-
Notifications
You must be signed in to change notification settings - Fork 70
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adds basic tic tac toe game #27
Merged
Merged
Changes from all commits
Commits
Show all changes
2 commits
Select commit
Hold shift + click to select a range
File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file was deleted.
Oops, something went wrong.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,129 @@ | ||
// 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; | ||
} | ||
} |
This file was deleted.
Oops, something went wrong.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,101 @@ | ||
// 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)); | ||
} | ||
} |
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.