刽子手游戏在SWI序言(Enchance)[复制](Hangman Game in SWI Prol

2019-09-17 12:18发布

可能重复:
在SWI Prolog的刽子手游戏

我想enchance一个简单的刽子手游戏在SWI Prolog的有以下几点:

1)通过保持与该迄今已猜到了错误的字母。 如果用户猜测已经猜错了一封信,该方案应该说“你猜到了!” ,只是继续比赛,而不增加计数器。

2)最后,添加计数不正确猜测的数量,达到一定数量时退出比赛的计数器。 该计划应该告诉他们失去用户,显示什么这句话真的是和终止。 重复猜测不应该算作是错误的。

我怎样才能把这些谓词在一起,使我的编程'对上述enchancements运行?
1)

alreadyGuessed(Guess, AnsCodes) :-
   memberchk(Guess, AnsCodes).

2)

processGuess(AnsList, BlankList, _, CountFailed) :-
  (   CountFailed == 5
  ->  format('Sorry, game over. You didn\'t guess (~s)~n', [AnsList])
  ;   write('Nope!'),
      CountFailed1 is CountFailed + 1,
      getGuess(AnsList, BlankList, CountFailed1)
  ).

我试图做的是:
扩展谓词getGuess(AnsList,BlankList,CountFailed)

我为你提供的代码和注释与我的变更前的运行版本。

编辑:现在程序运行,直到你做5次失误。 运行它喜欢?- hangman(0).
现在我只需要不计算已被使用,只要错误答案的字母和上面列出显示相应的信息。 我该怎么做由书面方式多了一个谓语processGuess

% This top-level predicate runs the game.  It prints a 
% welcome message, picks a phrase, and calls getGuess.

% Ans = Answer
% AnsList = AnswerList

hangman(CountFailed):- 
    getPhrase(Ans), 
    !, 
    write('Welcome to hangman.'),
    nl,
    name(Ans,AnsList), 
    makeBlanks(AnsList, BlankList), 
    getGuess(AnsList,BlankList, CountFailed).

% Randomly returns a phrase from the list of possibilities.

getPhrase(Ans):-
    phrases(L), 
    length(L, X), 
    R is random(X), 
    N is R+1, 
    getNth(L, N, Ans).

% Possible phrases to guess.

phrases(['a_picture_is_worth_a_thousand_words','one_for_the_money','dead_or_alive','computer_science']).

% Asks the user for a letter guess.  Starts by writing the 
% current "display phrase" with blanks, then asks for a guess and
% calls process on the guess.

getGuess(AnsList, BlankList, CountFailed):- 
    name(BlankName, BlankList), 
    write(BlankName), 
    nl,  
    write('Enter your guess, followed by a period and return.'), 
    nl, 
    read(Guess),
    !, 
    name(Guess, [GuessName]), 
    processGuess(AnsList,BlankList,GuessName, CountFailed).

% Process guess takes a list of codes representing the answer, a list of codes representing the current
% "display phrase" with blanks in it, and the code of the letter that was just guessed.  If the guess
% was right, call substitute to put the letter in the display phrase and check for a win.  Otherwise, just
% get another guess from the user.

processGuess(AnsList,BlankList,GuessName, CountFailed):- 
    member(GuessName,AnsList), 
    !,
    write('Correct!'),
    nl, 
    substitute(AnsList, BlankList, GuessName, NewBlanks), 
    checkWin(AnsList,NewBlanks, CountFailed).

processGuess(AnsList, BlankList, _, CountFailed) :-
  (   CountFailed == 5
  ->  format('Sorry, game over. You didn\'t guess (~s)~n', [AnsList])
  ;   write('Nope!'),
      nl,
      CountFailed1 is CountFailed + 1,
      getGuess(AnsList, BlankList, CountFailed1)
  ).

% Check to see if the phrase is guessed.  If so, write 'You win' and if not, go back and get another guess.

checkWin(AnsList, BlankList, CountFailed):- 
    name(Ans, AnsList), 
    name(BlankName, BlankList), 
    BlankName = Ans, 
    !, 
    write('You win!').

checkWin(AnsList, BlankList, CountFailed):- 
    getGuess(AnsList, BlankList, CountFailed).


% getNth(L,N,E) should be true when E is the Nth element of the list L. N will always
% be at least 1.

getNth([H|T],1,H).

getNth([H|T],N,E):-
    N1 is N-1,
    getNth(T,N1,E1),
    E=E1.

% makeBlanks(AnsList, BlankList) should take an answer phrase, which is a list
% of character codes that represent the answer phrase, and return a list
% where all codes but the '_' turn into the code for '*'.  The underscores
% need to remain to show where the words start and end.  Please note that 
% both input and output lists for this predicate are lists of character codes.
% You can test your code with a query like this:
% testMakeBlanks:- name('csc_is_awesome', List), makeBlanks(List, BlankList), name(Towrite, BlankList), write(Towrite). 

makeBlanks(AnsCodes, BlankCodes) :-
  maplist(answer_blank, AnsCodes, BlankCodes).

answer_blank(Ans, Blank) :-
  Ans == 0'_ -> Blank = Ans ; Blank = 0'* .

% substitute(AnsList, BlankList, GuessName, NewBlanks) Takes character code lists AnsList and BlankList, 
% and GuessName, which is the character code for the guessed letter.  The NewBlanks should again be a 
% character code list, which puts all the guesses into the display word and keeps the *'s and _'s otherwise.
% For example, if the answer is 'csc_is_awesome' and the display is 'c*c_**_*******' and the guess is 's', the 
% new display should be 'csc_*s_***s***'.
% You can test your predicate with a query like this:
% testSubstitute:- name('csc_is_awesome', AnsList), name('c*c_**_*******', BlankList), name('s',[GuessName]), substitute(AnsList, BlankList, GuessName, NewBlanks),
%    name(Towrite, NewBlanks), write(Towrite). 

% Also, since the predicate doesn't deal directly with character codes, this should also work:
% substitute(['c','s','c'],['c','*','c'],'s',L).  L should be ['c','s','c'].

substitute(AnsCodes, BlankCodes, GuessName, NewBlanks) :-
     maplist(place_guess(GuessName), AnsCodes, BlankCodes, NewBlanks).

place_guess(Guess, Ans, Blank, Display) :-
    Guess == Ans -> Display = Ans ; Display = Blank.

Answer 1:

前插入此规则processGuess(AnsList, BlankList, _, CountFailed) :-

processGuess(AnsList, BlankList, Guess, CountFailed):-
    memberchk(Guess, BlankList),
    write('You guessed that!'), nl,
    !, getGuess(AnsList, BlankList, CountFailed).

我把从内联的唯一呼叫alreadyGuessed

编辑以改变CountFailed到FailedList:

processGuess(AnsList, BlankList, Guess, FailedList):-
    (  length(FailedList, 5)
    ->  ... signal game failure and stop ...
    ;   getGuess(AnsList, BlankList, [Guess|FailedList])
    )


文章来源: Hangman Game in SWI Prolog (Enchance) [duplicate]