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Adds basic tic tac toe game #27

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Jun 27, 2024
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14 changes: 0 additions & 14 deletions contracts/src/Counter.sol

This file was deleted.

129 changes: 129 additions & 0 deletions contracts/src/TicTacToe.sol
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this might be overkill, but should we have verification that makes sure the address making a move or creating the game is the actual owner of that address? with the way the game is set up right now, anyone can make a move or create a game on behalf of any address.

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Yea i did it this way intentionally, because I'm going to try and get the FE to also work with smart accounts and just wanted it to be easier to setup at first.

Original file line number Diff line number Diff line change
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// SPDX-License-Identifier: UNLICENSED
pragma solidity ^0.8.13;

contract TicTacToe {
enum PlayerTurn { PlayerOne, PlayerTwo }

enum GameState {
WaitingForPlayer,
Playing,
Draw,
PlayerOneWins,
PlayerTwoWins
}

event GameCreated(uint256 indexed gameId, address indexed creator);
event PlayerJoinedGame(uint256 indexed gameId, address indexed player);
event PlayerMadeMove(uint256 indexed gameId, uint8 x, uint8 y);
event GameCompletedWithWinner(uint256 indexed gameId, address indexed winner);
event GameCompletedDraw(uint256 indexed gameId);

struct Game {
uint256 id;
GameState state;
address player1;
address player2;
PlayerTurn currentTurn;
uint8 numOfTurns;
uint8[3][3] board;
}

uint256 numOfGames;
mapping(uint256 => Game) public games;

// Magic Square: https://mathworld.wolfram.com/MagicSquare.html
uint8[3][3] private MAGIC_SQUARE = [[8, 3, 4], [1, 5, 9], [6, 7, 2]];
uint8 private constant MAGIC_SUM_PLAYER_ONE = 15;
uint8 private constant MAGIC_SUM_PLAYER_TWO = 30;

modifier validGame(uint256 gameId) {
require(gameId <= numOfGames, "Invalid game id");
_;
}

function createGame(address player1) public returns (uint256) {
numOfGames++;

games[numOfGames] = Game({
id: numOfGames,
state: GameState.WaitingForPlayer,
player1: player1,
player2: address(0),
currentTurn: PlayerTurn.PlayerOne,
numOfTurns: 0,
board: [[0, 0, 0], [0, 0, 0], [0, 0, 0]]
});

emit GameCreated(numOfGames, player1);
return numOfGames;
}

function joinGame(address player2, uint256 gameId) public validGame(gameId) returns (bool) {
Game storage game = games[gameId];

require(game.state == GameState.WaitingForPlayer, "Game already has enough players");
require(game.player1 != player2, "Players must be different");

game.player2 = player2;
game.state = GameState.Playing;
emit PlayerJoinedGame(game.id, game.player2);

return true;
}

function makeMove(address player, uint256 gameId, uint8 x, uint8 y) public validGame(gameId) returns (bool) {
Game storage game = games[gameId];
require(game.state == GameState.Playing, "Game hasn't started or has already been completed");

bool isPlayerOneTurn = game.currentTurn == PlayerTurn.PlayerOne;
require(isPlayerOneTurn ? player == game.player1 : player == game.player2, "Not a valid player in the game");
require(x >= 0 && x <= 2 || y >= 0 && y <= 2, "Move out of bounds");
require(game.board[x][y] == 0, "Invalid move");

game.board[x][y] = isPlayerOneTurn ? 1 : 2;
game.currentTurn = isPlayerOneTurn ? PlayerTurn.PlayerTwo : PlayerTurn.PlayerOne;
game.numOfTurns++;
emit PlayerMadeMove(game.id, x, y);

bool isWin = checkForWin(player, game.id);
if (isWin) {
game.state = isPlayerOneTurn ? GameState.PlayerOneWins : GameState.PlayerTwoWins;
emit GameCompletedWithWinner(game.id, player);
} else if (game.numOfTurns >= 9) {
game.state = GameState.Draw;
emit GameCompletedDraw(game.id);
}

return true;
}

function getGame(uint256 gameId) public view returns (Game memory) {
return games[gameId];
}

function checkForWin(address player, uint256 gameId) public validGame(gameId) view returns (bool) {
Game storage game = games[gameId];
require(player == game.player1 || player == game.player2, "Not a valid player in the game");

uint8 magicSum = player == game.player1 ? MAGIC_SUM_PLAYER_ONE : MAGIC_SUM_PLAYER_TWO;

// row & col check
for (uint8 i = 0; i < 3; i++) {
uint8 rowSum = (game.board[i][0] * MAGIC_SQUARE[i][0]) + (game.board[i][1] * MAGIC_SQUARE[i][1]) + (game.board[i][2] * MAGIC_SQUARE[i][2]);
uint8 colSum = (game.board[0][i] * MAGIC_SQUARE[0][i]) + (game.board[1][i] * MAGIC_SQUARE[1][i]) + (game.board[2][i] * MAGIC_SQUARE[2][i]);

if (rowSum == magicSum || colSum == magicSum) {
return true;
}
}

// diag check
uint8 leftToRightSum = (game.board[0][0] * MAGIC_SQUARE[0][0]) + (game.board[1][1] * MAGIC_SQUARE[1][1]) + (game.board[2][2] * MAGIC_SQUARE[2][2]);
uint8 rightToLeftSum = (game.board[0][2] * MAGIC_SQUARE[0][2]) + (game.board[1][1] * MAGIC_SQUARE[1][1]) + (game.board[2][0] * MAGIC_SQUARE[2][0]);
if (leftToRightSum == magicSum || rightToLeftSum == magicSum) {
return true;
}

return false;
}
}
24 changes: 0 additions & 24 deletions contracts/test/Counter.t.sol

This file was deleted.

101 changes: 101 additions & 0 deletions contracts/test/TicTacToe.t.sol
Original file line number Diff line number Diff line change
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// SPDX-License-Identifier: UNLICENSED
pragma solidity ^0.8.13;

import {Test, console} from "forge-std/Test.sol";
import {TicTacToe} from "../src/TicTacToe.sol";

contract TicTacToeTest is Test {
address player1 = address(1);
address player2 = address(2);

function test_CreateGame() public {
TicTacToe ticTacToe = new TicTacToe();
uint256 gameId = ticTacToe.createGame(player1);
TicTacToe.Game memory game = ticTacToe.getGame(gameId);
assertEq(gameId, game.id);
assertEq(game.player1, player1);
assertEq(uint(game.state), uint(TicTacToe.GameState.WaitingForPlayer));
}

function test_JoinGameSuccessful() public {
TicTacToe ticTacToe = new TicTacToe();
uint256 gameId = ticTacToe.createGame(player1);

bool success = ticTacToe.joinGame(player2, gameId);
assertTrue(success);

TicTacToe.Game memory game = ticTacToe.getGame(gameId);
assertEq(game.player1, player1);
assertEq(game.player2, player2);
}

function test_JoinGameInvalidState() public {
TicTacToe ticTacToe = new TicTacToe();
uint256 gameId = ticTacToe.createGame(player1);
ticTacToe.joinGame(player2, gameId);
vm.expectRevert("Game already has enough players");
ticTacToe.joinGame(address(3), gameId);
}

function test_JoinGameSamePlayer() public {
TicTacToe ticTacToe = new TicTacToe();
uint256 gameId = ticTacToe.createGame(player1);
vm.expectRevert("Players must be different");
ticTacToe.joinGame(player1, gameId);
}

function test_PlayGameUntilWin() public {
TicTacToe ticTacToe = new TicTacToe();

// Game 1: row win by player 1
uint256 gameId = ticTacToe.createGame(player1);
ticTacToe.joinGame(player2, gameId);
ticTacToe.makeMove(player1, gameId, 0, 0);
ticTacToe.makeMove(player2, gameId, 1, 0);
ticTacToe.makeMove(player1, gameId, 0, 1);
ticTacToe.makeMove(player2, gameId, 1, 1);
ticTacToe.makeMove(player1, gameId, 0, 2);
TicTacToe.Game memory game = ticTacToe.getGame(gameId);
assertEq(uint(game.state), uint(TicTacToe.GameState.PlayerOneWins));

// Game 2: col win by player 2
gameId = ticTacToe.createGame(player1);
ticTacToe.joinGame(player2, gameId);
ticTacToe.makeMove(player1, gameId, 0, 0);
ticTacToe.makeMove(player2, gameId, 0, 1);
ticTacToe.makeMove(player1, gameId, 0, 2);
ticTacToe.makeMove(player2, gameId, 1, 1);
ticTacToe.makeMove(player1, gameId, 1, 0);
ticTacToe.makeMove(player2, gameId, 2, 1);
game = ticTacToe.getGame(gameId);
assertEq(uint(game.state), uint(TicTacToe.GameState.PlayerTwoWins));

// Game 3: dial win by player 1
gameId = ticTacToe.createGame(player1);
ticTacToe.joinGame(player2, gameId);
ticTacToe.makeMove(player1, gameId, 0, 0);
ticTacToe.makeMove(player2, gameId, 1, 0);
ticTacToe.makeMove(player1, gameId, 1, 1);
ticTacToe.makeMove(player2, gameId, 1, 2);
ticTacToe.makeMove(player1, gameId, 2, 2);
game = ticTacToe.getGame(gameId);
assertEq(uint(game.state), uint(TicTacToe.GameState.PlayerOneWins));
}

function test_PlayGameUntilDraw() public {
TicTacToe ticTacToe = new TicTacToe();
uint256 gameId = ticTacToe.createGame(player1);
ticTacToe.joinGame(player2, gameId);
ticTacToe.makeMove(player1, gameId, 0, 1);
ticTacToe.makeMove(player2, gameId, 0, 0);
ticTacToe.makeMove(player1, gameId, 1, 0);
ticTacToe.makeMove(player2, gameId, 0, 2);
ticTacToe.makeMove(player1, gameId, 1, 2);
ticTacToe.makeMove(player2, gameId, 1, 1);
ticTacToe.makeMove(player1, gameId, 2, 0);
ticTacToe.makeMove(player2, gameId, 2, 1);
ticTacToe.makeMove(player1, gameId, 2, 2);
TicTacToe.Game memory game = ticTacToe.getGame(gameId);
assertEq(uint(game.state), uint(TicTacToe.GameState.Draw));
}
}