Overhaul makefile, pass random variables by reference to avoid recreating

This commit is contained in:
Tyler Beckman 2024-09-19 22:06:16 -06:00
parent 010a9188a6
commit 6e83262859
Signed by: Ty
GPG key ID: 2813440C772555A4
4 changed files with 226 additions and 175 deletions

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@ -1,24 +1,69 @@
TARGET = A1
SRC_FILES = main.cpp hands.cpp
# NO EDITS BELOW THIS LINE
CXX = g++ -g
# Tyler's custom makefile extensions
.DEFAULT_GOAL := all # Necessary so `make` doesn't run the "pack" target, as it is declared before "all"
.PHONY: pack clean-run c run
## Adds only the necessary files for build into a .tar.gz file, named appropriately
ARCHIVED_FILES = Makefile $(SRC_FILES) $(SRC_FILES:.cpp=.h) $(SRC_FILES:.cpp=.hpp)
pack:
tar --ignore-failed-read -czvf $(TARGET).tar.gz $(shell echo $(ARCHIVED_FILES) | xargs ls -d 2>/dev/null)
## Runs the pack target and then attempts to build & run the program to make sure it functions correctly
pack-test: pack
$(eval TMP := $(shell mktemp -d))
tar -xvzf $(TARGET).tar.gz --directory $(TMP)
make -C $(TMP)
$(TMP)/$(TARGET)
rm -rf $(TMP)
## An extension of the clean command that is shorter to type and removes a potential .tar.gz file
c: clean
$(DEL) -f $(TARGET).tar.gz
## Simply builds and then executes the program
run: all
./$(TARGET)
# NO EDITS NEEDED BELOW THIS LINE
CXX = g++
CXXFLAGS = -O2
CXXFLAGS_DEBUG = -g
CXXFLAGS_WARN = -Wall -Wextra -Wunreachable-code -Wshadow -Wpedantic
CPPVERSION = -std=c++17
OBJECTS = $(SRC_FILES:.cpp=.o)
ifeq ($(shell echo "Windows"), "Windows")
TARGET := $(TARGET).exe
DEL = del
Q =
else
DEL = rm -f
Q = "
endif
all: $(TARGET)
$(TARGET): $(OBJECTS)
$(CXX) -std=c++17 -o $@ $^
$(CXX) -o $@ $^
%.o: %.cpp
$(CXX) -std=c++17 -o $@ -c $<
.cpp.o:
$(CXX) $(CXXFLAGS) $(CPPVERSION) $(CXXFLAGS_DEBUG) $(CXXFLAGS_WARN) -o $@ -c $<
clean:
$(DEL) $(TARGET) $(OBJECTS)
$(DEL) -f $(TARGET) $(OBJECTS) Makefile.bak
depend:
@sed -i.bak '/^# DEPENDENCIES/,$$d' Makefile
@$(DEL) sed*
@echo $(Q)# DEPENDENCIES$(Q) >> Makefile
@$(CXX) -MM $(SRC_FILES) >> Makefile
.PHONY: all clean depend
# DEPENDENCIES
main.o: main.cpp hands.h
hands.o: hands.cpp hands.h

163
hands.cpp
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@ -1,6 +1,5 @@
#include "hands.h"
#include <chrono>
#include <iostream>
#include <memory>
#include <random>
@ -8,110 +7,118 @@
#include <cstdlib>
std::unique_ptr<Hand> Hand::fromChar(const char letter) {
switch (letter) {
case 'R':
case 'r':
return std::make_unique<Rock>();
case 'P':
case 'p':
return std::make_unique<Paper>();
case 'S':
case 's':
return std::make_unique<Scissors>();
case 'L':
case 'l':
return std::make_unique<Lizard>();
case 'O':
case 'o':
return std::make_unique<Spock>();
default:
std::cout << "Invalid choice" << std::endl;
std::exit(1);
}
switch (letter) {
case 'R':
case 'r':
return std::make_unique<Rock>();
case 'P':
case 'p':
return std::make_unique<Paper>();
case 'S':
case 's':
return std::make_unique<Scissors>();
case 'L':
case 'l':
return std::make_unique<Lizard>();
case 'O':
case 'o':
return std::make_unique<Spock>();
default:
std::cout << "Invalid choice" << std::endl;
std::exit(1);
}
}
std::unique_ptr<Hand> Hand::generateRandom() {
std::mt19937 mt(
std::chrono::steady_clock::now().time_since_epoch().count());
std::uniform_int_distribution<int> intDist(0, 4);
switch (intDist(mt)) {
case 0:
return std::make_unique<Rock>();
case 1:
return std::make_unique<Paper>();
case 2:
return std::make_unique<Scissors>();
case 3:
return std::make_unique<Lizard>();
case 4:
return std::make_unique<Spock>();
default:
std::cerr << "An invalid random number was generated, this should "
"be impossible"
<< std::endl;
std::exit(1);
}
std::unique_ptr<Hand>
Hand::generateRandom(std::mt19937 &mt,
std::uniform_int_distribution<int> &intDist) {
switch (intDist(mt)) {
case 0:
return std::make_unique<Rock>();
case 1:
return std::make_unique<Paper>();
case 2:
return std::make_unique<Scissors>();
case 3:
return std::make_unique<Lizard>();
case 4:
return std::make_unique<Spock>();
default:
std::cerr << "An invalid random number was generated, this should "
"be impossible"
<< std::endl;
std::exit(1);
}
}
// List of function implementations for all of the different types of Hand
std::string Rock::getHandName() const { return "rock"; }
GameResult Rock::compareAgainst(const Hand &other) {
const std::string otherName = other.getHandName();
const std::string otherName = other.getHandName();
if (otherName == "rock")
return GameResult::Tie;
if (otherName == "scissors" || otherName == "lizard")
return GameResult::Win;
else
return GameResult::Loss;
if (otherName == "rock") {
return GameResult::Tie;
}
if (otherName == "scissors" || otherName == "lizard") {
return GameResult::Win;
} else {
return GameResult::Loss;
}
}
std::string Paper::getHandName() const { return "paper"; }
GameResult Paper::compareAgainst(const Hand &other) {
const std::string otherName = other.getHandName();
const std::string otherName = other.getHandName();
if (otherName == "paper")
return GameResult::Tie;
if (otherName == "rock" || otherName == "spock")
return GameResult::Win;
else
return GameResult::Loss;
if (otherName == "paper") {
return GameResult::Tie;
}
if (otherName == "rock" || otherName == "spock") {
return GameResult::Win;
} else {
return GameResult::Loss;
}
}
std::string Scissors::getHandName() const { return "scissors"; }
GameResult Scissors::compareAgainst(const Hand &other) {
const std::string otherName = other.getHandName();
const std::string otherName = other.getHandName();
if (otherName == "scissors")
return GameResult::Tie;
if (otherName == "paper" || otherName == "lizard")
return GameResult::Win;
else
return GameResult::Loss;
if (otherName == "scissors") {
return GameResult::Tie;
}
if (otherName == "paper" || otherName == "lizard") {
return GameResult::Win;
} else {
return GameResult::Loss;
}
}
std::string Lizard::getHandName() const { return "lizard"; }
GameResult Lizard::compareAgainst(const Hand &other) {
const std::string otherName = other.getHandName();
const std::string otherName = other.getHandName();
if (otherName == "lizard")
return GameResult::Tie;
if (otherName == "spock" || otherName == "paper")
return GameResult::Win;
else
return GameResult::Loss;
if (otherName == "lizard") {
return GameResult::Tie;
}
if (otherName == "spock" || otherName == "paper") {
return GameResult::Win;
} else {
return GameResult::Loss;
}
}
std::string Spock::getHandName() const { return "spock"; }
GameResult Spock::compareAgainst(const Hand &other) {
const std::string otherName = other.getHandName();
const std::string otherName = other.getHandName();
if (otherName == "spock")
return GameResult::Tie;
if (otherName == "scissors" || otherName == "rock")
return GameResult::Win;
else
return GameResult::Loss;
if (otherName == "spock") {
return GameResult::Tie;
}
if (otherName == "scissors" || otherName == "rock") {
return GameResult::Win;
} else {
return GameResult::Loss;
}
}

24
hands.h
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@ -1,5 +1,8 @@
#ifndef HANDS_H
#define HANDS_H
#include <istream>
#include <memory>
#include <random>
enum GameResult { Win, Tie, Loss };
@ -7,8 +10,9 @@ class Hand {
public:
// Converts a user-inputted character to the correct instance of Hand.
static std::unique_ptr<Hand> fromChar(char);
// Randomly returns one of the variants of Hand.
static std::unique_ptr<Hand> generateRandom();
// Randomly returns one of the variants of Hand, as generated by a Mersenne
// Twister function seeded by the current unix time
static std::unique_ptr<Hand> generateRandom(std::mt19937&, std::uniform_int_distribution<int>&);
// Returns the lowercase name of this type of hand, for example "rock" or
// "scissors".
@ -17,35 +21,39 @@ class Hand {
// returned value is from the perspective of this instance of hand. For
// example, if GameResult::Win is returned, the instance of Hand wins
// against the passed argument Hand.
virtual GameResult compareAgainst(const Hand&) = 0;
virtual GameResult compareAgainst(const Hand &) = 0;
};
// List of all types of RPSLS hands that can be played
class Rock : public Hand {
public:
std::string getHandName() const override;
GameResult compareAgainst(const Hand&) override;
GameResult compareAgainst(const Hand &) override;
};
class Paper : public Hand {
public:
std::string getHandName() const override;
GameResult compareAgainst(const Hand&) override;
GameResult compareAgainst(const Hand &) override;
};
class Scissors : public Hand {
public:
std::string getHandName() const override;
GameResult compareAgainst(const Hand&) override;
GameResult compareAgainst(const Hand &) override;
};
class Lizard : public Hand {
public:
std::string getHandName() const override;
GameResult compareAgainst(const Hand&) override;
GameResult compareAgainst(const Hand &) override;
};
class Spock : public Hand {
public:
std::string getHandName() const override;
GameResult compareAgainst(const Hand&) override;
GameResult compareAgainst(const Hand &) override;
};
#endif // HANDS_H

155
main.cpp
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@ -1,6 +1,13 @@
/* CSCI 200: Assignment 1 (Rock Paper Scissors): Tyler Beckman
*
* Author: Tyler Beckman
* Resources used:
* While learning how to use classes & polymorphism in the way I wanted to,
* student Maxwell Gross helped me debug why the way I was trying to use classes
* didn't work (virtual fields not existing, where I needed to put class
* definitions vs method definitions, etc). No code was copied or written for
* me, he just helped me understand how all of these structures I was used to in
* other langs like Java and JS worked in cpp :)
*
* Description:
* A C++ program to play rock paper scissors (lizard spock) against
@ -15,99 +22,83 @@
* multiple other languages, so I felt it would be fun to use this as an excuse
* to learn how the concepts work in cpp. I apologize if this is more
* complicated than we were supposed to make it, but it was fun and it should
* still be a perfectly functional and point-scoring program :)
*
* Academic integrity:
* 1. Because I did go overboard on making an object-oriented program when we
* haven't even learned how classes yet, I did use a lot of online cpp syntax
* reference and explainers to learn how classes and inheritance work in cpp.
* This includes mainly cppreference.com, but also geeksforgeeks.org and
* tutorialspoint to figure out the basics. Nowhere did I actually copy the
* exact structures, I simply used it to figure out how to do what I wanted and
* what I knew how to do in other languages such as Java and JavaScript (have a
* "which one wins" function on each sibling class of "Hand"). I am not entirely
* sure if this needs cited, but given we have learned none of this yet, I just
* wanted to clarify that this is all my code - not copied from the internet,
* ChatGPT, Copilot, or anything else other than my code.
* 2. Also since I was making a program with structures that I hadn't quite
* learned in this language yet, I did ask Max[TODO FILL IN NAME] (someone with
* experience in cpp) for debugging assistance when concepts I was used to in
* other languages didn't work well in cpp. For example, I wasn't used to class
* definitions and function bodies being separate, so he helped me figure out
* the correct structure there so I could properly reference sibling classes in
* methods on the parent class.
* still be a perfectly functional and point-scoring program :). To clarify, I
* didn't copy any code but I did use multiple online tutorials and references
* to learn how classes and the such work in cpp.
*/
#include "hands.h"
#include <chrono>
#include <iostream>
#include <memory>
#include <ostream>
int main(void) {
int wins = 0;
int losses = 0;
int ties = 0;
int wins = 0;
int losses = 0;
int ties = 0;
while (true) {
// Take a letter input and convert it to the correct class type for
// later use
char handLetter;
std::cout << "Welcome to a round of [R]ock [P]aper [S]cissors [L]izard "
"Sp[O]ck! Please enter "
"a hand to play (R/P/S/L/O): ";
std::cin >> handLetter;
const std::unique_ptr<Hand> userHand = Hand::fromChar(handLetter);
std::mt19937 mt(std::chrono::steady_clock::now().time_since_epoch().count());
std::uniform_int_distribution<int> intDist(0, 4);
// Generate a random "computer" hand and display the two choices
const std::unique_ptr<Hand> computerHand = Hand::generateRandom();
while (true) {
// Take a letter input and convert it to the correct class type for
// later use
char handLetter;
std::cout << "Welcome to a round of [R]ock [P]aper [S]cissors [L]izard "
"Sp[O]ck! Please enter "
"a hand to play (R/P/S/L/O): ";
std::cin >> handLetter;
const std::unique_ptr<Hand> userHand = Hand::fromChar(handLetter);
std::cout << std::endl
<< "Player chose " << userHand->getHandName() << std::endl
<< "Computer chose " << computerHand->getHandName()
<< std::endl
<< std::endl;
// Generate a random "computer" hand and display the two choices
const std::unique_ptr<Hand> computerHand =
Hand::generateRandom(mt, intDist);
// 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;
}
std::cout << std::endl
<< "Player chose " << userHand->getHandName() << std::endl
<< "Computer chose " << computerHand->getHandName() << std::endl
<< std::endl;
// 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);
}
}
// 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);
}
}
}