-
Notifications
You must be signed in to change notification settings - Fork 0
/
game.go
331 lines (297 loc) · 7.44 KB
/
game.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
package game
import (
"bufio"
"errors"
"fmt"
"io"
"log"
"os"
)
const (
GRID_ROW_SIZE = 10
GRID_COL_SIZE = 10
GRID_OCEAN = 0
GRID_SHIP = 1
// ship cell value number base for store ship HIT status, TYPE, NUMBER
SHIP_HIT_BASE = 10
SHIP_TYPE_BASE = 100
SHIP_NUMBER_BASE = 1000
defaultInBuffSize = 1024
)
type Config struct {
// Input file path
InPath string
}
type Game struct {
config Config
// game grid 10x10 size
// value
// Base 0: 0 - ocean, 1 ship
// Base 10: status of hit; 0x - no hit, 1x - hit
// Base 100: ship type: 0xx - carrier for example, 1xx - battleship
// Base 1000: ship number: 0xxx - ship #0, 1xxx - ship #1
grid [][]int
//
shipCount int
}
func New(config Config) *Game {
g := &Game{
config: config,
grid: make([][]int, GRID_ROW_SIZE),
}
for i, _ := range g.grid {
g.grid[i] = make([]int, GRID_COL_SIZE)
}
return g
}
func (g *Game) Run() error {
// inFile can be any io.Reader for example os.Stdin
inFile, err := os.Open(g.config.InPath)
if err != nil {
log.Printf("game: open input file error: %v", err)
return err
}
defer inFile.Close()
if err := g.Play(inFile); err != nil {
log.Printf("game: play error: %v", err)
}
return nil
}
func (g *Game) Play(inSrc io.Reader) error {
buffInSrc := bufio.NewReaderSize(inSrc, defaultInBuffSize)
isPlaceRange := false
isFireRange := false
// read input source
var ioErr error
for {
if ioErr != nil {
log.Printf("game: play: read next command error: %v", ioErr)
return ioErr
}
var cmd command
var cmdErr error
cmd, cmdErr, ioErr = readNextCommandFromInSource(buffInSrc)
// if io error we need return
// but if io.EOF we need first handle command and after return, see ioErr check in beginning of for loop
if ioErr != nil && !errors.Is(ioErr, io.EOF) {
log.Printf("game: play: read next command error: %v", ioErr)
return ioErr
} else if cmdErr != nil {
log.Printf("game: play: read next command error: %v", cmdErr)
continue
}
// validate command execution order
if !isPlaceRange && !isFireRange && cmd.cmdType == CMD_TYPE_FIRE {
err := errors.New("game: play: fire command before done with place")
return err
}
if isFireRange && cmd.cmdType == CMD_TYPE_PLACE_SHIP {
err := errors.New("game: play: place command after start fire commands")
return err
}
// handle command
switch cmd.cmdType {
case CMD_TYPE_PLACE_SHIP:
isPlaceRange = true
if err := g.placeShip(
cmd.placeShip.shipType, cmd.placeShip.direction,
cmd.placeShip.r, cmd.placeShip.c,
); err != nil {
log.Printf("play: place ship command error: %v", err)
} else {
printPlaceStatus(shipType(cmd.placeShip.shipType))
}
case CMD_TYPE_FIRE:
isFireRange = true
r, c := cmd.fire.r, cmd.fire.c
shipStatus, shipType := g.makeFire(r, c)
printFireStatus(shipStatus, shipType)
}
}
}
func (g *Game) placeShip(shipType, direct, r, c int) error {
size := getShipSize(shipType)
if ok := isShipSpace(size, direct, r, c); !ok {
err := errors.New("place ship: ship len out of space")
return err
}
if ok := isShipCollision(g.grid, size, direct, r, c); ok {
err := errors.New("place ship: ships collisions")
return err
}
// place ship
// ship value
// value includes ship flag, ship type, ship number
cellValue := GRID_SHIP + shipType*SHIP_TYPE_BASE + g.shipCount*SHIP_NUMBER_BASE
// set values
switch direct {
case SHIP_DIRECT_TYPE_RIGHT:
for i := c; i < (c + size); i++ {
g.grid[r][i] = cellValue
}
case SHIP_DIRECT_TYPE_DOWN:
for i := r; i < (r + size); i++ {
g.grid[i][c] = cellValue
}
}
g.shipCount++
return nil
}
func (g *Game) makeFire(r, c int) (shipStatus, shipType) {
// not ocean
if g.grid[r][c] > 0 {
// check if cell is ship and not hit
// we need only last two base
if g.grid[r][c]%SHIP_TYPE_BASE == 1 {
// if not hit mark as hit
g.grid[r][c] = g.grid[r][c] + SHIP_HIT_BASE
}
st := checkShipStatus(g.grid, r, c)
switch st {
case FIRE_STATUS_SUNK:
g.shipCount--
if g.shipCount == 0 {
st = FIRE_STATUS_OVER
}
}
sType := g.grid[r][c] % SHIP_NUMBER_BASE / SHIP_TYPE_BASE
return st, shipType(sType)
}
return FIRE_STATUS_MISS, 0
}
func isShipSpace(size, direct, r, c int) bool {
switch direct {
case SHIP_DIRECT_TYPE_RIGHT:
if (c + size) > GRID_COL_SIZE {
return false
}
case SHIP_DIRECT_TYPE_DOWN:
if (r + size) > GRID_ROW_SIZE {
return false
}
}
return true
}
func isShipCollision(grid [][]int, size, direct, r, c int) bool {
switch direct {
case SHIP_DIRECT_TYPE_RIGHT:
for i := c; i < (c + size); i++ {
if grid[r][i] > 0 {
return true
}
}
case SHIP_DIRECT_TYPE_DOWN:
for i := r; i < (r + size); i++ {
if grid[i][c] > 0 {
return true
}
}
}
return false
}
// check ship status
// check all cell exclude input cell (r, c)
// if at least one cell of ship not hit ship still sail
// then return ship status as HIT because input cell hit
// if all cells hit return SUNK
func checkShipStatus(grid [][]int, r, c int) shipStatus {
// interate all cell of ship
bcells := getShipBorderCells(grid, r, c)
for _, c := range bcells {
// next row
nr := c[0]
// next col
nc := c[1]
// next direction
nd := c[2]
for {
// if not hit return
if grid[nr][nc]%SHIP_TYPE_BASE == 1 {
return FIRE_STATUS_HIT
}
// next
var ok bool
nr, nc, ok = getShipBorderCell(grid, nr, nc, nd)
// if not next cell break loop
if !ok {
break
}
}
}
return FIRE_STATUS_SUNK
}
// returns list of [(row, cell, direction), ...]
func getShipBorderCells(grid [][]int, r, c int) [][]int {
// ship can have only 2 border cell maximum
bcells := make([][]int, 0, 2)
// up
ur, uc, ok := getShipBorderCell(grid, r, c, SHIP_CELL_UP)
if ok {
bcells = append(bcells, []int{ur, uc, SHIP_CELL_UP})
}
// down
dr, dc, ok := getShipBorderCell(grid, r, c, SHIP_CELL_DOWN)
if ok {
bcells = append(bcells, []int{dr, dc, SHIP_CELL_DOWN})
}
// left
lr, lc, ok := getShipBorderCell(grid, r, c, SHIP_CELL_LEFT)
if ok {
bcells = append(bcells, []int{lr, lc, SHIP_CELL_LEFT})
}
// right
rr, rc, ok := getShipBorderCell(grid, r, c, SHIP_CELL_RIGHT)
if ok {
bcells = append(bcells, []int{rr, rc, SHIP_CELL_RIGHT})
}
return bcells
}
// returns row, col of next cell for direction or false ok flag if cell not find
func getShipBorderCell(grid [][]int, r, c, d int) (int, int, bool) {
br := r
bc := c
switch d {
case SHIP_CELL_UP:
br--
case SHIP_CELL_DOWN:
br++
case SHIP_CELL_LEFT:
bc--
case SHIP_CELL_RIGHT:
bc++
}
if br < 0 || br >= GRID_ROW_SIZE {
return 0, 0, false
}
if bc < 0 || bc >= GRID_COL_SIZE {
return 0, 0, false
}
cv := grid[r][c]
bv := grid[br][bc]
// check that border cell is ship and same ship
if bv > 0 && (cv/SHIP_NUMBER_BASE) == (bv/SHIP_NUMBER_BASE) {
return br, bc, true
}
return 0, 0, false
}
func printPlaceStatus(sType shipType) {
out := fmt.Sprintf(PLACED_STATUS_TEMPLATE, getShipNameByType(sType))
fmt.Printf("%s\n", out)
}
func printFireStatus(st shipStatus, sType shipType) {
switch st {
case FIRE_STATUS_MISS:
fmt.Printf("%s\n", FIRE_STATUS_NAME_MISS)
case FIRE_STATUS_HIT:
fmt.Printf("%s\n", FIRE_STATUS_NAME_HIT)
case FIRE_STATUS_OVER:
fmt.Printf("%s\n", FIRE_STATUS_NAME_HIT)
out := fmt.Sprintf(FIRE_STATUS_NAME_SUNK, getShipNameByType(sType))
fmt.Printf("%s\n", out)
fmt.Printf("%s\n", FIRE_STATUS_NAME_OVER)
case FIRE_STATUS_SUNK:
fmt.Printf("%s\n", FIRE_STATUS_NAME_HIT)
out := fmt.Sprintf(FIRE_STATUS_NAME_SUNK, getShipNameByType(sType))
fmt.Printf("%s\n", out)
}
}