/
NimController.cs
128 lines (100 loc) · 3.89 KB
/
NimController.cs
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using System;
using SlightLibrary.Extensions;
using SlightLibrary.Helpers;
namespace Nim {
class NimController {
public Player Player1 {
get;
private set;
}
public Player Player2 {
get;
private set;
}
public Player PlayerCurrent {
get;
private set;
}
public NimStateStore StateStore {
get;
private set;
}
public NimController() {
StateStore = new NimStateStore();
}
public void Start() {
"Welcome To nim, his name is Fred.".ToConsole();
while (true) {
"Game Mode?".ToConsole();
"1) PvP".ToConsole();
"2) PvE (You First)".ToConsole();
"3) PvE (AI First)".ToConsole();
"4) EvE".ToConsole();
"5) Train".ToConsole();
"6) Exit".ToConsole();
int roundsToPlay = 1;
switch (IOHelper.PromptForInputInt("Option?", 1, 6)) {
case 1:
Player1 = new HumanPlayer("Player 1");
Player2 = new HumanPlayer("Player 2");
break;
case 2:
Player1 = new HumanPlayer("Player 1");
Player2 = new AIPlayer("Player 2", StateStore);
break;
case 3:
Player1 = new HumanPlayer("Player 1");
Player2 = new AIPlayer("Player 2", StateStore);
break;
case 4:
roundsToPlay = IOHelper.PromptForInputInt("Number of rounds to play?", 1);
Player1 = new AIPlayer("Player 1", StateStore);
Player2 = new AIPlayer("Player 2", StateStore);
break;
case 5:
roundsToPlay = IOHelper.PromptForInputInt("Number of rounds to train?", 1);
Player1 = new AIPlayer("Player 1", StateStore);
Player2 = new AIPlayer("Player 2", StateStore);
while (roundsToPlay-- >= 1)
DoGame();
roundsToPlay = 0;
break;
default:
return;
}
Console.WriteLine();
while (roundsToPlay-- >= 1) {
("\nGame Winner is: " + DoGame()).ToConsole();
IOHelper.Pause();
Console.WriteLine();
}
("Database weight is now: " + StateStore.GetWeight()).ToConsole();
"And again we player...".ToConsole();
Console.WriteLine();
}
}
private Player DoGame() {
NimState state = NimStateHelper.StartingNimState.Clone();
PlayerCurrent = Player1;
while (!state.IsNextLossing() && state.HasValidMoves()) {
("Current Player: " + PlayerCurrent).ToConsole();
("Current State is: " + state).ToConsole();
PlayerCurrent.History.Add(state.Clone());
state = PlayerCurrent.GetNextState(state.Clone());
if (state.HasValidMoves())
TogglePlayer();
}
// loosing player
PlayerCurrent.History.Add(state.Clone());
PlayerCurrent.PushHistory(StateStore, false);
TogglePlayer();
// winner
PlayerCurrent.History.Add(new NimState());
PlayerCurrent.PushHistory(StateStore, true);
return PlayerCurrent;
}
private void TogglePlayer() {
PlayerCurrent = (PlayerCurrent.Equals(Player1)) ? Player2 : Player1;
}
}
}