Build a TicTacToe class for two players, X and O, on a 3 by 3 board. One object is one game: it remembers the board and whose turn it is, lets the players take turns, and tells who has won.
The board: rows and columns are numbered 0, 1 and 2. Cell (0, 0) is the top-left corner, (0, 2) the top-right, (2, 0) the bottom-left and (2, 2) the bottom-right. A cell holds 'X', 'O' or '.' when it is still empty.
Build:
- A new game. Rust has no constructors, so
TicTacToe::new()returns a new game:board: Vec<Vec<char>>with three rows of three'.'andplayer: charset to'X'. All nine cells are empty and X moves first. fn move_pos(&mut self, r: usize, c: usize)(namedmove_posbecausemoveis a Rust keyword) plays one turn at the given row and column (always between 0 and 2, so you do not need to check the range).- If the cell is not empty, ignore the call: nothing changes and it is still the same player's turn.
- Otherwise put the current player's mark in the cell, then give the turn to the other player (X becomes O, O becomes X).
fn winner(&self) -> charreturns the winner as achar:'X','O'or'.'.- A player wins by having the same mark in all three cells of a row, a column, or one of the two diagonals ((0,0), (1,1), (2,2) and (0,2), (1,1), (2,0)). Three empty cells in a line are not a win.
- If nobody has three in a row, return
'.'. That covers a game still in progress, an empty board and a draw.
You start with this code, which plays six games and prints the result of each one:
fn mainFunction() {
let mut game = TicTacToe::new();
game.move_pos(0, 0);
game.move_pos(1, 0);
game.move_pos(0, 1);
game.move_pos(1, 1);
game.move_pos(0, 2);
println!("{} wins!", game.winner());
game = TicTacToe::new();
game.move_pos(0, 0);
game.move_pos(0, 1);
game.move_pos(0, 0);
game.move_pos(1, 0);
game.move_pos(1, 1);
game.move_pos(2, 2);
game.move_pos(2, 1);
println!("{} wins!", game.winner());
game = TicTacToe::new();
game.move_pos(0, 0);
game.move_pos(0, 1);
game.move_pos(1, 1);
game.move_pos(0, 2);
game.move_pos(2, 2);
println!("{} wins!", game.winner());
game = TicTacToe::new();
game.move_pos(0, 2);
game.move_pos(0, 0);
game.move_pos(1, 1);
game.move_pos(0, 1);
game.move_pos(2, 0);
println!("{} wins!", game.winner());
game = TicTacToe::new();
game.move_pos(0, 0);
game.move_pos(0, 1);
game.move_pos(0, 2);
game.move_pos(1, 1);
game.move_pos(1, 0);
game.move_pos(1, 2);
game.move_pos(2, 1);
game.move_pos(2, 0);
game.move_pos(2, 2);
println!("No winner: {}", game.winner());
game = TicTacToe::new();
println!("No winner: {}", game.winner());
}
Games played: X fills the top row; then a game where X tries to play on a cell that is already taken (ignored, and still X's turn) and O wins the middle column; X on the main diagonal; X on the other diagonal; a full board with no three in a row; and a brand-new game.
Expected output:
X wins! O wins! X wins! X wins! No winner: . No winner: .
There are eight winning lines: three rows, three columns and two diagonals. A loop over
i from 0 to 2 can check row i and column i together; the two diagonals come after the loop. Skip a line whose first cell is empty.
Check for a taken cell first and leave the move method before touching the board or the turn. Only a successful move passes the turn to the other player.
struct TicTacToe {
board: Vec<Vec<char>>,
player: char,
}
impl TicTacToe {
fn new() -> TicTacToe {
TicTacToe {
board: vec![vec!['.'; 3]; 3],
player: 'X',
}
}
fn move_pos(&mut self, r: usize, c: usize) {
if self.board[r][c] != '.' {
return;
}
self.board[r][c] = self.player;
self.player = if self.player == 'X' { 'O' } else { 'X' };
}
fn winner(&self) -> char {
for i in 0..3 {
if self.board[i][0] != '.'
&& self.board[i][0] == self.board[i][1]
&& self.board[i][1] == self.board[i][2]
{
return self.board[i][0];
}
if self.board[0][i] != '.'
&& self.board[0][i] == self.board[1][i]
&& self.board[1][i] == self.board[2][i]
{
return self.board[0][i];
}
}
if self.board[0][0] != '.'
&& self.board[0][0] == self.board[1][1]
&& self.board[1][1] == self.board[2][2]
{
return self.board[0][0];
}
if self.board[0][2] != '.'
&& self.board[0][2] == self.board[1][1]
&& self.board[1][1] == self.board[2][0]
{
return self.board[0][2];
}
'.'
}
}
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