Created
April 5, 2024 21:37
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package main | |
import ( | |
"fmt" | |
"math/rand" | |
"os" | |
"os/signal" | |
) | |
const ( | |
rows = 6 | |
columns = 7 | |
) | |
type Game struct { | |
board [rows][columns]int // 0 for empty, 1 for player 1, 2 for player 2 | |
turn int // 1 or 2 | |
moves string | |
} | |
func (g *Game) play() { | |
columns := []int{1, 2, 3, 4, 5, 6, 7} | |
// Shuffle the slice | |
rand.Shuffle(len(columns), func(i, j int) { | |
columns[i], columns[j] = columns[j], columns[i] | |
}) | |
// Iterate over the columns in random order | |
for _, c := range columns { | |
if g.canPlayColumn(c) { | |
g.makeMove(c) | |
if g.checkWin() { | |
fmt.Println(g.moves + "8") // Win | |
return | |
} else if g.isFull() { | |
fmt.Println(g.moves + "9") // Tie / Board full | |
return | |
} else { | |
g.play() | |
g.undoMove(c) | |
} | |
} | |
} | |
} | |
func (g *Game) canPlayColumn(column int) bool { | |
for r := 0; r < rows; r++ { | |
if g.board[r][column-1] == 0 { | |
return true | |
} | |
} | |
return false | |
} | |
func (g *Game) makeMove(column int) { | |
for r := rows - 1; r >= 0; r-- { | |
if g.board[r][column-1] == 0 { | |
g.board[r][column-1] = g.turn | |
g.moves += fmt.Sprintf("%d", column) | |
break | |
} | |
} | |
g.turn = 3 - g.turn // Switch turns after making a move | |
} | |
func (g *Game) undoMove(column int) { | |
for r := 0; r < rows; r++ { | |
if g.board[r][column-1] != 0 { | |
g.board[r][column-1] = 0 | |
g.moves = g.moves[:len(g.moves)-1] | |
break | |
} | |
} | |
// No need to switch turns back here as it's handled after each makeMove call | |
} | |
func (g *Game) checkWin() bool { | |
for r := 0; r < rows; r++ { | |
for c := 0; c < columns; c++ { | |
player := g.board[r][c] | |
if player == 0 { | |
continue | |
} | |
// Check right | |
if c+3 < columns { | |
if player == g.board[r][c+1] && player == g.board[r][c+2] && player == g.board[r][c+3] { | |
return true | |
} | |
} | |
// Check down | |
if r+3 < rows { | |
if player == g.board[r+1][c] && player == g.board[r+2][c] && player == g.board[r+3][c] { | |
return true | |
} | |
} | |
// Check down-right | |
if r+3 < rows && c+3 < columns { | |
if player == g.board[r+1][c+1] && player == g.board[r+2][c+2] && player == g.board[r+3][c+3] { | |
return true | |
} | |
} | |
// Check down-left | |
if r+3 < rows && c-3 >= 0 { | |
if player == g.board[r+1][c-1] && player == g.board[r+2][c-2] && player == g.board[r+3][c-3] { | |
return true | |
} | |
} | |
} | |
} | |
return false | |
} | |
func (g *Game) isFull() bool { | |
for c := 0; c < columns; c++ { | |
if g.canPlayColumn(c + 1) { | |
return false | |
} | |
} | |
return true | |
} | |
func main() { | |
c := make(chan os.Signal, 1) | |
signal.Notify(c, os.Interrupt) | |
go func() { | |
for { | |
game := Game{turn: 1} | |
game.play() | |
} | |
}() | |
<-c // Block until Ctrl-C | |
fmt.Println("\nExiting...") | |
} |
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