#[allow(unused_imports)]
use std::io;
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
struct Position {
x: u8,
y: u8,
}
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
pub enum Players {
Blank,
PlayerX,
PlayerO,
}
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
struct SinglePlayAction {
position: Position,
side: Players,
}
#[derive(Clone, PartialEq, Eq, Debug)]
pub struct PlayActions {
positions: Vec<Position>,
side: Players,
}
#[allow(dead_code)]
#[cfg(not(test))]
fn main() {
let mut board = vec![vec![Players::Blank; 3]; 3];
while !available_positions(&board).is_empty()
&& !win_check(Players::PlayerX, &board)
&& !win_check(Players::PlayerO, &board)
{
display_board(&board);
println!("Type in coordinate for X mark to be played. ie. a1 etc.");
let mut input = String::new();
io::stdin()
.read_line(&mut input)
.expect("Failed to read line");
let mut move_position: Option<Position> = None;
input.make_ascii_lowercase();
let bytes = input.trim().trim_start().as_bytes();
if bytes.len() as u32 == 2
&& (bytes[0] as char).is_alphabetic()
&& (bytes[1] as char).is_numeric()
{
let column: u8 = bytes[0] - b'a';
let row: u8 = bytes[1] - b'1';
if column <= 2 && row <= 2 {
move_position = Some(Position { x: column, y: row });
}
}
if let Some(move_pos) = move_position {
let open_positions = available_positions(&board);
let mut search = open_positions.iter();
let result = search.find(|&&x| x == move_pos);
if result.is_none() {
println!("Not a valid empty coordinate.");
continue;
} else {
board[move_pos.y as usize][move_pos.x as usize] = Players::PlayerX;
if win_check(Players::PlayerX, &board) {
display_board(&board);
println!("Player X Wins!");
return;
}
}
let recusion_result = minimax(Players::PlayerO, &board);
match recusion_result {
Some(x) => {
let random_selection = 0;
let response_pos = x.positions[random_selection];
board[response_pos.y as usize][response_pos.x as usize] = Players::PlayerO;
if win_check(Players::PlayerO, &board) {
display_board(&board);
println!("Player O Wins!");
return;
}
}
None => {
display_board(&board);
println!("Draw game.");
return;
}
}
}
}
}
#[allow(dead_code)]
fn display_board(board: &[Vec<Players>]) {
println!();
for (y, board_row) in board.iter().enumerate() {
print!("{} ", (y + 1));
for board_cell in board_row {
match board_cell {
Players::PlayerX => print!("X "),
Players::PlayerO => print!("O "),
Players::Blank => print!("_ "),
}
}
println!();
}
println!(" a b c");
}
fn available_positions(board: &[Vec<Players>]) -> Vec<Position> {
let mut available: Vec<Position> = Vec::new();
for (y, board_row) in board.iter().enumerate() {
for (x, board_cell) in board_row.iter().enumerate() {
if *board_cell == Players::Blank {
available.push(Position {
x: x as u8,
y: y as u8,
});
}
}
}
available
}
fn win_check(player: Players, board: &[Vec<Players>]) -> bool {
if player == Players::Blank {
return false;
}
if (board[0][0] == board[1][1]) && (board[1][1] == board[2][2]) && (board[2][2] == player)
|| (board[2][0] == board[1][1]) && (board[1][1] == board[0][2]) && (board[0][2] == player)
{
return true;
}
for i in 0..3 {
if (board[i][0] == board[i][1]) && (board[i][1] == board[i][2]) && (board[i][2] == player) {
return true;
}
if (board[0][i] == board[1][i]) && (board[1][i] == board[2][i]) && (board[2][i] == player) {
return true;
}
}
false
}
pub fn minimax(side: Players, board: &[Vec<Players>]) -> Option<PlayActions> {
if win_check(Players::PlayerX, board) || win_check(Players::PlayerO, board) {
return None;
}
let opposite = match side {
Players::PlayerX => Players::PlayerO,
Players::PlayerO => Players::PlayerX,
Players::Blank => panic!("Minimax can't operate when a player isn't specified."),
};
let positions = available_positions(board);
if positions.is_empty() {
return None;
}
let mut best_move: Option<PlayActions> = None;
for pos in positions {
let mut board_next = board.to_owned();
board_next[pos.y as usize][pos.x as usize] = side;
if win_check(Players::PlayerX, &board_next) {
append_playaction(
side,
&mut best_move,
SinglePlayAction {
position: pos,
side: Players::PlayerX,
},
);
continue;
}
if win_check(Players::PlayerO, &board_next) {
append_playaction(
side,
&mut best_move,
SinglePlayAction {
position: pos,
side: Players::PlayerO,
},
);
continue;
}
let result = minimax(opposite, &board_next);
let current_score = match result {
Some(x) => x.side,
_ => Players::Blank,
};
append_playaction(
side,
&mut best_move,
SinglePlayAction {
position: pos,
side: current_score,
},
)
}
best_move
}
fn append_playaction(
current_side: Players,
opt_play_actions: &mut Option<PlayActions>,
appendee: SinglePlayAction,
) {
if opt_play_actions.is_none() {
*opt_play_actions = Some(PlayActions {
positions: vec![appendee.position],
side: appendee.side,
});
return;
}
let play_actions = opt_play_actions.as_mut().unwrap();
match (current_side, play_actions.side, appendee.side) {
(Players::Blank, _, _) => panic!("Unreachable state."),
(Players::PlayerX, Players::PlayerX, Players::PlayerX) => {
play_actions.positions.push(appendee.position);
}
(Players::PlayerX, Players::PlayerX, _) => {}
(Players::PlayerO, Players::PlayerO, Players::PlayerO) => {
play_actions.positions.push(appendee.position);
}
(Players::PlayerO, Players::PlayerO, _) => {}
(Players::PlayerX, _, Players::PlayerX) => {
play_actions.side = Players::PlayerX;
play_actions.positions.clear();
play_actions.positions.push(appendee.position);
}
(Players::PlayerO, _, Players::PlayerO) => {
play_actions.side = Players::PlayerO;
play_actions.positions.clear();
play_actions.positions.push(appendee.position);
}
(Players::PlayerX, Players::PlayerO, Players::Blank) => {
play_actions.side = Players::Blank;
play_actions.positions.clear();
play_actions.positions.push(appendee.position);
}
(Players::PlayerO, Players::PlayerX, Players::Blank) => {
play_actions.side = Players::Blank;
play_actions.positions.clear();
play_actions.positions.push(appendee.position);
}
(Players::PlayerX, Players::Blank, Players::PlayerO) => {}
(Players::PlayerO, Players::Blank, Players::PlayerX) => {}
(_, _, _) => {
assert!(play_actions.side == appendee.side);
play_actions.positions.push(appendee.position);
}
}
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn win_state_check() {
let mut board = vec![vec![Players::Blank; 3]; 3];
board[0][0] = Players::PlayerX;
board[0][1] = Players::PlayerX;
board[0][2] = Players::PlayerX;
let responses = minimax(Players::PlayerO, &board);
assert_eq!(responses, None);
}
#[test]
fn win_state_check2() {
let mut board = vec![vec![Players::Blank; 3]; 3];
board[0][0] = Players::PlayerX;
board[0][1] = Players::PlayerO;
board[1][0] = Players::PlayerX;
board[1][1] = Players::PlayerO;
board[2][1] = Players::PlayerO;
let responses = minimax(Players::PlayerO, &board);
assert_eq!(responses, None);
}
#[test]
fn block_win_move() {
let mut board = vec![vec![Players::Blank; 3]; 3];
board[0][0] = Players::PlayerX;
board[0][1] = Players::PlayerX;
board[1][2] = Players::PlayerO;
board[2][2] = Players::PlayerO;
let responses = minimax(Players::PlayerX, &board);
assert_eq!(
responses,
Some(PlayActions {
positions: vec![Position { x: 2, y: 0 }],
side: Players::PlayerX
})
);
}
#[test]
fn block_move() {
let mut board = vec![vec![Players::Blank; 3]; 3];
board[0][1] = Players::PlayerX;
board[0][2] = Players::PlayerO;
board[2][0] = Players::PlayerO;
let responses = minimax(Players::PlayerX, &board);
assert_eq!(
responses,
Some(PlayActions {
positions: vec![Position { x: 1, y: 1 }],
side: Players::Blank
})
);
}
#[test]
fn expected_loss() {
let mut board = vec![vec![Players::Blank; 3]; 3];
board[0][0] = Players::PlayerX;
board[0][2] = Players::PlayerO;
board[1][0] = Players::PlayerX;
board[2][0] = Players::PlayerO;
board[2][2] = Players::PlayerO;
let responses = minimax(Players::PlayerX, &board);
assert_eq!(
responses,
Some(PlayActions {
positions: vec![
Position { x: 1, y: 0 },
Position { x: 1, y: 1 },
Position { x: 2, y: 1 },
Position { x: 1, y: 2 }
],
side: Players::PlayerO
})
);
}
}