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snake_and_ladder.go
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snake_and_ladder.go
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package main
// import section
import (
"errors"
"fmt"
"math/rand"
"os"
"strings"
"time"
)
// TODO: Change all print lines to log
// Data types section
type point struct {
x, y int
total_pos int
}
type snake struct {
head, tail point
}
type ladder struct {
top, bottom point
}
type player struct {
position point
name string
}
type entity interface {
set_points(head point, tail point)
generate_entities(num int)
print()
}
// Global variables
var grid_size int
var num_players int
var snakes []snake
var ladders []ladder
var players []player
var player_turn int = 0
// Constants
const snakes_str string = "snake"
const ladder_str string = "ladder"
const minimum_grid_size int = 1
const minimum_number_of_players = 2
const initial_player_position_x = -1
const initial_player_position_y = -1
const intial_player_total_pos = -1
const exit_code_invalid_input int = -1
// main program
func main() {
var exit_code int
var err error
defer func() {
if err != nil {
fmt.Println("Invalid setup: ", err)
os.Exit(exit_code)
}
}()
if exit_code, err = pre_setup(); err != nil {
return
}
play_game()
print_current_state()
}
// other functions
func pre_setup() (int, error) {
fmt.Printf("Enter the size of the grid: ")
fmt.Scanf("%d", &grid_size)
if grid_size < minimum_grid_size {
return exit_code_invalid_input, errors.New("Invalid grid size")
}
generate_entities(grid_size)
fmt.Printf("Enter the number of players: ")
fmt.Scanf("%d", &num_players)
if num_players < minimum_number_of_players {
return exit_code_invalid_input, errors.New("Show courtesy loner! Play with someone else")
}
if err := get_player_names(); err != nil {
return exit_code_invalid_input, err
}
return 0, nil
}
// TODO: This may end up taking long time, add a recovery logic
func generate_entities(num int) {
rand.Seed(time.Now().UnixNano())
number_of_snakes := rand.Intn(num)
for number_of_snakes == 0 {
number_of_snakes = rand.Intn(num)
}
// fmt.Printf("[DEBUG]: Number of snakes %d\n", number_of_snakes)
for idx := 0; idx < number_of_snakes; idx++ {
snakes = append(snakes, snake{}.generate_entity(num))
}
number_of_ladders := rand.Intn(num)
for number_of_ladders == 0 {
number_of_ladders = rand.Intn(num)
}
// fmt.Printf("[DEBUG]: Number of ladders %d\n", number_of_ladders)
for idx := 0; idx < number_of_ladders; idx++ {
ladders = append(ladders, ladder{}.generate_entity(num))
}
// Remove snakes and ladders which collide
for _, snake_entity := range snakes {
for _, ladder_entity := range ladders {
if !(snake_entity.head.can_exist_when(&ladder_entity.top) && snake_entity.tail.can_exist_when(&ladder_entity.bottom)) {
fmt.Println("[DEBUG]: Found unexpected generation! Some operation will be performed")
print_current_state()
// remove either snake or ladder
random_remover := rand.Intn(2) % 2
if random_remover == 0 {
snakes = snakes[:len(snakes)-1]
} else {
ladders = ladders[:len(ladders)-1]
}
}
}
}
// Remove snakes which have head in winner's place
for idx, snake_entity := range snakes {
if !snake_entity.head.can_exist_when(&point{grid_size - 1, grid_size - 1, 0}) {
snakes = append(snakes[:idx], snakes[idx+1])
}
}
}
func get_player_names() error {
for idx := 0; idx < num_players; idx++ {
fmt.Printf("Enter Player %d name: ", idx+1)
var player_name string
fmt.Scanf("%s", &player_name)
for _, player_entity := range players {
if strings.EqualFold(player_entity.name, player_name) {
return errors.New("You are trying to be smart, No two players can have same name! Give me different names")
}
}
player_entity := player{point{initial_player_position_x, initial_player_position_y, intial_player_total_pos}, player_name}
players = append(players, player_entity)
}
return nil
}
func get_point(num int) *point {
rand.Seed(time.Now().UnixNano())
x := rand.Intn(num)
y := rand.Intn(num)
for y == x {
y = rand.Intn(num)
}
// fmt.Printf("[DEBUG]: Point generated is %d %d\n", x, y)
return &point{x, y, x*grid_size + y}
}
func print_current_state() {
fmt.Println("Players and their positions in this game are")
for _, ele := range players {
ele.print()
}
fmt.Println("Snakes are as follows")
for _, ele := range snakes {
ele.print()
}
fmt.Println("Ladders are as follows")
for _, ele := range ladders {
ele.print()
}
}
func generate_end_points(num int, entity_type string) (*point, *point) {
first := get_point(num)
second := get_point(num)
// TODO: Make this very random and interesting
for !(second.can_exist_when(first) && first.can_be_on_top(second) && entity_type_can_have(first, second, entity_type)) {
first = get_point(num)
second = get_point(num)
}
return first, second
}
func entity_type_can_have(first *point, second *point, entity_type string) bool {
if entity_type == snakes_str {
for _, ele := range ladders {
if result := ele.bottom.can_exist_when(first); !result {
return false
}
}
}
if entity_type == ladder_str {
for _, ele := range snakes {
if result := ele.head.can_exist_when(second); !result {
return false
}
}
}
return true
}
func play_game() {
var status bool = false
var player_entity player
status, player_entity = game_ended()
for !status {
fmt.Printf("Player %s roll your dice [Press '1' to roll]: ", players[player_turn].name)
var number int
var entered_char int8
fmt.Scanf("%d", &entered_char)
for entered_char != 1 {
fmt.Printf("Try again to roll your dice properly [Press '1' to roll]: ")
fmt.Scanf("%d", &entered_char)
}
number = rand.Intn(6) + 1
if !players[player_turn].rolled_dice(number) {
fmt.Println("Boo!!! Try again in next turn")
}
players[player_turn].print()
status, player_entity = game_ended()
player_turn = (player_turn + 1) % len(players)
}
fmt.Printf("Player %s has won the game\n", player_entity.name)
}
func hit_by_snake(num int) (bool, func() int) {
for _, ele := range snakes {
if ele.head.total_pos == num {
fmt.Println("[DEBUG] Hit by Snake")
print_current_state()
return true, func() int {
return ele.tail.total_pos
}
}
}
return false, nil
}
func got_elevated(num int) (bool, func() int) {
for _, ele := range ladders {
if ele.bottom.total_pos == num {
fmt.Println("[DEBUG] Got elevated")
print_current_state()
return true, func() int {
return ele.top.total_pos
}
}
}
return false, nil
}
func game_ended() (bool, player) {
for _, player_entity := range players {
if player_entity.position.total_pos == grid_size*grid_size-1 {
fmt.Println("Game ended")
return true, player_entity
}
}
return false, player{}
}
// Interface implementations
func (s *snake) set_points(head *point, tail *point) {
s.head = *head
s.tail = *tail
}
func (l *ladder) set_points(top *point, bottom *point) {
l.top = *top
l.bottom = *bottom
}
func (s *snake) print() {
fmt.Println("Head: ", s.head.print(), " Tail: ", s.tail.print())
}
func (l *ladder) print() {
fmt.Println("Top: ", l.top.print(), " Bottom: ", l.bottom.print())
}
func (s snake) generate_entity(num int) snake {
// assign generated values
first, second := generate_end_points(num, snakes_str)
s.set_points(first, second)
return s
}
func (l ladder) generate_entity(num int) ladder {
// assign generated values
first, second := generate_end_points(num, ladder_str)
l.set_points(first, second)
return l
}
// TODO: Also needs to check against all existing snakes and ladders
// Implements anonymous interface
func (p *point) can_exist_when(another_point *point) bool {
if p.x == another_point.x && p.y == another_point.y {
return false
}
return true
}
// Implements anonymous interface
func (p *point) can_be_on_top(another_point *point) bool {
if p.x <= another_point.x {
return false
}
return true
}
// Implements anonymous interface
func (p *point) print() string {
return fmt.Sprintf("(%d %d)", p.x, p.y)
}
// Implements anonymous interface
func (p *player) print() {
fmt.Printf("Player's name: %s, Position is: %s\n", p.name, p.position.print())
}
// Implements anonymous interface
// Check new position of player, check if player finds ladder or snake
func (p *player) rolled_dice(num int) bool {
fmt.Println("Rolled: ", num)
var total_pos int
if p.position.x != initial_player_position_x && p.position.y != initial_player_position_y {
total_pos = p.position.x*grid_size + p.position.y + num
} else {
total_pos = num - 1
}
if total_pos >= grid_size*grid_size {
return false
}
if status, returned_func := hit_by_snake(total_pos); status {
total_pos = returned_func()
}
if status, returned_func := got_elevated(total_pos); status {
total_pos = returned_func()
}
p.position.total_pos = total_pos
p.position.x = total_pos / grid_size
p.position.y = total_pos % grid_size
return true
}