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TicTacToe2.sol
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TicTacToe2.sol
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// solc TicTacToe.sol --bin --abi --optimize --overwrite -o Compilado/
pragma solidity ^0.4.23;
contract TicTacToe2 {
//uint constant public gameCost = 0.1 ether;
uint constant public gameCost = 10;
uint8 public boardSize = 3;
uint8 movesCounter;
bool public gameActive;
address[3][3] board;
address public player1;
address public player2;
uint balanceToWithdrawPlayer1;
uint balanceToWithdrawPlayer2;
uint timeToReact = 30 minutes;
uint gameValidUntil;
uint activeParticipants;
address activePlayer;
event PlayerJoined(address player);
event NextPlayer(address player);
event GameOverWithWin(address winner);
event GameOverWithDraw();
event PayoutSuccess(address receiver, uint amountInWei);
function joinGame() public payable {
assert(!(player1 != address(0) && player2 != address(0)));
assert(msg.sender != player1);
gameActive = true;
require(msg.value == gameCost);
if(activeParticipants == 0){
player1 = msg.sender;
activeParticipants++;
delete board;
} else {
player2 = msg.sender;
activeParticipants++;
}
emit PlayerJoined(msg.sender);
if(activeParticipants == 2) {
if(block.number % 2 == 0) {
activePlayer = player2;
} else {
activePlayer = player1;
}
gameValidUntil = now + timeToReact;
emit NextPlayer(activePlayer);
}
}
function getBoard() public view returns(address[3][3]) {
return board;
}
function setWinner(address player) private {
gameActive = false;
//emit an event
emit GameOverWithWin(player);
uint balanceToPayOut = address(this).balance;
if(player.send(balanceToPayOut) != true) {
if(player == player1) {
balanceToWithdrawPlayer1 = balanceToPayOut;
} else {
balanceToWithdrawPlayer2 = balanceToPayOut;
}
} else {
emit PayoutSuccess(player, balanceToPayOut);
activeParticipants = 0;
player1 = address(0);
player2 = address(0);
}
//transfer money to the winner
}
function withdrawWin() public {
uint balanceToTransfer;
if(msg.sender == player1) {
require(balanceToWithdrawPlayer1 > 0);
balanceToTransfer = balanceToWithdrawPlayer1;
balanceToWithdrawPlayer1 = 0;
player1.transfer(balanceToTransfer);
emit PayoutSuccess(player1, balanceToTransfer);
activeParticipants = 0;
player1 = address(0);
player2 = address(0);
} else {
require(balanceToWithdrawPlayer2 > 0);
balanceToTransfer = balanceToWithdrawPlayer2;
balanceToWithdrawPlayer2 = 0;
player2.transfer(balanceToTransfer);
emit PayoutSuccess(player2, balanceToTransfer);
activeParticipants = 0;
player1 = address(0);
player2 = address(0);
}
}
function setDraw() private {
gameActive = false;
emit GameOverWithDraw();
uint balanceToPayOut = address(this).balance/2;
if(player1.send(balanceToPayOut) == false) {
balanceToWithdrawPlayer1 += balanceToPayOut;
} else {
emit PayoutSuccess(player1, balanceToPayOut);
}
if(player2.send(balanceToPayOut) == false) {
balanceToWithdrawPlayer2 += balanceToPayOut;
} else {
emit PayoutSuccess(player2, balanceToPayOut);
}
activeParticipants = 0;
player1 = address(0);
player2 = address(0);
}
function emergecyCashout() public {
require(gameValidUntil < now);
require(gameActive);
setDraw();
}
function setStone(uint8 x, uint8 y) public {
require(board[x][y] == address(0));
require(gameValidUntil > now);
assert(gameActive);
assert(x < boardSize);
assert(y < boardSize);
require(msg.sender == activePlayer);
board[x][y] = msg.sender;
movesCounter++;
gameValidUntil = now + timeToReact;
for(uint8 i = 0; i < boardSize; i++) {
if(board[i][y] != activePlayer) {
break;
}
//win
if(i == boardSize - 1) {
//winner
setWinner(activePlayer);
return;
}
}
for(i = 0; i < boardSize; i++) {
if(board[x][i] != activePlayer) {
break;
}
//win
if(i == boardSize - 1) {
//winner
setWinner(activePlayer);
return;
}
}
//diagonale
if(x == y) {
for(i = 0; i < boardSize; i++) {
if(board[i][i] != activePlayer) {
break;
}
//win
if(i == boardSize - 1) {
//winner
setWinner(activePlayer);
return;
}
}
}
//anti-diagonale
if((x+y) == boardSize-1) {
for(i = 0; i < boardSize; i++) {
if(board[i][(boardSize-1)-i] != activePlayer) {
break;
}
//win
if(i == boardSize - 1) {
//winner
setWinner(activePlayer);
return;
}
}
}
//draw
if(movesCounter == (boardSize**2)) {
//draw
setDraw();
return;
}
if(activePlayer == player1) {
activePlayer = player2;
} else {
activePlayer = player1;
}
emit NextPlayer(activePlayer);
}
}