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open Core
open Main
let ( |> ) x f = f x
module Morpion_rec : sig
type game (* immutable structure *)
val name : string
val id : string
val new_game : game
val possibilities : game -> string list
val play : game -> player -> string -> game
val s : game -> game_status
val display_game : game -> (string * string) -> unit
end = struct
exception Invalid_pos
type loc1 = int * int
type loc = loc1 * loc1
type c =
| Empty
| X
| O
| T
type 'a r = 'a * 'a * 'a
type 'a morpion = 'a r * 'a r * 'a r
type game = game_status * c morpion morpion * loc1 option
(* all_p1 : loc1 list *)
let all_p1 = [ 1,1; 1,2; 1,3; 2,1; 2,2; 2,3; 3,1; 3,2; 3,3 ]
(* all_w_s : loc1 list list *)
let all_w_p1l = [
[ 1,1; 1,2; 1,3 ];
[ 2,1; 2,2; 2,3 ];
[ 3,1; 3,2; 3,3 ];
[ 1,1; 2,1; 3,1 ];
[ 1,2; 2,2; 3,2 ];
[ 1,3; 2,3; 3,3 ];
[ 1,1; 2,2; 3,3 ];
[ 1,3; 2,2; 3,1 ];
]
(* encode : loc -> string *)
let encode ((xg, yg), (xp, yp)) =
Format.sprintf "%d %d %d %d" xg yg xp yp
(* decode : string -> loc *)
let decode s =
Scanf.sscanf s "%d %d %d %d"
(fun xg yg xp yp -> (xg, yg), (xp, yp))
(* getp0 : ('a, 'a, 'a) -> int -> 'a *)
let getp0 (a, b, c) x = match x with
| 1 -> a | 2 -> b | 3 -> c
| _ -> raise Invalid_pos
(* getp1 : 'a morpion -> loc1 -> 'a *)
let getp1 m (px, py) =
getp0 (getp0 m px) py
(* getp : 'a morpion morpion -> loc2 -> 'a *)
let getp m (pg, pp) =
getp1 (getp1 m pg) pp
(* setp0 : ('a, 'a, 'a) -> int -> 'a -> ('a, 'a, 'a) *)
let setp0 (a, b, c) x v = match x with
| 1 -> (v, b, c)
| 2 -> (a, v, c)
| 3 -> (a, b, v)
| _ -> raise Invalid_pos
(* setp1 : 'a morpion -> loc1 -> 'a -> 'a morpion *)
let setp1 m (px, py) v =
setp0 m px (setp0 (getp0 m px) py v)
(* setp2 : 'a morpion morpion -> loc2 -> 'a -> 'a morpion morpion *)
let setp m (pg, pp) v =
setp1 m pg (setp1 (getp1 m pg) pp v)
(* r : 'a -> ('a, 'a, 'a) *)
let r x = (x, x, x)
(* *************************** *)
(* Début du code intéressant ! *)
let id = "morpion_rec"
let name = "Morpion récursif!"
let new_game =
TurnOf P1, r (r (r (r Empty))), None
let full_pm m =
List.for_all (fun p -> getp1 m p <> Empty) all_p1
let possibilities (s, m, lg) =
let pg_poss = match lg with
| None -> all_p1
| Some x -> if full_pm (getp1 m x) then all_p1 else [x]
in
List.flatten
(List.map (fun pg ->
all_p1
|> List.filter (fun pp -> getp m (pg, pp) = Empty)
|> List.map (fun pp -> (pg, pp)))
pg_poss)
|> List.map encode
let reduce_m rf m =
match
all_w_p1l
|> List.map (List.map (fun x -> rf (getp1 m x)))
|> List.map (function
| l when List.for_all ((=) X) l -> X
| l when List.for_all ((=) O) l -> O
| l when List.exists ((=) X) l && List.exists ((=) O) l -> T
| _ -> Empty)
with
| l when List.exists ((=) X) l -> X
| l when List.exists ((=) O) l -> O
| l when List.exists ((=) Empty) l -> Empty
| _ -> T
let play (gs, m, pgo) player act =
let elim = (Eliminated player, m, pgo) in
let op = other_player player in
let (pg, pp) = decode act in
if
gs = TurnOf player
&& (match pgo with
| None -> true
| Some x when full_pm (getp1 m x) -> true
| Some x when pg = x -> true
| _ -> false)
&& getp m (pg, pp) = Empty
then
let new_m = setp m (pg, pp) (match player with P1 -> X | P2 -> O) in
let new_s = match reduce_m (reduce_m (fun x -> x)) new_m with
| Empty -> TurnOf op
| X -> Won P1
| O -> Won P2
| T -> Tie
in
(new_s, new_m, Some pp)
else elim
let s (s, _, _) = s
let display_game (s, m, q) (pn1, pn2) =
(* TODO *)
()
end
module C = Core(Morpion_rec)
module Main = Juge(C)
let () = Main.run ()
|