Source/TicTacToeGame.m
author Jens Alfke <jens@mooseyard.com>
Sun Mar 16 15:06:47 2008 -0700 (2008-03-16)
changeset 7 428a194e3e59
parent 3 40d225cf9c43
child 8 45c82a071aca
permissions -rw-r--r--
Game class now tracks board state and moves, as strings, and can step through its history.
Fixed another bug in Go (you could drag your captured stones back to the board!)
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/*  This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
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    http://developer.apple.com/samplecode/GeekGameBoard/
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    Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
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    Redistribution and use in source and binary forms, with or without modification, are permitted
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    provided that the following conditions are met:
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    * Redistributions of source code must retain the above copyright notice, this list of conditions
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      and the following disclaimer.
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    * Redistributions in binary form must reproduce the above copyright notice, this list of
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      conditions and the following disclaimer in the documentation and/or other materials provided
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      with the distribution.
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    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
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    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 
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    FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
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    BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
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    PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
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    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
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    THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#import "TicTacToeGame.h"
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#import "Grid.h"
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#import "Dispenser.h"
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#import "Piece.h"
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#import "QuartzUtils.h"
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@implementation TicTacToeGame
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- (Piece*) pieceForPlayer: (int)playerNumber
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{
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    Piece *p = [[Piece alloc] initWithImageNamed: (playerNumber ? @"O.tiff" :@"X.tiff")
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                                           scale: 80];
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    p.owner = [self.players objectAtIndex: playerNumber];
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    p.name = (playerNumber ?@"O" :@"X");
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    return [p autorelease];
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}
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- (id) initWithBoard: (GGBLayer*)board
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{
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    self = [super initWithBoard: board];
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    if (self != nil) {
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        [self setNumberOfPlayers: 2];
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        // Create a 3x3 grid:
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        CGFloat center = floor(CGRectGetMidX(board.bounds));
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        _grid = [[RectGrid alloc] initWithRows: 3 columns: 3 frame: CGRectMake(center-150,0, 300,300)];
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        [_grid addAllCells];
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        _grid.allowsMoves = _grid.allowsCaptures = NO;
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        _grid.cellColor = CreateGray(1.0, 0.25);
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        _grid.lineColor = kTranslucentLightGrayColor;
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        [board addSublayer: _grid];
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        // Create piece dispensers for the two players:
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        for( int playerNumber=0; playerNumber<=1; playerNumber++ ) {
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            Piece *p = [self pieceForPlayer: playerNumber];
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            CGFloat x = floor(CGRectGetMidX(_board.bounds));
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#if TARGET_OS_ASPEN
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            x = x - 80 + 160*playerNumber;
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            CGFloat y = 360;
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#else
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            x += (playerNumber==0 ?-230 :230);
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            CGFloat y = 175;
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#endif
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            _dispenser[playerNumber] = [[Dispenser alloc] initWithPrototype: p quantity: 0
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                                                                      frame: CGRectMake(x-45,y-45, 90,90)];
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            [_board addSublayer: _dispenser[playerNumber]];
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        }            
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        // And they're off!
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        [self nextPlayer];
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    }
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    return self;
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}
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- (NSString*) stateString
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{
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    unichar str[10];
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    for( int i=0; i<9; i++ ) {
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        NSString *ident = [_grid cellAtRow: i/3 column: i%3].bit.name;
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        if( ident==nil )
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            str[i] = '-';
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        else 
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            str[i] = [ident characterAtIndex: 0];
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    }
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    return [NSString stringWithCharacters: str length: 9];
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}
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- (void) setStateString: (NSString*)stateString
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{
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    for( int i=0; i<9; i++ ) {
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        Piece *piece;
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        switch( [stateString characterAtIndex: i] ) {
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            case 'X': case 'x': piece = [self pieceForPlayer: 0]; break;
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            case 'O': case 'o': piece = [self pieceForPlayer: 1]; break;
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            default:            piece = nil; break;
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        }
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        [_grid cellAtRow: i/3 column: i%3].bit = piece;
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    }
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}
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- (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
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{
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    if( holder.bit==nil && [holder isKindOfClass: [Square class]] )
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        return _dispenser[self.currentPlayer.index].bit;
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    else
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        return nil;
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}
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- (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)src to: (id<BitHolder>)dst
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{
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    Square *square = (Square*)dst;
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    int squareIndex = 3*square.row + square.column;
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    [self.currentMove appendFormat: @"%@%i", bit.name, squareIndex];
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    [super bit: bit movedFrom: src to: dst];
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}
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- (void) nextPlayer
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{
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    [super nextPlayer];
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    // Give the next player another piece to put down:
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    _dispenser[self.currentPlayer.index].quantity = 1;
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}
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static Player* ownerAt( Grid *grid, int index )
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{
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    return [grid cellAtRow: index/3 column: index%3].bit.owner;
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}
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/** Should return the winning player, if the current position is a win. */
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- (Player*) checkForWinner
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{
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    static const int kWinningTriples[8][3] =  { {0,1,2}, {3,4,5}, {6,7,8},  // rows
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                                                {0,3,6}, {1,4,7}, {2,5,8},  // cols
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                                                {0,4,8}, {2,4,6} };         // diagonals
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    for( int i=0; i<8; i++ ) {
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        const int *triple = kWinningTriples[i];
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        Player *p = ownerAt(_grid,triple[0]);
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        if( p && p == ownerAt(_grid,triple[1]) && p == ownerAt(_grid,triple[2]) )
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            return p;
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    }
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    return nil;
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}
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@end