//-------------------------------------------------------------------------------------------------------
// Copyright (C) Microsoft. All rights reserved.
// Licensed under the MIT license. See LICENSE.txt file in the project root for full license information.
//-------------------------------------------------------------------------------------------------------
//
//This is a bosque test/benchmark for a tic-tac-toe program.
//
namespace NSMain;
entity Board {
const playerX: String[PlayerMark] = 'x'#PlayerMark;
const playerO: String[PlayerMark] = 'o'#PlayerMark;
const allCellPositions: List[[Int, Int]] = List[[Int, Int]]@{
@[ 0, 0 ], @[ 1, 0 ], @[ 2, 0 ],
@[ 0, 1 ], @[ 1, 1 ], @[ 2, 1 ],
@[ 0, 2 ], @[ 1, 2 ], @[ 2, 2 ]
};
const winPositionOptions: List[List[[Int, Int]]] = List[List[[Int, Int]]]@{
List[[Int, Int]]@{ @[ 0, 0 ], @[ 0, 1 ], @[ 0, 2 ] },
List[[Int, Int]]@{ @[ 0, 1 ], @[ 1, 1 ], @[ 2, 1 ] },
List[[Int, Int]]@{ @[ 0, 2 ], @[ 1, 2 ], @[ 2, 2 ] },
List[[Int, Int]]@{ @[ 0, 0 ], @[ 1, 0 ], @[ 2, 0 ] },
List[[Int, Int]]@{ @[ 1, 0 ], @[ 1, 1 ], @[ 1, 2 ] },
List[[Int, Int]]@{ @[ 2, 0 ], @[ 2, 1 ], @[ 2, 2 ] },
List[[Int, Int]]@{ @[ 0, 0 ], @[ 1, 1 ], @[ 2, 2 ] },
List[[Int, Int]]@{ @[ 0, 2 ], @[ 1, 1 ], @[ 2, 0 ] }
};
//Board is a list of marks, indexed by x,y coords from upper left 0 based
field cells: List[String[PlayerMark]?];
factory static createInitialBoard(): { cells: List[String[PlayerMark]?] } {
return @{ cells=List[String[PlayerMark]?]::createOfSize(9, none) };
}
method getOpenCells(): List[[Int, Int]] {
return Board::allCellPositions->filter(fn(pos: [Int, Int]): Bool => {
return !this->isCellOccupied(pos[0], pos[1]);
});
}
method getCellContents(x: Int, y: Int): String[PlayerMark]?
requires 0 <= x && x < 3 && 0 <= y && y < 3;
{
return this.cells->at(x + y * 3);
}
method isCellOccupied(x: Int, y: Int): Bool {
return this->getCellContents(x, y) != none;
}
method isCellOccupiedWith(x: Int, y: Int, mark: String[PlayerMark]): Bool
requires mark == Board::playerX || mark == Board::playerO;
{
return this->getCellContents(x, y) == mark;
}
method markCellWith(x: Int, y: Int, mark: String[PlayerMark]): Board
requires mark == Board::playerX || mark == Board::playerO;
requires 0 <= x && x < 3 && 0 <= y && y < 3;
requires !this->isCellOccupied(x, y);
{
return this<~(cells=this.cells->set(x + y * 3, mark));
}
hidden method checkSingleWinOption(opt: List[[Int, Int]], mark: String[PlayerMark]): Bool {
return opt->all(fn(entry: [Int, Int]): Bool => this->isCellOccupiedWith(entry[0], entry[1], mark));
}
hidden method checkSingleWinner(mark: String[PlayerMark]): Bool {
return Board::winPositionOptions->any(fn(opt: List[[Int, Int]]): Bool => this->checkSingleWinOption(opt, mark));
}
method checkForWinner(): String[PlayerMark]? {
if(this->checkSingleWinner(Board::playerX)) {
return Board::playerX;
}
elif(this->checkSingleWinner(Board::playerO)) {
return Board::playerO;
}
else {
return none;
}
}
}
entity Game {
field winner: String[PlayerMark]? = none;
field board: Board = Board@createInitialBoard();
method hasWinner(): Bool {
return this.winner != none;
}
method getWinner(): String[PlayerMark]
requires this->hasWinner();
{
return this.winner->as[String[PlayerMark]]();
}
method makeAutoMove(mark: String[PlayerMark], rnd: Int): Game
requires !this->hasWinner();
{
var! nboard: Board;
if(!this.board->isCellOccupied(1, 1)) {
nboard = this.board->markCellWith(1, 1, mark);
}
else {
var opts = this.board->getOpenCells();
var tup = opts->uniform(rnd);
nboard = this.board->markCellWith(...tup, mark);
}
return this<~( board=nboard, winner=nboard->checkForWinner() );
}
method makeExplicitMove(x: Int, y: Int, mark: String[PlayerMark]): Game
requires !this.board->isCellOccupied(x, y);
{
var nboard = this.board->markCellWith(x, y, mark);
return this<~( board=nboard, winner=nboard->checkForWinner() );
}
}
entity PlayerMark provides Parsable {
field mark: String;
override static tryParse(str: String): PlayerMark | None {
return (str == "x" || str == "o") ? PlayerMark@{ mark=str } : none;
}
}
entrypoint function main(): Game {
var! game = Game@{};
game = game->makeAutoMove(Board::playerX, 0);
game = game->makeAutoMove(Board::playerO, 1);
game = game->makeAutoMove(Board::playerX, 2);
game = game->makeExplicitMove(2, 0, Board::playerO);
game = game->makeExplicitMove(2, 1, Board::playerX);
return game;
}