Overhaul makefile, pass random variables by reference to avoid recreating
This commit is contained in:
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010a9188a6
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4 changed files with 226 additions and 175 deletions
57
Makefile
57
Makefile
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@ -1,24 +1,69 @@
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TARGET = A1
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SRC_FILES = main.cpp hands.cpp
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# NO EDITS BELOW THIS LINE
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CXX = g++ -g
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# Tyler's custom makefile extensions
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.DEFAULT_GOAL := all # Necessary so `make` doesn't run the "pack" target, as it is declared before "all"
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.PHONY: pack clean-run c run
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## Adds only the necessary files for build into a .tar.gz file, named appropriately
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ARCHIVED_FILES = Makefile $(SRC_FILES) $(SRC_FILES:.cpp=.h) $(SRC_FILES:.cpp=.hpp)
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pack:
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tar --ignore-failed-read -czvf $(TARGET).tar.gz $(shell echo $(ARCHIVED_FILES) | xargs ls -d 2>/dev/null)
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## Runs the pack target and then attempts to build & run the program to make sure it functions correctly
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pack-test: pack
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$(eval TMP := $(shell mktemp -d))
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tar -xvzf $(TARGET).tar.gz --directory $(TMP)
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make -C $(TMP)
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$(TMP)/$(TARGET)
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rm -rf $(TMP)
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## An extension of the clean command that is shorter to type and removes a potential .tar.gz file
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c: clean
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$(DEL) -f $(TARGET).tar.gz
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## Simply builds and then executes the program
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run: all
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./$(TARGET)
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# NO EDITS NEEDED BELOW THIS LINE
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CXX = g++
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CXXFLAGS = -O2
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CXXFLAGS_DEBUG = -g
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CXXFLAGS_WARN = -Wall -Wextra -Wunreachable-code -Wshadow -Wpedantic
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CPPVERSION = -std=c++17
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OBJECTS = $(SRC_FILES:.cpp=.o)
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ifeq ($(shell echo "Windows"), "Windows")
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TARGET := $(TARGET).exe
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DEL = del
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Q =
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else
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DEL = rm -f
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Q = "
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endif
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all: $(TARGET)
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$(TARGET): $(OBJECTS)
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$(CXX) -std=c++17 -o $@ $^
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$(CXX) -o $@ $^
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%.o: %.cpp
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$(CXX) -std=c++17 -o $@ -c $<
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.cpp.o:
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$(CXX) $(CXXFLAGS) $(CPPVERSION) $(CXXFLAGS_DEBUG) $(CXXFLAGS_WARN) -o $@ -c $<
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clean:
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$(DEL) $(TARGET) $(OBJECTS)
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$(DEL) -f $(TARGET) $(OBJECTS) Makefile.bak
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depend:
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@sed -i.bak '/^# DEPENDENCIES/,$$d' Makefile
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@$(DEL) sed*
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@echo $(Q)# DEPENDENCIES$(Q) >> Makefile
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@$(CXX) -MM $(SRC_FILES) >> Makefile
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.PHONY: all clean depend
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# DEPENDENCIES
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main.o: main.cpp hands.h
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hands.o: hands.cpp hands.h
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163
hands.cpp
163
hands.cpp
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@ -1,6 +1,5 @@
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#include "hands.h"
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#include <chrono>
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#include <iostream>
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#include <memory>
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#include <random>
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@ -8,110 +7,118 @@
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#include <cstdlib>
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std::unique_ptr<Hand> Hand::fromChar(const char letter) {
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switch (letter) {
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case 'R':
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case 'r':
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return std::make_unique<Rock>();
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case 'P':
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case 'p':
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return std::make_unique<Paper>();
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case 'S':
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case 's':
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return std::make_unique<Scissors>();
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case 'L':
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case 'l':
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return std::make_unique<Lizard>();
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case 'O':
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case 'o':
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return std::make_unique<Spock>();
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default:
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std::cout << "Invalid choice" << std::endl;
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std::exit(1);
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}
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switch (letter) {
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case 'R':
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case 'r':
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return std::make_unique<Rock>();
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case 'P':
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case 'p':
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return std::make_unique<Paper>();
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case 'S':
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case 's':
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return std::make_unique<Scissors>();
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case 'L':
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case 'l':
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return std::make_unique<Lizard>();
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case 'O':
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case 'o':
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return std::make_unique<Spock>();
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default:
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std::cout << "Invalid choice" << std::endl;
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std::exit(1);
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}
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}
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std::unique_ptr<Hand> Hand::generateRandom() {
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std::mt19937 mt(
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std::chrono::steady_clock::now().time_since_epoch().count());
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std::uniform_int_distribution<int> intDist(0, 4);
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switch (intDist(mt)) {
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case 0:
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return std::make_unique<Rock>();
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case 1:
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return std::make_unique<Paper>();
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case 2:
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return std::make_unique<Scissors>();
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case 3:
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return std::make_unique<Lizard>();
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case 4:
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return std::make_unique<Spock>();
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default:
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std::cerr << "An invalid random number was generated, this should "
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"be impossible"
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<< std::endl;
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std::exit(1);
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}
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std::unique_ptr<Hand>
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Hand::generateRandom(std::mt19937 &mt,
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std::uniform_int_distribution<int> &intDist) {
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switch (intDist(mt)) {
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case 0:
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return std::make_unique<Rock>();
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case 1:
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return std::make_unique<Paper>();
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case 2:
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return std::make_unique<Scissors>();
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case 3:
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return std::make_unique<Lizard>();
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case 4:
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return std::make_unique<Spock>();
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default:
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std::cerr << "An invalid random number was generated, this should "
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"be impossible"
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<< std::endl;
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std::exit(1);
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}
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}
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// List of function implementations for all of the different types of Hand
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std::string Rock::getHandName() const { return "rock"; }
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GameResult Rock::compareAgainst(const Hand &other) {
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const std::string otherName = other.getHandName();
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const std::string otherName = other.getHandName();
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if (otherName == "rock")
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return GameResult::Tie;
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if (otherName == "scissors" || otherName == "lizard")
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return GameResult::Win;
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else
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return GameResult::Loss;
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if (otherName == "rock") {
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return GameResult::Tie;
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}
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if (otherName == "scissors" || otherName == "lizard") {
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return GameResult::Win;
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} else {
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return GameResult::Loss;
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}
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}
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std::string Paper::getHandName() const { return "paper"; }
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GameResult Paper::compareAgainst(const Hand &other) {
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const std::string otherName = other.getHandName();
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const std::string otherName = other.getHandName();
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if (otherName == "paper")
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return GameResult::Tie;
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if (otherName == "rock" || otherName == "spock")
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return GameResult::Win;
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else
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return GameResult::Loss;
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if (otherName == "paper") {
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return GameResult::Tie;
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}
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if (otherName == "rock" || otherName == "spock") {
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return GameResult::Win;
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} else {
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return GameResult::Loss;
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}
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}
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std::string Scissors::getHandName() const { return "scissors"; }
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GameResult Scissors::compareAgainst(const Hand &other) {
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const std::string otherName = other.getHandName();
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const std::string otherName = other.getHandName();
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if (otherName == "scissors")
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return GameResult::Tie;
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if (otherName == "paper" || otherName == "lizard")
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return GameResult::Win;
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else
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return GameResult::Loss;
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if (otherName == "scissors") {
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return GameResult::Tie;
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}
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if (otherName == "paper" || otherName == "lizard") {
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return GameResult::Win;
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} else {
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return GameResult::Loss;
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}
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}
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std::string Lizard::getHandName() const { return "lizard"; }
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GameResult Lizard::compareAgainst(const Hand &other) {
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const std::string otherName = other.getHandName();
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const std::string otherName = other.getHandName();
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if (otherName == "lizard")
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return GameResult::Tie;
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if (otherName == "spock" || otherName == "paper")
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return GameResult::Win;
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else
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return GameResult::Loss;
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if (otherName == "lizard") {
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return GameResult::Tie;
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}
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if (otherName == "spock" || otherName == "paper") {
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return GameResult::Win;
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} else {
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return GameResult::Loss;
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}
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}
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std::string Spock::getHandName() const { return "spock"; }
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GameResult Spock::compareAgainst(const Hand &other) {
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const std::string otherName = other.getHandName();
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const std::string otherName = other.getHandName();
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if (otherName == "spock")
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return GameResult::Tie;
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if (otherName == "scissors" || otherName == "rock")
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return GameResult::Win;
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else
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return GameResult::Loss;
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if (otherName == "spock") {
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return GameResult::Tie;
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}
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if (otherName == "scissors" || otherName == "rock") {
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return GameResult::Win;
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} else {
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return GameResult::Loss;
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}
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}
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26
hands.h
26
hands.h
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#ifndef HANDS_H
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#define HANDS_H
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#include <istream>
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#include <memory>
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#include <random>
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enum GameResult { Win, Tie, Loss };
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public:
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// Converts a user-inputted character to the correct instance of Hand.
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static std::unique_ptr<Hand> fromChar(char);
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// Randomly returns one of the variants of Hand.
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static std::unique_ptr<Hand> generateRandom();
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// Randomly returns one of the variants of Hand, as generated by a Mersenne
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// Twister function seeded by the current unix time
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static std::unique_ptr<Hand> generateRandom(std::mt19937&, std::uniform_int_distribution<int>&);
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// Returns the lowercase name of this type of hand, for example "rock" or
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// "scissors".
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// returned value is from the perspective of this instance of hand. For
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// example, if GameResult::Win is returned, the instance of Hand wins
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// against the passed argument Hand.
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virtual GameResult compareAgainst(const Hand&) = 0;
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virtual GameResult compareAgainst(const Hand &) = 0;
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};
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// List of all types of RPSLS hands that can be played
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class Rock : public Hand {
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public:
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std::string getHandName() const override;
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GameResult compareAgainst(const Hand&) override;
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GameResult compareAgainst(const Hand &) override;
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};
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class Paper : public Hand {
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public:
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std::string getHandName() const override;
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GameResult compareAgainst(const Hand&) override;
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GameResult compareAgainst(const Hand &) override;
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};
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class Scissors : public Hand {
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public:
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std::string getHandName() const override;
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GameResult compareAgainst(const Hand&) override;
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GameResult compareAgainst(const Hand &) override;
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};
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class Lizard : public Hand {
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public:
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std::string getHandName() const override;
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GameResult compareAgainst(const Hand&) override;
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GameResult compareAgainst(const Hand &) override;
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};
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class Spock : public Hand {
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public:
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std::string getHandName() const override;
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GameResult compareAgainst(const Hand&) override;
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};
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GameResult compareAgainst(const Hand &) override;
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};
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#endif // HANDS_H
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155
main.cpp
155
main.cpp
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/* CSCI 200: Assignment 1 (Rock Paper Scissors): Tyler Beckman
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*
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* Author: Tyler Beckman
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* Resources used:
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* While learning how to use classes & polymorphism in the way I wanted to,
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* student Maxwell Gross helped me debug why the way I was trying to use classes
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* didn't work (virtual fields not existing, where I needed to put class
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* definitions vs method definitions, etc). No code was copied or written for
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* me, he just helped me understand how all of these structures I was used to in
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* other langs like Java and JS worked in cpp :)
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*
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* Description:
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* A C++ program to play rock paper scissors (lizard spock) against
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* multiple other languages, so I felt it would be fun to use this as an excuse
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* to learn how the concepts work in cpp. I apologize if this is more
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* complicated than we were supposed to make it, but it was fun and it should
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* still be a perfectly functional and point-scoring program :)
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*
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* Academic integrity:
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* 1. Because I did go overboard on making an object-oriented program when we
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* haven't even learned how classes yet, I did use a lot of online cpp syntax
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* reference and explainers to learn how classes and inheritance work in cpp.
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* This includes mainly cppreference.com, but also geeksforgeeks.org and
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* tutorialspoint to figure out the basics. Nowhere did I actually copy the
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* exact structures, I simply used it to figure out how to do what I wanted and
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* what I knew how to do in other languages such as Java and JavaScript (have a
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* "which one wins" function on each sibling class of "Hand"). I am not entirely
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* sure if this needs cited, but given we have learned none of this yet, I just
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* wanted to clarify that this is all my code - not copied from the internet,
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* ChatGPT, Copilot, or anything else other than my code.
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* 2. Also since I was making a program with structures that I hadn't quite
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* learned in this language yet, I did ask Max[TODO FILL IN NAME] (someone with
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* experience in cpp) for debugging assistance when concepts I was used to in
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* other languages didn't work well in cpp. For example, I wasn't used to class
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* definitions and function bodies being separate, so he helped me figure out
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* the correct structure there so I could properly reference sibling classes in
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* methods on the parent class.
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* still be a perfectly functional and point-scoring program :). To clarify, I
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* didn't copy any code but I did use multiple online tutorials and references
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* to learn how classes and the such work in cpp.
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*/
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#include "hands.h"
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#include <chrono>
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#include <iostream>
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#include <memory>
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#include <ostream>
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int main(void) {
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int wins = 0;
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int losses = 0;
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int ties = 0;
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int wins = 0;
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int losses = 0;
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int ties = 0;
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while (true) {
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// Take a letter input and convert it to the correct class type for
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// later use
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char handLetter;
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std::cout << "Welcome to a round of [R]ock [P]aper [S]cissors [L]izard "
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"Sp[O]ck! Please enter "
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"a hand to play (R/P/S/L/O): ";
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std::cin >> handLetter;
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const std::unique_ptr<Hand> userHand = Hand::fromChar(handLetter);
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std::mt19937 mt(std::chrono::steady_clock::now().time_since_epoch().count());
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std::uniform_int_distribution<int> intDist(0, 4);
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// Generate a random "computer" hand and display the two choices
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const std::unique_ptr<Hand> computerHand = Hand::generateRandom();
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while (true) {
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// Take a letter input and convert it to the correct class type for
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// later use
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char handLetter;
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std::cout << "Welcome to a round of [R]ock [P]aper [S]cissors [L]izard "
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"Sp[O]ck! Please enter "
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"a hand to play (R/P/S/L/O): ";
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std::cin >> handLetter;
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const std::unique_ptr<Hand> userHand = Hand::fromChar(handLetter);
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std::cout << std::endl
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<< "Player chose " << userHand->getHandName() << std::endl
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<< "Computer chose " << computerHand->getHandName()
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<< std::endl
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<< std::endl;
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// Generate a random "computer" hand and display the two choices
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const std::unique_ptr<Hand> computerHand =
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Hand::generateRandom(mt, intDist);
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// Compare the two hands, add to statistics, and give the correct output
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// and explanation
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switch (userHand->compareAgainst(*computerHand)) {
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case Win:
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std::cout << "The player wins, as " << userHand->getHandName()
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<< " beats " << computerHand->getHandName() << "!"
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<< std::endl;
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wins++;
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break;
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case Tie:
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std::cout << "No one wins, as " << userHand->getHandName()
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<< " is the same as " << computerHand->getHandName()
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<< "." << std::endl;
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ties++;
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break;
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case Loss:
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std::cout << "The computer wins, as "
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<< computerHand->getHandName() << " beats "
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<< userHand->getHandName() << "." << std::endl;
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losses++;
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break;
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}
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std::cout << std::endl
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<< "Player chose " << userHand->getHandName() << std::endl
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<< "Computer chose " << computerHand->getHandName() << std::endl
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<< std::endl;
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// Ask if the user would like to play again or exit
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char playAgain;
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std::cout << "Do you want to play again (Y/N)? ";
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std::cin >> playAgain;
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switch (playAgain) {
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case 'Y':
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case 'y':
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std::cout << std::endl;
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continue;
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case 'N':
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case 'n':
|
||||
default:
|
||||
std::cout << std::endl
|
||||
<< "Thanks for playing!" << std::endl
|
||||
<< "You won " << wins << " game(s), lost " << losses
|
||||
<< " game(s), and tied " << ties << " time(s)."
|
||||
<< std::endl;
|
||||
std::exit(0);
|
||||
}
|
||||
}
|
||||
// Compare the two hands, add to statistics, and give the correct output
|
||||
// and explanation
|
||||
switch (userHand->compareAgainst(*computerHand)) {
|
||||
case Win:
|
||||
std::cout << "The player wins, as " << userHand->getHandName()
|
||||
<< " beats " << computerHand->getHandName() << "!"
|
||||
<< std::endl;
|
||||
wins++;
|
||||
break;
|
||||
case Tie:
|
||||
std::cout << "No one wins, as " << userHand->getHandName()
|
||||
<< " is the same as " << computerHand->getHandName() << "."
|
||||
<< std::endl;
|
||||
ties++;
|
||||
break;
|
||||
case Loss:
|
||||
std::cout << "The computer wins, as " << computerHand->getHandName()
|
||||
<< " beats " << userHand->getHandName() << "." << std::endl;
|
||||
losses++;
|
||||
break;
|
||||
}
|
||||
|
||||
// Ask if the user would like to play again or exit
|
||||
char playAgain;
|
||||
std::cout << "Do you want to play again (Y/N)? ";
|
||||
std::cin >> playAgain;
|
||||
switch (playAgain) {
|
||||
case 'Y':
|
||||
case 'y':
|
||||
std::cout << std::endl;
|
||||
continue;
|
||||
case 'N':
|
||||
case 'n':
|
||||
default:
|
||||
std::cout << std::endl
|
||||
<< "Thanks for playing!" << std::endl
|
||||
<< "You won " << wins << " game(s), lost " << losses
|
||||
<< " game(s), and tied " << ties << " time(s)." << std::endl;
|
||||
std::exit(0);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue