the user to choose a field
if (playerHasTurn)
{
string input = Console.ReadLine();
// Validate input
try
{
int choice = Int32.Parse(input);
PlayerChoice(choice);
}
catch (Exception ex)
{
if (ex is ArgumentException || ex is FormatException)
game.PushState(new GameStateInputError(ref game, input));
}
}
}
bool IsGameOver()
{
if (fields[0] == fields[1] && fields[0] == fields[2] && fields[0] != 'n') return true;
if (fields[3] == fields[4] && fields[3] == fields[5] && fields[3] != 'n') return true;
if (fields[6] == fields[7] && fields[6] == fields[8] && fields[6] != 'n') return true;
if (fields[0] == fields[3] && fields[0] == fields[6] && fields[0] != 'n') return true;
if (fields[1] == fields[4] && fields[1] == fields[7] && fields[1] != 'n') return true;
if (fields[2] == fields[5] && fields[2] == fields[8] && fields[2] != 'n') return true;
if (fields[0] == fields[4] && fields[0] == fields[8] && fields[0] != 'n') return true;
if (fields[2] == fields[4] && fields[2] == fields[6] && fields[2] != 'n') return true;
return false;
}
// Validate and process player choice
void PlayerChoice(int choice)
{
if (choice < 1 || choice > 9)
{
throw new ArgumentException();
}
if (fields[choice - 1] != 'n')
{
throw new ArgumentException();
}
else
{
playerHasTurn = false;
fields[choice - 1] = playerShape;
++turn;
}
Console.Clear();
DrawHeader();
Draw();
}
void AiDecision()
{
if (game.settings.difficulty == 0)
{
RandomChoice();
}
if (game.settings.difficulty == 1)
{
if (!BlockChoice())
{
RandomChoice();
}
}
if (game.settings.difficulty == 2)
{
BestChoice();
}
playerHasTurn = true;
++turn;
}
void RandomChoice()
{
int choice = rnd.Next(8 - turn);
for (int i = 0; i < 9; i++)
{
if (fields[i] == 'n')
{
if (choice == 0)
{
fields[i] = aiShape;
break;
}
else
{
--choice;
}
}
}
}
bool BlockChoice()
{
for (int i = 0; i < fields.Length; i++)
{
if ((i % 3 == 0 && fields[i + 1] == playerShape && fields[i + 2] == playerShape) ||
(i % 3 == 1 && fields[i - 1] == playerShape && fields[i + 1] == playerShape) ||
(i % 3 == 2 && fields[i - 2] == playerShape && fields[i - 1] == playerShape) ||
(i / 3 == 0 && fields[i + 3] == playerShape && fields[i + 6] == playerShape) ||
(i / 3 == 1 && fields[i - 3] == playerShape && fields[i + 3] == playerShape) ||
(i / 3 == 2 && fields[i - 6] == playerShape && fields[i - 3] == playerShape) ||
(i == 0 && fields[4] == playerShape && fields[8] == playerShape) ||
(i == 2 && fields[4] == playerShape && fields[6] == playerShape) ||
(i == 4 && fields[0] == playerShape && fields[8] == playerShape) ||
(i == 4 && fields[2] == playerShape && fields[6] == playerShape) ||
(i == 6 && fields[2] == playerShape && fields[4] == playerShape) ||
(i == 8 && fields[0] == playerShape && fields[4] == playerShape))
{
if (fields[i] == 'n')
{
fields[i] = aiShape;
return true;
}
}
}
return false;
}
void BestChoice()
{
if (fields[4] == 'n')
{
fields[4] = aiShape;
return;
}
if (CanWin())
{
return;
}
if (BlockChoice())
{
return;
}
GoodChoice();
}
bool CanWin()
{
for (int i = 0; i < fields.Length; i++)
{
if ((i % 3 == 0 && fields[i + 1] == aiShape && fields[i + 2] == aiShape) ||
(i % 3 == 1 && fields[i - 1] == aiShape && fields[i + 1] == aiShape) ||
(i % 3 == 2 && fields[i - 2] == aiShape && fields[i - 1] == aiShape) ||
(i / 3 == 0 && fields[i + 3] == aiShape && fields[i + 6] == aiShape) ||
(i / 3 == 1 && fields[i - 3] == aiShape && fields[i + 3] == aiShape) ||
(i / 3 == 2 && fields[i - 6] == aiShape && fields[i - 3] == aiShape) ||
(i == 0 && fields[4] == aiShape && fields[8] == aiShape) ||
(i == 2 && fields[4] == aiShape && fields[6] == aiShape) ||
(i == 4 && fields[0] == aiShape && fields[8] == aiShape) ||
(i == 4 && fields[2] == aiShape && fields[6] == aiShape) ||
(i == 6 && fields[2] == aiShape && fields[4] == aiShape) ||
(i == 8 && fields[0] == aiShape && fields[4] == aiShape))
{
if (fields[i] == 'n')
{
fields[i] = aiShape;
return true;
}
}
}
return false;
}
void GoodChoice()
{
RandomChoice();
}
}
}