Add project files.

This commit is contained in:
Dmitriy Shishkov 2022-02-23 22:40:21 +03:00
parent 39e3f56388
commit e817edb759
12 changed files with 632 additions and 0 deletions

1
README.md Normal file
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TicTacToeDialog

14
TicTacToeApp.cpp Normal file
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#include "TicTacToeApp.h"
#include "TicTacToeDlg.h"
CTicTacToeApp app;
BOOL CTicTacToeApp::InitInstance()
{
CTicTacToeDlg* dlg = new CTicTacToeDlg();
dlg->DoModal();
return TRUE;
}

8
TicTacToeApp.h Normal file
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#pragma once
#include <afxwin.h>
class CTicTacToeApp : public CWinApp {
public:
virtual BOOL InitInstance();
};

116
TicTacToeDialog.rc Normal file
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// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "winres.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (United States) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
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"\0"
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3 TEXTINCLUDE
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"\r\n"
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/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_TIC_TAC_TOE_DIALOG DIALOGEX 0, 0, 311, 204
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Game from Dmitriy Shishkov"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "Yes",IDOK,199,183,50,14
PUSHBUTTON "No",IDCANCEL,254,183,50,14
PUSHBUTTON "",IDC_BUTTON1,107,59,32,29,BS_FLAT
LTEXT "Can you beat this AI in Tic-Tac-Toe?",IDC_STATIC,7,7,297,18
PUSHBUTTON "",IDC_BUTTON2,139,59,32,29,BS_FLAT
PUSHBUTTON "",IDC_BUTTON3,171,59,32,29,BS_FLAT
PUSHBUTTON "",IDC_BUTTON4,107,88,32,29,BS_FLAT
PUSHBUTTON "",IDC_BUTTON5,139,88,32,29,BS_FLAT
PUSHBUTTON "",IDC_BUTTON6,171,88,32,29,BS_FLAT
PUSHBUTTON "",IDC_BUTTON7,107,117,32,29,BS_FLAT
PUSHBUTTON "",IDC_BUTTON8,139,117,32,29,BS_FLAT
PUSHBUTTON "",IDC_BUTTON9,171,117,32,29,BS_FLAT
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO
BEGIN
IDD_TIC_TAC_TOE_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 304
TOPMARGIN, 7
BOTTOMMARGIN, 197
END
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/////////////////////////////////////////////////////////////////////////////
//
// AFX_DIALOG_LAYOUT
//
IDD_TIC_TAC_TOE_DIALOG AFX_DIALOG_LAYOUT
BEGIN
0
END
#endif // English (United States) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

31
TicTacToeDialog.sln Normal file
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162
TicTacToeDialog.vcxproj Normal file
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TicTacToeDlg.cpp Normal file
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#include "TicTacToeDlg.h"
void CTicTacToeDlg::OnOK()
{
if (player == SqState::O)
MessageBox(L"Who are you trying to trick?", L"Game result");
else
CDialog::OnOK();
}
void CTicTacToeDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
for (UINT i = 0; i < 9; i++)
DDX_Control(pDX, IDC_BUTTON1 + i, buttons[i]);
}
BEGIN_MESSAGE_MAP(CTicTacToeDlg, CDialog)
ON_CONTROL_RANGE(BN_CLICKED, IDC_BUTTON1, IDC_BUTTON9, CTicTacToeDlg::OnBnClickedSquare)
END_MESSAGE_MAP()
void CTicTacToeDlg::OnBnClickedSquare(UINT nID)
{
if (ended) return;
UINT btn_id = nID - IDC_BUTTON1;
if (field[btn_id] == SqState::E) {
CString msg;
msg.Format(L"Pressed %u button", nID);
TRACE(msg);
player = SqState::X;
playerMove(btn_id);
buttons[btn_id].SetWindowTextW(L"X");
if (checkWin(SqState::X)) {
ended = TRUE;
MessageBox(L"You have been able to do this! It's really cool, because my algorithm must be invincible.", L"Game result");
return;
}
player = SqState::O;
if (checkDraw()) {
MessageBox(L"It's draw. You are still good enogh and didn't do mistakes during the game. This AI is powered by minimax algorithm, so it is invincible by design.", L"Game result");
return;
}
UINT comp_id = findComputerMove();
playerMove(comp_id);
buttons[comp_id].SetWindowTextW(L"O");
if (checkWin(SqState::O)) {
ended = TRUE;
MessageBox(L"Unfortunatly, you lost. If it'll make you feel any better, this AI is powered by minimax algorithm, so it is invincible by design.");
return;
}
}
}

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TicTacToeDlg.h Normal file
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#pragma once
#include <afxwin.h>
#include "TicTacToeGame.h"
#include "resource.h"
class CTicTacToeDlg : public CDialog, public TicTacToeGame {
public:
CTicTacToeDlg() : CDialog(IDD_TIC_TAC_TOE_DIALOG, NULL) {};
private:
void OnOK();
void DoDataExchange(CDataExchange* pDX);
CButton buttons[9];
DECLARE_MESSAGE_MAP()
afx_msg void OnBnClickedSquare(UINT nID);
};

126
TicTacToeGame.cpp Normal file
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#include "TicTacToeGame.h"
/**
* @brief Sets field cell to current player
* @param coord - Cell coordinate
*/
void TicTacToeGame::playerMove(UINT coord)
{
field[coord] = player;
}
/**
* @brief Calculates best move for computer using minimax algorithm
*/
UINT TicTacToeGame::findComputerMove()
{
INT bestScore = INT_MIN, score;
UINT bestCell = -1;
for (UINT i = 0; i < 9; i++)
if (field[i] == SqState::E) {
field[i] = SqState::O;
score = minimax(0, SqState::O);
if (score > bestScore) {
bestScore = score;
bestCell = i;
}
field[i] = SqState::E;
}
return bestCell;
}
/**
* @brief Calculates score of current game board for player. If the game is ended, it returns its result minus depth of this state in game tree. Else, it returns
* @param depth - Number of steps made in game graph
* @param player - Player for which we want to calculate current score
*/
INT TicTacToeGame::minimax(UINT depth, SqState player)
{
if (player == SqState::E) throw "Called with Empty player";
SqState enemy = getEnemy(player);
INT winScore = checkWin(player);
if (winScore) return winScore - depth;
INT maxEnemyScore = INT_MIN;
for (int i = 0; i < 9; i++)
if (field[i] == SqState::E) {
field[i] = enemy;
INT score = minimax(depth + 1, enemy);
if (score > maxEnemyScore)
maxEnemyScore = score;
field[i] = SqState::E;
}
if (maxEnemyScore == INT_MIN) return 0;
return -maxEnemyScore;
}
/**
* @brief Checks if current game state is wining for player or its enemy
* @param player - Player for which we check
* @returns 10 means win for player, -10 - for enemy, 0 - draw or unfinished
*/
INT TicTacToeGame::checkWin(SqState player)
{
if (player == SqState::E) throw "Called with Empty player";
SqState enemy = getEnemy(player);
for (INT i = 0; i < 3; i++) {
if ((field[i * 3] == field[1 + i * 3] && field[1 + i * 3] == field[2 + i * 3]) || // Row
(field[i] == field[3 + i] && field[3 + i] == field[6 + i])) { // Column
if (field[i * 4] == player)
return 10;
if (field[i * 4] == enemy)
return -10;
}
}
if ((field[0] == field[4] && field[4] == field[8]) || // first diagonal
(field[2] == field[4] && field[4] == field[6])) { // second diagonal
if (field[4] == player)
return 10;
if (field[4] == enemy)
return -10;
}
return 0;
}
/**
* @brief Checks if current game state is a draw
*/
BOOL TicTacToeGame::checkDraw()
{
for (int i = 0; i < 9; i++)
if (field[i] == SqState::E)
return FALSE;
ended = TRUE;
return TRUE;
}
/**
* @brief Utility for getting enemy of player
*/
SqState TicTacToeGame::getEnemy(SqState player)
{
if (player == SqState::E) throw "Called with Empty player";
if (player == SqState::X)
return SqState::O;
else
return SqState::X;
}

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#pragma once
#include <afxwin.h>
enum class SqState {
E = -1, X, O
};
class TicTacToeGame {
public:
SqState field[9] = { SqState::E, SqState::E, SqState::E, SqState::E, SqState::E, SqState::E, SqState::E, SqState::E, SqState::E };
SqState player = SqState::X;
BOOL ended = FALSE;
void playerMove(UINT coord);
UINT findComputerMove();
INT minimax(UINT depth, SqState player);
INT checkWin(SqState player);
BOOL checkDraw();
SqState getEnemy(SqState player);
};

25
resource.h Normal file
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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by TicTacToeDialog.rc
//
#define IDD_TIC_TAC_TOE_DIALOG 101
#define IDC_BUTTON1 1001
#define IDC_BUTTON2 1002
#define IDC_BUTTON3 1003
#define IDC_BUTTON4 1004
#define IDC_BUTTON5 1005
#define IDC_BUTTON6 1006
#define IDC_BUTTON7 1007
#define IDC_BUTTON8 1008
#define IDC_BUTTON9 1009
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 106
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1005
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif