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import std/os | |
type | |
Shape = enum Rock, Paper, Scissors | |
GameResult = range[-1..1] | |
func toShape(shapeChr: char): Shape = | |
case shapeChr: | |
of 'A', 'X': Rock | |
of 'B', 'Y': Paper | |
of 'C', 'Z': Scissors | |
else: raise | |
func gameResult(a: Shape, b: Shape): GameResult = | |
if a == b: | |
return 0 | |
case a: | |
of Rock: | |
if b == Scissors: -1 else: 1 | |
of Paper: | |
if b == Rock: -1 else: 1 | |
of Scissors: | |
if b == Paper: -1 else: 1 | |
func shapeScore(shape: Shape): int = | |
1 + ord(shape) | |
func myGameScore(a: Shape, b: Shape): int = | |
[0, 3, 6][1 + gameResult(a, b)] | |
func myScore(a: Shape, b: Shape): int = | |
shapeScore(b) + myGameScore(a, b) | |
var score = 0 | |
for line in paramStr(1).lines: | |
let a = line[0].toShape | |
let b = line[2].toShape | |
inc score, myScore(a, b) | |
echo score |
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import std/os | |
type | |
Shape = enum Rock, Paper, Scissors | |
GameResult = range[-1..1] | |
func toShape(shapeChr: char): Shape = | |
case shapeChr: | |
of 'A', 'X': Rock | |
of 'B', 'Y': Paper | |
of 'C', 'Z': Scissors | |
else: raise | |
func gameResult(a: Shape, b: Shape): GameResult = | |
if a == b: | |
return 0 | |
case a: | |
of Rock: | |
if b == Scissors: -1 else: 1 | |
of Paper: | |
if b == Rock: -1 else: 1 | |
of Scissors: | |
if b == Paper: -1 else: 1 | |
func shapeScore(shape: Shape): int = | |
1 + ord(shape) | |
func myGameScore(a: Shape, b: Shape): int = | |
[0, 3, 6][1 + gameResult(a, b)] | |
func myScore(a: Shape, b: Shape): int = | |
shapeScore(b) + myGameScore(a, b) | |
func myShapeFor(a: Shape, r: char): Shape = | |
if r == 'Y': | |
return a | |
case a: | |
of Rock: | |
if r == 'X': Scissors else: Paper | |
of Paper: | |
if r == 'X': Rock else: Scissors | |
of Scissors: | |
if r == 'X': Paper else: Rock | |
var score = 0 | |
for line in lines(paramStr(1)): | |
let a = line[0].toShape | |
let b = myShapeFor(a, line[2]) | |
inc score, myScore(a, b) | |
echo score |
Also a small tip, in your case: return you can remove all return
and just leave the values, so the whole case expression will give a value and it'll be returned as it's the last expression in the func. Like
func gameResult(a: Shape, b: Shape): GameResult =
if a == b:
return Draw
case a:
of Rock:
if b == Scissors: Loss else: Win
of Paper:
if b == Rock: Loss else: Win
of Scissors:
if b == Paper: Loss else: Win
Same for other instances where that pattern is used.
@Yardanico Ah! Awesome! Was not aware you could do that in Nim (reading docs like crazy these days :). That is how you do it in Ruby, but I was into a Pythonic-mindset here I guess. Don't know yet what is an expression in Nim just yet too.
So that is way better for my taste, prefer the conciseness of the expression without explicit returns.
@Yardanico I've removed the unnecessary return
s from the gists, thanks!
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Ah! Also thought about that, but
GameResult
has to be asymmetric for my taste, becauseWin
... who wins?