Add C# implementaion of 86 Target

This commit is contained in:
Andrew Cooper
2021-10-04 17:45:55 +11:00
parent 78154bc36e
commit 39ba532739
12 changed files with 399 additions and 0 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.26124.0
MinimumVisualStudioVersion = 15.0.26124.0
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Target", "Target\Target.csproj", "{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Debug|x64.ActiveCfg = Debug|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Debug|x64.Build.0 = Debug|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Debug|x86.ActiveCfg = Debug|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Debug|x86.Build.0 = Debug|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Release|Any CPU.Build.0 = Release|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Release|x64.ActiveCfg = Release|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Release|x64.Build.0 = Release|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Release|x86.ActiveCfg = Release|Any CPU
{8B0B5114-1D05-4F8D-B328-EA2FB89992E7}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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namespace Target
{
internal class Angle
{
// Use same precision for constants as original code
private const float PI = 3.14159f;
private const float DegreesPerRadian = 57.296f;
private readonly float _radians;
private Angle(float radians) => _radians = radians;
public static Angle InDegrees(float degrees) => new (degrees / DegreesPerRadian);
public static Angle InRotations(float rotations) => new (2 * PI * rotations);
public static implicit operator float(Angle angle) => angle._radians;
}
}

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namespace Target
{
internal class Explosion
{
private readonly Point _position;
public Explosion(Point position, Offset targetOffset)
{
_position = position;
FromTarget = targetOffset;
DistanceToTarget = targetOffset.Distance;
}
public Point Position => _position;
public Offset FromTarget { get; }
public float DistanceToTarget { get; }
public string GetBearing() => _position.GetBearing();
public bool IsHit => DistanceToTarget <= 20;
public bool IsTooClose => _position.Distance < 20;
}
}

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using System;
namespace Target
{
internal class FiringRange
{
private readonly Random random;
public FiringRange()
{
random = new Random();
NextTarget();
}
public Point TargetPosition { get; private set; }
public void NextTarget() => TargetPosition = random.NextPosition();
public Explosion Fire(Angle angleFromX, Angle angleFromZ, float distance)
{
var explosionPosition = new Point(angleFromX, angleFromZ, distance);
var targetOffset = explosionPosition - TargetPosition;
return new (explosionPosition, targetOffset);
}
}
}

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using System;
namespace Target
{
internal class Game
{
private readonly FiringRange _firingRange;
private int _shotCount;
private Game(FiringRange firingRange)
{
_firingRange = firingRange;
}
public static void Play(FiringRange firingRange) => new Game(firingRange).Play();
private void Play()
{
var target = _firingRange.TargetPosition;
Console.WriteLine(target.GetBearing());
Console.WriteLine($"Target sighted: approximate coordinates: {target}");
while (true)
{
Console.WriteLine($" Estimated distance: {target.EstimateDistance()}");
Console.WriteLine();
var explosion = Shoot();
if (explosion.IsTooClose)
{
Console.WriteLine("You blew yourself up!!");
return;
}
Console.WriteLine(explosion.GetBearing());
if (explosion.IsHit)
{
ReportHit(explosion.DistanceToTarget);
return;
}
ReportMiss(explosion);
}
}
private Explosion Shoot()
{
var input = Input.ReadNumbers("Input angle deviation from X, angle deviation from Z, distance", 3);
_shotCount++;
Console.WriteLine();
return _firingRange.Fire(Angle.InDegrees(input[0]), Angle.InDegrees(input[1]), input[2]);
}
private void ReportHit(float distance)
{
Console.WriteLine();
Console.WriteLine($" * * * HIT * * * Target is non-functional");
Console.WriteLine();
Console.WriteLine($"Distance of explosion from target was {distance} kilometers.");
Console.WriteLine();
Console.WriteLine($"Mission accomplished in {_shotCount} shots.");
}
private void ReportMiss(Explosion explosion)
{
ReportMiss(explosion.FromTarget);
Console.WriteLine($"Approx position of explosion: {explosion.Position}");
Console.WriteLine($" Distance from target = {explosion.DistanceToTarget}");
Console.WriteLine();
Console.WriteLine();
Console.WriteLine();
}
private void ReportMiss(Offset targetOffset)
{
ReportMiss(targetOffset.DeltaX, "in front of", "behind");
ReportMiss(targetOffset.DeltaY, "to left of", "to right of");
ReportMiss(targetOffset.DeltaZ, "above", "below");
}
private void ReportMiss(float delta, string positiveText, string negativeText) =>
Console.WriteLine(delta >= 0 ? GetOffsetText(positiveText, delta) : GetOffsetText(negativeText, -delta));
private static string GetOffsetText(string text, float distance) => $"Shot {text} target {distance} kilometers.";
}
}

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using System;
using System.Collections.Generic;
namespace Target
{
// Provides input methods which emulate the BASIC interpreter's keyboard input routines
internal static class Input
{
internal static void Prompt(string text = "") => Console.Write($"{text}? ");
internal static List<float> ReadNumbers(string prompt, int requiredCount)
{
var numbers = new List<float>();
while (!TryReadNumbers(prompt, requiredCount, numbers))
{
numbers.Clear();
prompt = "";
}
return numbers;
}
private static bool TryReadNumbers(string prompt, int requiredCount, List<float> numbers)
{
Prompt(prompt);
var inputValues = ReadStrings();
foreach (var value in inputValues)
{
if (numbers.Count == requiredCount)
{
Console.WriteLine("!Extra input ingored");
break;
}
if (!TryParseNumber(value, out var number))
{
return false;
}
numbers.Add(number);
}
return numbers.Count == requiredCount || TryReadNumbers("?", requiredCount, numbers);
}
private static string[] ReadStrings() => Console.ReadLine().Split(',', StringSplitOptions.TrimEntries);
private static bool TryParseNumber(string text, out float number)
{
if (float.TryParse(text, out number)) { return true; }
Console.WriteLine("!Number expected - retry input line");
number = default;
return false;
}
}
}

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using System;
namespace Target
{
internal class Offset
{
public Offset(float deltaX, float deltaY, float deltaZ)
{
DeltaX = deltaX;
DeltaY = deltaY;
DeltaZ = deltaZ;
Distance = (float)Math.Sqrt(deltaX * deltaX + deltaY * deltaY + deltaZ + deltaZ);
}
public float DeltaX { get; }
public float DeltaY { get; }
public float DeltaZ { get; }
public float Distance { get; }
}
}

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using System;
namespace Target
{
internal class Point
{
private readonly float _angleFromX;
private readonly float _angleFromZ;
private readonly float _x;
private readonly float _y;
private readonly float _z;
private int _estimateCount;
public Point(Angle angleFromX, Angle angleFromZ, float distance)
{
_angleFromX = angleFromX;
_angleFromZ = angleFromZ;
Distance = distance;
_x = distance * (float)Math.Sin(_angleFromZ) * (float)Math.Cos(_angleFromX);
_y = distance * (float)Math.Sin(_angleFromZ) * (float)Math.Sin(_angleFromX);
_z = distance * (float)Math.Cos(_angleFromZ);
}
public float Distance { get; }
public float EstimateDistance() =>
++_estimateCount switch
{
1 => EstimateDistance(20),
2 => EstimateDistance(10),
3 => EstimateDistance(5),
4 => EstimateDistance(1),
_ => Distance
};
public float EstimateDistance(int precision) => (float)Math.Floor(Distance / precision) * precision;
public string GetBearing() => $"Radians from X axis = {_angleFromX} from Z axis = {_angleFromZ}";
public override string ToString() => $"X= {_x} Y = {_y} Z= {_z}";
public static Offset operator -(Point p1, Point p2) => new (p1._x - p2._x, p1._y - p2._y, p1._z - p2._z);
}
}

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using System;
using System.Reflection;
namespace Target
{
class Program
{
static void Main(string[] args)
{
DisplayTitleAndInstructions();
var firingRange = new FiringRange();
while (true)
{
Game.Play(firingRange);
Console.WriteLine();
Console.WriteLine();
Console.WriteLine();
Console.WriteLine();
Console.WriteLine();
Console.WriteLine("Next target...");
Console.WriteLine();
firingRange.NextTarget();
}
}
private static void DisplayTitleAndInstructions()
{
using var stream = Assembly.GetExecutingAssembly()
.GetManifestResourceStream("Target.Strings.TitleAndInstructions.txt");
using var stdout = Console.OpenStandardOutput();
stream.CopyTo(stdout);
}
}
}

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using System;
namespace Target
{
internal static class RandomExtensions
{
public static float NextFloat(this Random rnd) => (float)rnd.NextDouble();
public static Point NextPosition(this Random rnd) => new (
Angle.InRotations(rnd.NextFloat()),
Angle.InRotations(rnd.NextFloat()),
100000 * rnd.NextFloat() + rnd.NextFloat());
}
}

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Target
Creative Computing Morristown, New Jersey
You are the weapons officer on the Starship Enterprise
and this is a test to see how accurate a shot you
are in a three-dimensional range. You will be told
the radian offset for the X and Z axes, the location
of the target in three dimensional rectangular coordinates,
the approximate number of degrees from the X and Z
axes, and the approximate distance to the target.
You will then proceed to shoot at the target until it is
destroyed!
Good luck!!

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net5.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<EmbeddedResource Include="Strings\TitleAndInstructions.txt" />
</ItemGroup>
</Project>