Bowling challenge - my code is returning a TypeError: nil can't be coerced into Integer. I can't see where it fails - ruby

Challenge is to create a score card for ten pin bowling game. Im (trying to )keep it simple, with my first feature to count a spare bonus. There are 10 frames (2 rolls each) a spare adds the value of the next roll to the result of the frame .Without the #spare - My initial tests for def add(roll) and def score_card '#rolls.sum' passed.The addition of the conditionals are where my tests are failing
class GameRepository
def initialize
#rolls = []
end
def add(roll)
#rolls << roll
end
def score_card
##rolls.sum
roll_index = 0
score = 0
10.times do
if #rolls[roll_index] + #rolls[roll_index + 1] == 10 && #rolls[roll_index + 2]#spare
score += #rolls[roll_index] + #rolls[roll_index + 1] + #rolls[roll_index + 2]
elsif #rolls[roll_index]
score += #rolls[roll_index] + #rolls[roll_index + 1]
end
roll_index += 2
end
score
end
end
I add the condition && #rolls[roll_index + 2]#spare in an effort to check for an empty #rolls array. I also tried a few other unsuccessful checks on the array resulting in 'integers cannot be coerced...' I'm pretty stuck. I have written some code(i think 'should' work) for a strike # #if #rolls[roll_index] == 10 # Strike
score_card += 10 + #rolls[roll_index + 1] + #rolls[roll_index + 2]
roll_index += 1
Don't want to try implementing this until I get the last lot sorted. Fairly new to coding so suggestions very welcome. Thanks

Related

How to loop over an entire method until you achieve what you want ? (ruby)

I'm learning ruby and practicing with codewars, and I've come to a challenge that I feel I mainly understand (rudimentarily) but I'm unable to figure out how to continue looping over the method until I reach the result I'm looking for.
The challenge is asking to reduce a number, by multiplying its digits, until the multiplication results in a single digit. In the end it wants you to return the number of times you had to multiply the number until you arrived at a single digit. Example -> given -> 39; 3 * 9 = 27, 2 * 7 = 14, 1 * 4 = 4; answer -> 3
Here's my code :
def persistence(n)
if n < 10
return 0
end
arr = n.to_s.split("")
sum = 1
count = 0
arr.each do |num|
sum *= num.to_i
if num == arr[-1]
count += 1
end
end
if sum < 10
return count
else
persistence(sum)
end
end
Thanks for your help!
Your function is looking great with recursion but you are reseting the count variable to 0 each time the loop runs, I think if you use an auxiliar method it should run ok:
this is in base of your code with minor improvements:
def persistence(n)
return 0 if n < 10
count = 0
multiply_values(n, count)
end
def multiply_values(n, count)
arr = n.to_s.chars
sum = 1
arr.each do |num|
sum *= num.to_i
if num == arr[-1]
count += 1
end
end
if sum < 10
return count
else
multiply_values(sum, count)
end
end
a shorter solution could be to do:
def persistence(n)
return 0 if n < 10
multiply_values(n, 1)
end
def multiply_values(n, count)
sum = n.to_s.chars.map(&:to_i).reduce(&:*)
return count if sum < 10
multiply_values(sum, count + 1)
end
and without recursion:
def persistence(n)
return 0 if n < 10
count = 0
while n > 10
n = n.to_s.chars.map(&:to_i).reduce(&:*)
count += 1
end
count
end
Let's look at a nicer way to do this once:
num = 1234
product = num.to_s.split("").map(&:to_i).reduce(&:*)
Breaking it down:
num.to_s.split("")
As you know, this gets us ["1", "2", "3", "4"]. We can easily get back to [1, 2, 3, 4] by mapping the #to_i method to each string in that array.
num.to_s.split("").map(&:to_i)
We then need to multiply them together. #reduce is a handy method. We can pass it a block:
num.to_s.split("").map(&:to_i).reduce { |a, b| a * b }
Or take a shortcut:
num.to_s.split("").map(&:to_i).reduce(&:*)
As for looping, you could employ recursion, and create product_of_digits as a new method for Integer.
class Integer
def product_of_digits
if self < 10
self
else
self.to_s.split("").map(&:to_i).reduce(&:*).product_of_digits
end
end
end
We can now simply call this method on any integer.
1344.product_of_digits # => 6

recursion method inside ruby minesweeper game stack level too deep

I am triggering endless recursion when trying to make a method that pulls up tiles when they are a zero. I have been testing by entering the following in irb:
class Board
attr_accessor :size, :board
def initialize(size = gets.chomp.to_i)
#size = size
#board = (1..#size).map { |x| ["L"] * #size }
end
def print_board
#board.map { |row| puts row.join }
end
end
class Mine
attr_accessor :proxi, :row, :col
def initialize(proxi)
#proxi = proxi
#row = 0
#col = 0
#random = Random.new
check_position
end
def check_position
if #proxi.board[#row - 1][#col - 1] != "L"
#row = #random.rand(1..#proxi.board.length)
#col = #random.rand(1..#proxi.board[0].length)
check_position
else
map_position
end
end
def map_position
#proxi.board[#row - 1][#col - 1] = "*"
end
end
b = Board.new(20)
m = (1..b.size * 2).map { |i| i = Mine.new(b) }
class Detector
attr_accessor :board, :proxi, :row, :col, :value
def initialize(board, proxi)
#board = board
#proxi = proxi
#row = 0
#col = 0
#value = 0
end
def mine?
if #proxi.board[#row - 1][#col - 1] == "*"
true
else
false
end
end
def detect
(#row - 1..#row + 1).each do |r|
(#col - 1..#col + 1).each do |c|
unless (r - 1 < 0 || r - 1 > #proxi.size - 1) || (c - 1 < 0 || c - 1 > #proxi.size - 1)
#value += 1 if #proxi.board[r - 1][c - 1] == "*"
end
end
end
end
def map_position
#proxi.board[#row - 1][#col - 1] = #value
#board.board[#row - 1][#col - 1] = #value
end
def recursion
if #proxi.board[#row - 1][#col - 1] == 0
(#row - 1..#row + 1).each do |r|
(#col - 1..#col + 1).each do |c|
unless (r - 1 < 0 || r - 1 > #proxi.size - 1) || (c - 1 < 0 || c - 1 > #proxi.size - 1)
#row, #col = r, c
detect
map_position
recursion
end
end
end
end
end
def reset
#row, #col, #value = 0, 0, 0
end
end
d = Detector.new(b, b)
b.print_board
If the output has plenty of free space in the upper right corner proceed to pasting the next part, else repaste.
d.row = 1
d.col = 1
d.mine?
d.detect
d.map_position
d.recursion
b.print_board
It will error out with a stack level too deep error at the recursion method. I know this is because it is having issues ending the recursive pattern. I thought my two unless statements deterring it from searching off the board would limit it to the area in the board. Plus the mines would force it to be limited in zeros it can expose. Maybe it is somehow writing spaces off the board or overwriting things on the board?
You don’t need a recursion here. Simply check each position for mines around:
Please always use 0-based arrays to eliminate lots of #blah - 1.
In detect you need to return immediately if there is a mine and set the #value otherwise:
def detect
return if #proxi.board[#row][#col] == '*'
value = 0 # no need to be global anymore
(#row - 1..#row + 1).each do |r|
(#col - 1..#col + 1).each do |c|
unless r < 0 || r >= #proxi.size || c < 0 || c >= #proxi.size
value += 1 if #proxi.board[r][c] == "*"
end
end
end
#proxi.board[#row][#col] = value
end
Now you don’t need map_position method at all. Simply check all the cells:
def check
(0..#proxi.size - 1).each do |r|
(0..#proxi.size - 1).each do |c|
#row, #col = r, c
detect
end
end
end
Hope it helps.
Exceeding the stack size is usually an indication that your recursion does not have the correct terminating condition. In your case, what mechanism is in place to prevent recursion from being called multiple times with the same #row #col pair? Note that of the 9 pairs that (#row - 1..#row + 1) (#col - 1..#col + 1) produce, one of those pairs is #row #col itself. The function will call itself infinitely many times!
A simple way to solve this would be to have something like a revealed array that keeps track of visited cells. Then recursion would mark each cell it visits as visited and return immediately if it is called on an already visited cell.
Additionally, your use of instance variables is extremely fragile here. Recursion relies on the fact that each function call has its own scope, but every call of recursion shares the same instance variables - which you're using to pass arguments! You should be using method arguments to keep the scopes distinct.

adding 1 to each element of an array

i tred creating a method called "Sum_plus_one" that accepts an array argument containing integers. Themethod should return the sum of the integers in the array after adding one to each of them.
example:
sum_plus_one([1,2,3])
result should be: 9
my code looks like this
def sum_plus_one(*nums)
for num in nums
num + 1
end
total = 0
for num in nums
total += num
end
return total
end
Why not do a little bit of math beforehand and see that summing the array-elements-plus-one is the same as summing the elements and then adding the array length? For example:
(5+1) + (6+1) + (11+1) = 5 + 6 + 11 + (1 + 1 + 1)
= 5 + 6 + 11 + 3
That gives you something nice and simple:
array.inject(:+) + array.length
map/reduce is handy here:
def sum_plus_one(nums)
nums.map(&:succ).reduce(:+)
end
Edit:
here is one way to make your code work:
def sum_plus_one(nums)
nums.map! do |num|
num + 1
end
total = 0
for num in nums
total += num
end
return total
end
Functional Style Version
[1, 2, 3].reduce(0) {|acc, n| acc + n + 1}
Use Enumerable#inject
[105] pry(main)> arr
=> [1, 2, 3]
[106] pry(main)> arr.inject(0) { |var, i| var + i + 1 }
=> 9
So the method would look like
def sum_plus_one(*nums)
nums.inject(0) { |var, num| var + num + 1 }
end
your problem is that you need to assign your num + 1 value to the corresponding element of the array that you are enumerating in the first loop.
maybe something like this:
for i in (0...nums.count)
nums[i] += 1
end
after that your program should work
(yes, you can use fancy libraries or constructs instead of the above loop)
please note that you can eliminate the top loop and just add num + 1 to your total in the second loop.

How to Find a Sequence of 4 in an Array with 5 Elements & Fixing Input Error

I've built a Yahtzee game for Ruby Quiz #19. I have the game up and running, however, there are 2 bugs.
When a player chooses to use a roll of >=3 of a kind as a "small straight" (sequence of 4 dice) to "scratch" (score it as zero) that section an error occurs. Here is the code for the small straight:
def sm_straight
#roll = #roll.sort.uniq
if (0..1).any? {|x| (#roll[x+3] - #roll[x+2] == 1) && (#roll[x+2] - #roll[x+1] == 1) && (#roll[x+1] - #roll[x] == 1)}
#scorecard["sm. straight"] = 30
else
puts "Your roll is not a sm. straight! Please select another section or type scratch to score 0 for this section."
scratch = gets.chomp
if scratch == "scratch"
#scorecard["sm. straight"] = "scratch"
elsif #scorecard.has_key?(scratch)
#turn -= 1
section_to_score(scratch)
else
sm_straight
end
end
end
This is the error:
NoMethodError: undefined method -' for nil:NilClass
from Yahtzee_test.rb:209:inblock in sm_straight'
Line 209 is the "if statement" line
When a player incorrectly enters which dice to keep. I am trying to figure out a better way to ask the player how to enter the dice to keep or catch the error and have them re-enter the numbers with the current system. Here is the code"
def roll_again
puts "Which dice would you like to keep from this roll? (1, 2, 3, 4, 5)"
dice_to_keep = gets.chomp.split(',').map {|x| (x.to_i) - 1}.map {|x| #roll[x]}
new_roll = Array.new(5 - dice_to_keep.size) {rand(6) + 1}
#roll = new_roll + dice_to_keep
p #roll
#roll_count += 1
puts "That was roll number #{#roll_count}, you have #{3-#roll_count} remaining."
if #roll_count < 3
more_rolls?
else
section(#roll)
end
end
Any advice on how to write this code better and make it bug free would be greatly appreciated!
To check for a straight of at least 4 out of 5 dice, you could replace:
#roll = #roll.sort.uniq
if (0..1).any? {|x| (#roll[x+3] - #roll[x+2] == 1) && (#roll[x+2] - #roll[x+1] == 1) && (#roll[x+1] - #roll[x] == 1)}
with this:
if has_straight(roll, 4)
And define has_straight:
def has_straight( roll, need )
num = 1
roll = roll.sort.uniq
roll.each_with_index do |e, i|
if i < roll.length-1 then
if (roll[i+1] - roll[i]) > 1 then
break if num >= need
num = 1
end
num += 1
end
end
num >= need
end
There may be a slightly more clever Ruby-ism that will do this, but it fixes your array out-of-bounds issue.

Ruby Greed Koan - How can I improve my if/then soup?

I'm working my way through the Ruby Koans in order to try and learn Ruby, and so far, so good. I've gotten to the greed koan, which at the time of this writing is 183. I've got a working solution, but I feel like I've cobbled together just a bunch of if/then logic and that I'm not embracing Ruby patterns.
In the following code, are there ways you would point me to more fully embracing Ruby patterns? (My code is wrapped in "MY CODE [BEGINS|ENDS] HERE" comments.
# Greed is a dice game where you roll up to five dice to accumulate
# points. The following "score" function will be used calculate the
# score of a single roll of the dice.
#
# A greed roll is scored as follows:
#
# * A set of three ones is 1000 points
#
# * A set of three numbers (other than ones) is worth 100 times the
# number. (e.g. three fives is 500 points).
#
# * A one (that is not part of a set of three) is worth 100 points.
#
# * A five (that is not part of a set of three) is worth 50 points.
#
# * Everything else is worth 0 points.
#
#
# Examples:
#
# score([1,1,1,5,1]) => 1150 points
# score([2,3,4,6,2]) => 0 points
# score([3,4,5,3,3]) => 350 points
# score([1,5,1,2,4]) => 250 points
#
# More scoring examples are given in the tests below:
#
# Your goal is to write the score method.
# MY CODE BEGINS HERE
def score(dice)
# set up basic vars to handle total points and count of each number
total = 0
count = [0, 0, 0, 0, 0, 0]
# for each die, make sure we've counted how many occurrencess there are
dice.each do |die|
count[ die - 1 ] += 1
end
# iterate over each, and handle points for singles and triples
count.each_with_index do |count, index|
if count == 3
total = doTriples( index + 1, total )
elsif count < 3
total = doSingles( index + 1, count, total )
elsif count > 3
total = doTriples( index + 1, total )
total = doSingles( index + 1, count % 3, total )
end
end
# return the new point total
total
end
def doTriples( number, total )
if number == 1
total += 1000
else
total += ( number ) * 100
end
total
end
def doSingles( number, count, total )
if number == 1
total += ( 100 * count )
elsif number == 5
total += ( 50 * count )
end
total
end
# MY CODE ENDS HERE
class AboutScoringProject < EdgeCase::Koan
def test_score_of_an_empty_list_is_zero
assert_equal 0, score([])
end
def test_score_of_a_single_roll_of_5_is_50
assert_equal 50, score([5])
end
def test_score_of_a_single_roll_of_1_is_100
assert_equal 100, score([1])
end
def test_score_of_multiple_1s_and_5s_is_the_sum_of_individual_scores
assert_equal 300, score([1,5,5,1])
end
def test_score_of_single_2s_3s_4s_and_6s_are_zero
assert_equal 0, score([2,3,4,6])
end
def test_score_of_a_triple_1_is_1000
assert_equal 1000, score([1,1,1])
end
def test_score_of_other_triples_is_100x
assert_equal 200, score([2,2,2])
assert_equal 300, score([3,3,3])
assert_equal 400, score([4,4,4])
assert_equal 500, score([5,5,5])
assert_equal 600, score([6,6,6])
end
def test_score_of_mixed_is_sum
assert_equal 250, score([2,5,2,2,3])
assert_equal 550, score([5,5,5,5])
end
end
Thanks so much to any help you can give as I try to get my head around Ruby.
Wow! There are a lot of really cool approaches being done here. I like everybody's creativity. However, I have a pedagogical problem with all of the answers presented here. ("Pedagogy is the study of … the process of teaching." -- Wikipedia)
It is obvious from the first several koans (back in about_asserts.rb) that the Path to Enlightenment does not require any prior/outside knowledge of Ruby. It also seems fairly clear that the Path doesn't even require prior programming experience. So from an educational standpoint, this koan must be answerable using only the methods, language constructs, and programming techniques taught in earlier koans. That means:
no Enumerable#each_with_index
no Enumerable#count
no Enumerable#sort
no Hash.new(0) specifying a default value
no Numeric#abs
no Numeric#divmod
no recursion
no case when
etc
Now, I'm not saying that you are not allowed to use these things in your implementation, but the koan mustn't require using them. There must be a solution that only uses constructs introduced by prior koans.
Also, since the template was just
def score(dice)
# You need to write this method
end
it seemed implied that the solution should not define other methods or classes. That is, you should only replace the # You need to write this method line.
Here is a solution that fits my philosophical requirements:
def score (dice)
sum = 0
(1..6).each do |i|
idice = dice.select { |d| d == i }
count = idice.size
if count >= 3
sum += (i==1 ? 1000 : i*100)
end
sum += (count % 3) * 100 if i == 1
sum += (count % 3) * 50 if i == 5
end
sum
end
The methods/constructs here are introduced in the following koan files:
Enumerable#each about_iteration.rb
Enumerable#select about_iteration.rb
Array#size about_arrays.rb
a ? b : c about_control_statements.rb
% about_control_statements.rb
Related StackOverflow Questions:
Ruby Koans 182. Refactor help
https://codereview.stackexchange.com/questions/423/is-this-good-ruby-ruby-koans-greed-task
A student asked Joshu, "How can I write an algorithm to calculate the scores for a dice game?"
Joshu struck the student with his stick and said: "Use a calculator."
def score(dice)
score = [0, 100, 200, 1000, 1100, 1200][dice.count(1)]
score += [0, 50, 100, 500, 550, 600][dice.count(5)]
[2,3,4,6].each do |num|
if dice.count(num) >= 3 then score += num * 100 end
end
score
end
I went through and passed each of the tests one at a time. Not sure this is a very "ruby" solution, but I do like that it's obvious what each section is doing and that there are no excess declarations of values
def score(dice)
## score is set to 0 to start off so if no dice, no score
score = 0
## setting the 1000 1,1,1 rule
score += 1000 if (dice.count(1) / 3) == 1
## taking care of the single 5s and 1s here
score += (dice.count(5) % 3) * 50
score += (dice.count(1) % 3) * 100
## set the other triples here
[2, 3, 4, 5, 6].each do |num|
score += num * 100 if (dice.count(num) / 3 ) == 1
end
score
end
Looks OK. I might have written some things slightly differently, say:
def do_triples number, total
total + (number == 1 ? 1000 : number * 100)
end
If you want to do something that few languages other than Ruby can do, I suppose the following might be justifiable under DIE and DRY, on alternate Tuesdays, but I don't think those Ruby maxims were really intended to apply to common subexpression elimination. Anyway:
def do_triples number, total
total +
if number == 1
1000
else
number * 100
end
end
def do_triples number, total
if number == 1
1000
else
number * 100
end + total
end
Here's what I did. Looks pretty similar to a few of the older replies. I would love to find some ingenious usage of inject for this one (mikeonbike's one is niiiice).
def score(dice)
total = 0
# handle triples scores for all but '1'
(2..6).each do |num|
total += dice.count(num) / 3 * num * 100
end
# non-triple score for '5'
total += dice.count(5) % 3 * 50
# all scores for '1'
total += dice.count(1) / 3 * 1000 + dice.count(1) % 3 * 100
total
end
You can condense this down to fewer lines but the readability of the algorithm gets lost so I ended up with this:
def score(dice)
result = 0;
(1..6).each do |die|
multiplier = die == 1 ? 1000 : 100
number_of_triples = dice.count(die) / 3
result += die * multiplier * number_of_triples
end
result += 100 * (dice.count(1) % 3)
result += 50 * (dice.count(5) % 3)
end
And if you're using 1.8.6, you'll have to use backports or add the count method to Array yourself:
class Array
def count(item)
self.select { |x| x == item }.size
end
end
Here is the answer I went with after about four iterations and trying to take advantage of the Ruby constructs I'm learning doing the koans:
def score(dice)
total = 0
(1..6).each { |roll| total += apply_bonus(dice, roll)}
return total
end
def apply_bonus(dice, roll, bonus_count = 3)
bonus = 0
bonus = ((roll == 1 ? 1000 : 100) * roll) if (dice.count(roll) >= bonus_count)
bonus += 50 * (dice.count(5) % bonus_count) if (roll == 5)
bonus += 100 * (dice.count(1) % bonus_count) if (roll == 1)
return bonus
end
Yet another answer :)
def score(dice)
score = 0
for num in 1..6
occurrences = dice.count {|dice_num| dice_num == num}
score += 1000 if num == 1 and occurrences >= 3
score += 100 * (occurrences % 3) if num == 1
score += 100 * num if num != 1 and occurrences >= 3
score += 50 * (occurrences % 3) if num == 5
end
score
end
This is the simplest and most readable solution that I came up with. This also accounts for a few situations not in the tests, such as a roll of six 5's or six 1's.
def score(dice)
score = 0
(1..6).each { |d|
count = dice.find_all { |a| a == d }
score = ( d == 1 ? 1000 : 100 ) * d if count.size >= 3
score += (count.size - 3) * 50 if (count.size >= 4) && d == 5
score += (count.size - 3) * 100 if (count.size >= 4) && d == 1
score += count.size * 50 if (count.size < 3) && d == 5
score += count.size * 100 if (count.size < 3) && d == 1
}
score
end
I opted to use the size method instead of the count method as count isn't supported by all versions of Ruby and the koans had not tested count up to this test.
def score(dice)
total = 0
sets = dice.group_by{|num| num }
sets.each_pair do |num, values|
number_of_sets, number_of_singles = values.length.divmod(3)
number_of_sets.times { total += score_set(num) }
number_of_singles.times { total += score_single(num) }
end
total
end
def score_set(num)
return 1000 if num == 1
num * 100
end
def score_single(num)
return 100 if num == 1
return 50 if num == 5
0
end
This was my eventual solution after initially having a similar if/then/else mess on my first attempt.
def score(dice)
score = 0
dice.uniq.each do |roll|
score += dice.count(roll) / 3 * (roll == 1 ? 1000 : 100*roll)
score += dice.count(roll) % 3 * (roll == 1 ? 100 : (roll == 5 ? 50 : 0))
end
score
end
I'd say you have it looking very Ruby-like already. The only thing that doesn't look very Rubyish to me would be the use of camelCase method names instead of snake_case, but of course that's a personal convention and I haven't read the koans myself.
Other than that, your example wouldn't be improved much by using case/when or any other solution for that matter. Aim for anything less than 3 elseif operations, anything more than that and you'd probably want to hunt for a better solution.
You could shorten [0, 0, 0, 0, 0, 0] to [0] * 6 but aside from the camelCase #injekt mentioned it looks fine to me. I'd be quite happy to see this in a code review.
Also I suppose your doTriples and doSingles don't really need their temporary variables.
def doTriples( number, total )
if number == 1
total + 1000
else
total + ( number ) * 100 # be careful with precedence here
end
end
You may want to change
# for each die, make sure we've counted how many occurrencess there are
dice.each do |die|
count[ die - 1 ] += 1
end
into a hash, such as
count = Hash.new(0)
dice.each do |die|
count[die] += 1
end
or even
count = {} # Or Hash.new(0)
grouped_by_dots = dice.group_by {|die| die}
1.upto(6) do |dots| # Or grouped_by_dots.each do |dots, dice_with_those_dots|
dice_with_those_dots = grouped_by_dots.fetch(dots) {[]}
count_of_that_dots = dice_with_those_dots.length
count[dots] = count_of_that_dots
end
That way you don't have to have index + 1 littered throughout your code.
It'd be nice if Ruby had a count_by method built in.
My 2 cents. Having new methods for singles/doubles seems like a roundabout way of doing something very simple.
def score(dice)
#fill initial throws
thrown = Hash.new(0)
dice.each do |die|
thrown[die]+=1
end
#calculate score
score = 0
faces.each do |face,amount|
if amount >= 3
amount -= 3
score += (face == 1 ? 1000 : face * 100)
end
score += (100 * amount) if (face == 1)
score += (50 * amount) if (face == 5)
end
score
end
Well,
Here's my solution:
def score(dice)
total = 0
#Iterate through 1-6, and add triples to total if found
(1..6).each { |roll| total += (roll == 1 ? 1000 : 100 * roll) if dice.count(roll) > 2 }
#Handle Excess 1's and 5's
total += (dice.count(1) % 3) * 100
total += (dice.count(5) % 3) * 50
end
Once I found the "count" method for an array, this exercise was pretty easy.
Here is my answer. I do not know if it is good or not, but at least, it looks clear :)
RULEHASH = {
1 => [1000, 100],
2 => [100,0],
3 => [100,0],
4 => [100,0],
5 => [100,50],
6 => [100,0]
}
def score(dice)
score = 0
RULEHASH.each_pair do |i, rule|
mod = dice.count(i).divmod(3)
score += mod[0] * rule[0] * i + mod[1] * rule[1]
end
score
end
My solution is not ruby-like style. Just for fun and shortest code. We can set rules through hash p.
def score(dice)
p = Hash.new([100,0]).merge({1 => [1000,100], 5 => [100,50]})
dice.uniq.inject(0) { |sum, n| sum + dice.count(n) / 3 * n * p[n][0] + dice.count(n) % 3 * p[n][1] }
end
My answer uses a "lookup table" approach...
def score(dice)
tally = (1..6).inject(Array.new(7,0)){|a,i| a[i] = dice.count(i); a}
rubric = {1 => [0,100,200,1000,1100,1200], 5 => [0,50,100,500,550,600]}
score = rubric[1][tally[1]] + rubric[5][tally[5]]
[2,3,4,6].each do |i| score += 100 * i if dice.count(i) >= 3 end
score
end
Mine was similar to a couple of others posted here.
score = 0
[1,2,3,4,5,6].each {|d|
rolls = dice.count(d)
score = (d==1 ? 1000 : 100)*d if rolls >= 3
score += 100*(rolls % 3) if d == 1
score += 50*(rolls % 3) if d == 5
}
score
Me and my girlfriend were going through these rubykoans this weekend and I had quite a bit of fun golfing on this and trying many different solutions. Here is a reasonably short data-driven solution:
SCORES = [[1000, 100], [200, 0], [300, 0], [400, 0], [500, 50], [600, 0]]
def score(dice)
counts = dice.group_by(&:to_i).map { |i, j| [i-1, j.length] }
counts.inject(0) do |score, (i, count)|
sets, singles = count.divmod 3
score + sets * SCORES[i][0] + singles * SCORES[i][1]
end
end
Here is my obligatory one-liner (and perhaps FP version):
SCORES = [[1000, 100], [200, 0], [300, 0], [400, 0], [500, 50], [600, 0]]
def score(dice)
dice.group_by(&:to_i).inject(0) {|s,(i,j)| s + j.size / 3 * SCORES[i-1][0] + j.size % 3 * SCORES[i-1][1]}
end
I also went some weird routes as well:
SCORES = [[1000, 100], [200, 0], [300, 0], [400, 0], [500, 50], [600, 0]]
def score(dice)
dice.group_by(&:to_i).inject(0) do |s, (i,j)|
s + j.size.divmod(3).zip(SCORES[i-1]).map {|a,b| a*b }.reduce(:+)
end
end
All programmers should be screwing around with little problems like this...It is like performing morning stretches :)
def score(dice)
result = 0
result += 1000 * (dice.find_all{|e| e == 1}).length.divmod(3)[0]
result += 100 * (dice.find_all{|e| e == 1}).length.divmod(3)[1]
result += 50 * (dice.find_all{|e| e == 5}).length.divmod(3)[1]
(2..6).each {|value| result += value*100 * (dice.find_all{|e| e == value}).length.divmod(3)[0]}
return result
end
And what about this solution?
Thanks for the feedback!
def score(dice)
count = Hash.new(0)
dice.each do |die|
count[die] += 1
end
total = 0
count.each_pair { |die, set| total += set < 3 ? single_value(die,set) : triple_value(die,set)}
total
end
def single_value(die,set)
value = 0
value += (set * 100) if die == 1
value += (set * 50) if die == 5
value
end
def triple_value(die,set)
value = 0
diff = set - 3
value += single_value(die,diff)
value += die == 1 ? 1000 : die * 100
value
end
I used a slightly different method to others here, and (naturally) it's one that I see as preferable. It's very DRY and uses ruby methods fairly extensively to avoid manual loops and branches as much as possible. Should be relatively obvious, but essentially what is happening is we loop through each unique dice roll, and use iterative erosion of the number of occurences of that roll to add the appropriate points to an aggregate total score.
def score(dice)
score = 0 # An initial score of 0.
throw_scores = { 1 => 10, 2 => 2, 3 => 3, 4 => 4, 5 => 5, 6 => 6 }
# A hash to store the scores for each dice throw
dice.uniq.each { |throw| # for each unique dice value present in the "hand"
throw_count = (dice.select { |item| item == throw }).count
# use select to store the number of times this throw occurs
while throw_count > 0
# iteratively erode the throw count, accumulating
# points as appropriate along the way.
if throw_count >= 3
score += throw_scores[throw] * 100
throw_count -= 3
elsif throw == 1 || throw == 5
score += throw_scores[throw] * 10
throw_count -= 1
else
throw_count -= 1
end
end
}
return score
end
And another one, just for the fun of it:
def score(dice)
result = 0
dice.uniq.each { |k|
result += ((dice.count(k) / 3) * 1000 + (dice.count(k) % 3) * 100) if k == 1
result += ((dice.count(k) / 3) * 100 * k + (dice.count(k) % 3) * ( k == 5 ? 50 : 0 )) if k != 1
}
result
end
Here's my opinion. All other solutions here try to be clever. There's a place for learning clever tricks, but it's even more important to learn to write clear and maintainable code. The main problem I see with all of these solutions is that it's very difficult to discern the scoring rules from the code. Can you read your solution and make sure that it's correct in your head? Then imagine someone asks you to add a new scoring rule, or remove one. Can you quickly point to the place where the rule must be added or removed?
Here's my solution. I'm sure it can be improved, but look at the shape of the "score" function. This is the sort of code that I would not mind to maintain.
class Array
def occurrences_of(match)
self.select{ |number| match == number }.size
end
def delete_one(match)
for i in (0..size)
if match == self[i]
self.delete_at(i)
return
end
end
end
end
def single_die_rule(match, score, dice)
dice.occurrences_of(match) * score
end
def triple_rule(match, score, dice)
return 0 if dice.occurrences_of(match) < 3
3.times { dice.delete_one match }
score
end
def score(dice)
triple_rule(1, 1000, dice) +
triple_rule(2, 200, dice) +
triple_rule(3, 300, dice) +
triple_rule(4, 400, dice) +
triple_rule(5, 500, dice) +
triple_rule(6, 600, dice) +
single_die_rule(1, 100, dice) +
single_die_rule(5, 50, dice)
end
I'm gonna have to go with:
def score(dice)
# some checks
raise ArgumentError, "input not array" unless dice.is_a?(Array)
raise ArgumentError, "invalid array size" unless dice.size <= 5
raise ArgumentError, "invalid dice result" if dice.any? { |x| x<1 || x>6 }
# setup (output var, throws as hash)
out = 0
freqs = dice.inject(Hash.new(0)) { |m,x| m[x] += 1; m }
# 3-sets
1.upto(6) { |i| out += freqs[i]/3 * (i == 1 ? 10 : i) * 100 }
# one not part of 3-set
out += (freqs[1] % 3) * 100
# five not part of 3-set
out += (freqs[5] % 3) * 50
out
end
Because most of the solutions presented so far lack basic checks. And some of them are fairly unreadable (in my book) and not very idiomatic.
Granted, the 3-set condition could be made more readable by splitting into two clauses:
# 3-sets of ones
out += freqs[1]/3 * 1_000
# 3-sets of others
2.upto(6) { |i| out += freqs[i]/3 * i * 100 }
but that's IMO mostly about personal preference.
Coming from Perl, my instinct is to use a hash:
def score(dice)
# You need to write this method
score = 0
count = Hash.new(0)
for die in dice
count[die] += 1
is_triple = (count[die] % 3 == 0)
if die == 1 then
score += is_triple ? 800 : 100
elsif die == 5 then
score += is_triple ? 400 : 50
elsif is_triple
score += 100 * die
end
end
return score
end
This has the advantage that it makes a single pass over dice. I could probably have used an Array in place of the Hash.
I grouped the dice by face, then looped over these groups, first scoring the threes, then individual dice. This is how I would score the game were I playing IRL
def score(dice)
points = 0
dice.group_by {|face| face}.each do |face,group|
while group.size >= 3
if face == 1
# A set of three ones is 1000 points
points += 1000
else
# A set of three numbers (other than ones) is worth 100 times the number.
points += 100 * face
end
group.pop(3)
end
group.each do |x|
# A one (that is not part of a set of three) is worth 100 points.
points += 100 if x==1
# A five (that is not part of a set of three) is worth 50 points.
points += 50 if x==5
end
end
return points
end
That's how I roll
Late to the party, but wanted to take a shot at answering only using knowledge introduced thus far in the Koans. Specifically, I don't use Enumerable#count like most others have.
This seems very straightforward to me, but if anyone happens along, I'd be happy to hear about an optimizations you may have.
And what can I say? I like taking advantage of array indexing.
def score(dice)
return 0 if dice.empty? # Immediately recognize an empty roll
# Create an array to hold the scores for each die face
totals = []
7.times { totals << 0 }
# Handle each roll and calculate new score
dice.each do |roll|
if roll == 5
# If we have seen two 5s thus far, make the score 500 for 5s, otherwise add 50
totals[roll] == 100 ? totals[roll] = 500 : totals[roll] += 50
elsif roll == 1
# If we have seen two 1s thus far, make the score 1000 for 5s, otherwise add 100
totals[roll] == 200 ? totals[roll] = 1000 : totals[roll] += 100
else
# If we see any other number three times, score is the number times 100
totals[roll] == 2 ? totals[roll] = roll * 100 : totals[roll] += 1
end
end
# Count up the scores for each die face; if score is less than 50, then it's just zero
return totals.inject(0) { |sum, points| points >= 50 ? sum += points : sum }
end

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