main functionality done, needs polish
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03ddd79483
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6d2293685f
44
main.odin
44
main.odin
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@ -17,7 +17,6 @@ package phase10
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import "core:fmt"
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import "core:os"
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import "core:strings"
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import "core:strconv"
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// Return a slice of space delimited strings from stdin
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getSpaceDelimetedItems :: proc(backingBuffer: []byte) -> []string {
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@ -33,22 +32,6 @@ getNames :: proc(backingBuffer: []byte) -> []string {
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return getSpaceDelimetedItems(backingBuffer)
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}
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// Prompt user to enter scores for each player
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addScores :: proc(game: ^Game) {
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buf: [2048]byte
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fmt.print(" ")
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for name in game.names {
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fmt.print(name, "")
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}
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fmt.println()
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fmt.print("Scores: ")
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newScores := getSpaceDelimetedItems(buf[:])
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defer delete(newScores)
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for score, index in newScores {
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intScore, _ := strconv.parse_int(score)
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append(&(game.scores[index]), intScore)
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}
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}
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main :: proc() {
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// Prompt for names
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@ -56,31 +39,24 @@ main :: proc() {
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names := getNames(buf[:])
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defer delete(names)
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// Show names to user
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for name in names {
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fmt.println("Name:", name)
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}
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// Create game
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game: Game
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for name in names {
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if name == "hayden" {
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addPlayer(&game, name, phase = 10, score = 40)
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} else {
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addPlayer(&game, name)
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}
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addPlayer(&game, name)
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}
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defer deleteGameData(&game) // Clean up game data
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// Main loop of adding scores
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fmt.println(game)
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winner: string
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for winner == "" {
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// Main game loop
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// fmt.println(game)
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printGame(&game)
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winner: int = -1
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for winner == -1 {
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addScores(&game)
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updatePhases(&game)
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fmt.println(game)
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updatePhasesByScores(&game)
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// fmt.println(game)
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printGame(&game)
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winner = checkWinner(&game)
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}
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fmt.println("The winner is:", winner)
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fmt.printfln("%v wins! They had %v points!", game.names[winner], getScore(&game, winner))
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}
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65
phase10.odin
65
phase10.odin
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@ -1,11 +1,17 @@
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package phase10
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import "core:strconv"
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import "core:fmt"
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import "core:slice"
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// Struct to hold all information about a game
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Game :: struct {
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names: [dynamic]string,
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scores: [dynamic][dynamic]int,
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phases: [dynamic]int
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}
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// Clean up memory allocated for a Game struct
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deleteGameData :: proc(game: ^Game) {
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for scorelist in game.scores {
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delete(scorelist)
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@ -15,7 +21,25 @@ deleteGameData :: proc(game: ^Game) {
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delete(game.phases)
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}
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updatePhases :: proc(game: ^Game) {
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// Prompt user to enter scores for each player
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addScores :: proc(game: ^Game) {
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buf: [2048]byte
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fmt.print(" ")
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for name in game.names {
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fmt.print(name, "")
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}
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fmt.println()
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fmt.print("Scores: ")
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newScores := getSpaceDelimetedItems(buf[:])
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defer delete(newScores)
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for score, index in newScores {
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intScore, _ := strconv.parse_int(score)
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append(&(game.scores[index]), intScore)
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}
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}
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// Update the status of each player's phase in a game based on scores each round
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updatePhasesByScores :: proc(game: ^Game) {
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for name, index in game.names {
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phase: int = 1
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for score in game.scores[index] {
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@ -27,6 +51,7 @@ updatePhases :: proc(game: ^Game) {
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}
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}
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// Add a player to the game
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addPlayer :: proc(game: ^Game, name: string, score: int = 0, phase: int = 1) {
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append(&game.names, name)
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append(&game.phases, phase)
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@ -44,11 +69,43 @@ addPlayer :: proc(game: ^Game, name: string, score: int = 0, phase: int = 1) {
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append(&game.scores, scores)
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}
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checkWinner :: proc(game: ^Game) -> string {
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// Get aggregate score of player by index
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getScore :: proc(game: ^Game, playerIndex: int) -> int {
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sum: int = 0
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for score in game.scores[playerIndex] {
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sum += score
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}
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return sum
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}
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// Returns the index of the player who wins, or -1 if there is no winner
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checkWinner :: proc(game: ^Game) -> int {
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winners: [dynamic]int
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defer delete(winners)
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for player, index in game.names {
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if game.phases[index] > 10 {
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return player
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append(&winners, index)
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}
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}
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return ""
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if len(winners) > 0 {
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// sort by lowest points
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context.user_ptr = game
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point_order :: proc(lhs, rhs: int) -> bool {
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game: ^Game = (^Game)(context.user_ptr)
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return getScore(game, lhs) < getScore(game, rhs)
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}
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slice.sort_by(winners[:], point_order)
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return winners[0]
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}
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return -1
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}
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printGame :: proc(game: ^Game) {
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fmt.printf("Name\tScore\tPhase\n")
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fmt.printf("----\t-----\t-----\n")
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for name, index in game.names {
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fmt.printf("%v\t%v\t%v\n", name, getScore(game, index),
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game.phases[index])
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}
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}
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