Greed

From Rosetta Code
Revision as of 18:46, 30 October 2020 by Mihailp (talk | contribs) (add PicoLisp)
Greed is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

This task is about making a clone of the game "GREED" by Matthew Day.

This game is played on a grid of 79 column by 22 rows of random numbers from 1 to 9. The player location is signified by the '@' symbol.

The object of Greed is to erase as much of the screen as possible by moving around (all 8 directions are allowed) in this grid. When you move in a direction, you erase N number of grid squares in that direction, N being the first number in that direction. Your score reflects the total number of squares eaten.

You may not make a move that places you off the grid or over a previously eaten square.

The game is over if there is no more valid moves.

Video on YouTube


C++

Windows console version.

<lang cpp>

  1. include <windows.h>
  2. include <iostream>
  3. include <ctime>

const int WID = 79, HEI = 22; const float NCOUNT = ( float )( WID * HEI );

class coord : public COORD { public:

   coord( short x = 0, short y = 0 ) { set( x, y ); }
   void set( short x, short y ) { X = x; Y = y; }

}; class winConsole { public:

   static winConsole* getInstamnce() { if( 0 == inst ) { inst = new winConsole(); } return inst; }
   void showCursor( bool s ) { CONSOLE_CURSOR_INFO ci = { 1, s }; SetConsoleCursorInfo( conOut, &ci ); }
   void setColor( WORD clr ) { SetConsoleTextAttribute( conOut, clr ); }
   void setCursor( coord p ) { SetConsoleCursorPosition( conOut, p ); }
   void flush() { FlushConsoleInputBuffer( conIn ); }
   void kill() { delete inst; }

private:

   winConsole() { conOut = GetStdHandle( STD_OUTPUT_HANDLE ); 
                  conIn  = GetStdHandle( STD_INPUT_HANDLE ); showCursor( false ); }
   static winConsole* inst;
   HANDLE conOut, conIn;

}; class greed { public:

   greed() { console = winConsole::getInstamnce(); }
   ~greed() { console->kill(); }
   void play() {
       char g; do {
           console->showCursor( false ); createBoard();
           do { displayBoard(); getInput(); } while( existsMoves() );
           displayBoard(); console->setCursor( coord( 0, 24 ) ); console->setColor( 0x07 );
           console->setCursor( coord( 19,  8 ) ); std::cout << "+----------------------------------------+";
           console->setCursor( coord( 19,  9 ) ); std::cout << "|               GAME OVER                |";
           console->setCursor( coord( 19, 10 ) ); std::cout << "|            PLAY AGAIN(Y/N)?            |";
           console->setCursor( coord( 19, 11 ) ); std::cout << "+----------------------------------------+";
           console->setCursor( coord( 48, 10 ) ); console->showCursor( true ); console->flush(); std::cin >> g;
       } while( g == 'Y' || g == 'y' );
   }

private:

   void createBoard() {
       for( int y = 0; y < HEI; y++ ) {
           for( int x = 0; x < WID; x++ ) {
               brd[x + WID * y] = rand() % 9 + 1;
           }
       }
       cursor.set( rand() % WID, rand() % HEI );
       brd[cursor.X + WID * cursor.Y] = 0; score = 0;
       printScore();
   }
   void displayBoard() {
       console->setCursor( coord() ); int i;

for( int y = 0; y < HEI; y++ ) {

           for( int x = 0; x < WID; x++ ) {
               i = brd[x + WID * y]; console->setColor( 6 + i );
               if( !i ) std::cout << " "; else std::cout << i;
           }
           std::cout << "\n";
       }
       console->setColor( 15 ); console->setCursor( cursor ); std::cout << "@";
   }
   void getInput() { 
       while( 1 ) {
           if( ( GetAsyncKeyState( 'Q' ) & 0x8000 ) && cursor.X > 0 && cursor.Y > 0 ) { execute( -1, -1 ); break; }
           if( ( GetAsyncKeyState( 'W' ) & 0x8000 ) &&  cursor.Y > 0 ) { execute( 0, -1 ); break; }
           if( ( GetAsyncKeyState( 'E' ) & 0x8000 ) && cursor.X < WID - 1 && cursor.Y > 0 ) { execute( 1, -1 ); break; }
           if( ( GetAsyncKeyState( 'A' ) & 0x8000 ) && cursor.X > 0 ) { execute( -1, 0 ); break; }
           if( ( GetAsyncKeyState( 'D' ) & 0x8000 ) && cursor.X < WID - 1 ) { execute( 1, 0 ); break; }
           if( ( GetAsyncKeyState( 'Y' ) & 0x8000 ) && cursor.X > 0 && cursor.Y < HEI - 1 ) { execute( -1, 1 ); break; }
           if( ( GetAsyncKeyState( 'X' ) & 0x8000 ) && cursor.Y < HEI - 1 ) { execute( 0, 1 ); break; }
           if( ( GetAsyncKeyState( 'C' ) & 0x8000 ) && cursor.X < WID - 1 && cursor.Y < HEI - 1 ) { execute( 1, 1 ); break; }
       }
       console->flush(); printScore();
   }
   void printScore() {
       console->setCursor( coord( 0, 24 ) ); console->setColor( 0x2a );
       std::cout << "      SCORE: " << score << " : " << score * 100.f / NCOUNT << "%      ";
   }
   void execute( int x, int y ) {
       int i = brd[cursor.X + x + WID * ( cursor.Y + y )];
       if( countSteps( i, x, y ) ) {
           score += i;
           while( i ) {
               --i; cursor.X += x; cursor.Y += y;
               brd[cursor.X + WID * cursor.Y] = 0;
           }
       }
   }
   bool countSteps( int i, int x, int y ) {
       coord t( cursor.X, cursor.Y );
       while( i ) {
           --i; t.X += x; t.Y += y;
           if( t.X < 0 || t.Y < 0 || t.X >= WID || t.Y >= HEI || !brd[t.X + WID * t.Y] ) return false;
       }
       return true;
   }
   bool existsMoves() {
       int i;
       for( int y = -1; y < 2; y++ ) {
           for( int x = -1; x < 2; x++ ) {
               if( !x && !y ) continue;
               i = brd[cursor.X + x + WID * ( cursor.Y + y )];
               if( i > 0 && countSteps( i, x, y ) ) return true;
           }
       }
       return false;
   }
   winConsole* console;
   int brd[WID * HEI];
   float score; coord cursor;

}; winConsole* winConsole::inst = 0; int main( int argc, char* argv[] ) {

   srand( ( unsigned )time( 0 ) );
   SetConsoleTitle( "Greed" );
   greed g; g.play(); return 0;

} </lang>

Factor

This uses Factor's own user interface vocabularies. Use hjkl-bnyu (vi-keys) to move. <lang factor>USING: accessors arrays colors combinators combinators.short-circuit fry grouping io io.styles kernel lexer literals make math math.matrices math.parser math.vectors random sequences strings ui ui.commands ui.gadgets.panes ui.gadgets.status-bar ui.gadgets.worlds ui.gestures ui.pens.solid ; IN: rosetta-code.greed

<<

 SYNTAX: RGB: scan-token 2 cut 2 cut [ hex> 255 /f ] tri@ 1
 <rgba> suffix! ;

>>

CONSTANT: cells-width 79 CONSTANT: cells-height 22 CONSTANT: size 24 CONSTANT: bg-color RGB: 000000

CONSTANT: player-format {

   { font-size $ size }
   { foreground RGB: 5990C8 }
   { background RGB: B96646 }

}

CONSTANT: normal-format { { font-size $ size } }

CONSTANT: colors {

   RGB: 40B4A4
   RGB: 40B3B7
   RGB: 40A2B9
   RGB: 408FBC
   RGB: 407CBF
   RGB: 4268C0
   RGB: 4355C2
   RGB: 4845C3
   RGB: 5F46C4

}

CONSTANT: neighbors {

   { -1 -1 } { -1  0 } { -1  1 }
   {  0 -1 }           {  0  1 }
   {  1 -1 } {  1  0 } {  1  1 }

}

TUPLE: greed < pane cells x y score ;

set-player ( greed elt -- )
   '[ y>> _ swap ] [ x>> 2array ] [ cells>> ] tri set-index ;
place-player ( greed -- ) 0 set-player ;
remove-player ( greed -- ) f set-player ;
make-cells ( -- cells )
   cells-width cells-height * [ 9 random 1 + ] replicate
   cells-width group ;
write-number ( n/f -- )
   [ >digit 1string normal-format first foreground ]
   [ 1 - colors nth 2array ] bi 2array format ;
write-cell ( n/f -- )
   {
       { f [ " " normal-format format ] }
       { 0 [ "@" player-format format ] }
       [ write-number ]
   } case ;
write-cells ( cells -- ) [ [ write-cell ] each nl ] each ;
update-cells ( greed -- )
   dup cells>> [ write-cells ] curry with-pane ;
init-greed ( greed -- greed' )
   make-cells >>cells cells-width random >>x cells-height
   random >>y 0 >>score dup place-player dup update-cells dup
   "Score: 0" swap show-status ;
<greed> ( -- greed )
   f greed new-pane bg-color <solid> >>interior init-greed ;
?r,c ( r c matrix -- elt/f ) swapd ?nth ?nth ;
?r,cths ( seq matrix -- newseq )
   [ [ first2 ] dip ?r,c ] curry map ;
(ray) ( start-loc dir length -- seq )
   1 + [ [ [ v+ ] keep over , ] times ] { } make 2nip ;
ray ( start-loc dir length -- seq/f )
   dup [ (ray) ] [ 2nip ] if ;
?r,c-dir ( r c dir matrix -- n )
   [ 2array ] [ v+ first2 ] [ ?r,c ] tri* ;
move-length ( greed dir -- n )
   [ [ y>> ] [ x>> ] [ ] tri ] dip swap cells>> ?r,c-dir ;
y,x>loc ( greed -- loc ) [ y>> ] [ x>> ] bi 2array ;
ray-dir ( greed dir -- seq )
   [ [ y,x>loc ] dip ] [ move-length ] 2bi ray ;
in-bounds? ( dim loc -- ? )
   { [ nip [ 0 >= ] all? ] [ v- [ 0 > ] all? ] } 2&& ;
endpoint-in-bounds? ( greed dir -- ? )
   ray-dir dup [
       last ${ cells-height cells-width } swap in-bounds?
   ] when ;
gapless? ( greed dir -- ? )
   [ ray-dir ] [ drop cells>> ?r,cths ] 2bi [ integer? ] all? ;
can-move? ( greed dir -- ? )
   { [ endpoint-in-bounds? ] [ gapless? ] } 2&& ;
can-move-any? ( greed -- ? )
   neighbors [ can-move? ] with map [ t = ] any? ;
setup-move ( greed dir -- seq ) over remove-player ray-dir ;
update-score ( greed dir -- greed dir )
   2dup move-length pick swap [ + ] curry change-score dup
   score>> number>string "Score: " prepend swap show-status ;
(move) ( greed dir -- )
   update-score [ drop f ] [ setup-move dup last ]
   [ drop cells>> swap [ set-indices ] dip ] 2tri first2
   [ >>y ] dip >>x place-player ;
game-over ( greed -- )
   [
       score>> number>string "Game over! Final score: "
       prepend " Press <space> for new game." append
   ] [ show-status ] bi ;
?game-over ( greed -- )
   dup can-move-any? [ drop ] [ game-over ] if ;
move ( greed dir -- )
   dupd 2dup can-move? [ (move) ] [ 2drop ] if
   [ update-cells ] [ ?game-over ] bi ;
?new-game ( greed -- )
   dup can-move-any? [ drop ] [ init-greed drop ] if ;
e ( greed -- ) { 0 1 } move ;
se ( greed -- ) { 1 1 } move ;
s ( greed -- ) { 1 0 } move ;
sw ( greed -- ) { 1 -1 } move ;
w ( greed -- ) { 0 -1 } move ;
nw ( greed -- ) { -1 -1 } move ;
n ( greed -- ) { -1 0 } move ;
ne ( greed -- ) { -1 1 } move ;

greed "gestures" f {

   { T{ key-down { sym "l" } } e  }
   { T{ key-down { sym "n" } } se }
   { T{ key-down { sym "j" } } s  }
   { T{ key-down { sym "b" } } sw }
   { T{ key-down { sym "h" } } w  }
   { T{ key-down { sym "y" } } nw }
   { T{ key-down { sym "k" } } n  }
   { T{ key-down { sym "u" } } ne }
   { T{ key-down { sym " " } } ?new-game }

} define-command-map

greed-window ( -- )
   [
       <greed> <world-attributes> "Greed" >>title
       open-status-window
   ] with-ui ;

MAIN: greed-window</lang>

Output:

Screenshot of the game after a loss

Go

Translation of: C++
Library: termbox-go
Works with: Ubuntu 16.04


This hasn't been tested on Windows 10 but should work.

Note that this version uses the Z key (rather than the Y key) to move diagonally downwards to the left. A leave key, L, has also been added in case one wants to end the game prematurely. <lang go>package main

import (

   "fmt"
   "github.com/nsf/termbox-go"
   "log"
   "math/rand"
   "strconv"
   "time"

)

type coord struct{ x, y int }

const (

   width  = 79
   height = 22
   nCount = float64(width * height)

)

var (

   board  [width * height]int
   score  = 0
   bold   = termbox.AttrBold
   cursor coord

)

var colors = [10]termbox.Attribute{

   termbox.ColorDefault,
   termbox.ColorWhite,
   termbox.ColorBlack | bold,
   termbox.ColorBlue | bold,
   termbox.ColorGreen | bold,
   termbox.ColorCyan | bold,
   termbox.ColorRed | bold,
   termbox.ColorMagenta | bold,
   termbox.ColorYellow | bold,
   termbox.ColorWhite | bold,

}

func printAt(x, y int, s string, fg, bg termbox.Attribute) {

   for _, r := range s {
       termbox.SetCell(x, y, r, fg, bg)
       x++
   }

}

func createBoard() {

   for y := 0; y < height; y++ {
       for x := 0; x < width; x++ {
           board[x+width*y] = rand.Intn(9) + 1
       }
   }
   cursor = coord{rand.Intn(width), rand.Intn(height)}
   board[cursor.x+width*cursor.y] = 0
   score = 0
   printScore()

}

func displayBoard() {

   termbox.SetCursor(0, 0)
   bg := colors[0]
   for y := 0; y < height; y++ {
       for x := 0; x < width; x++ {
           i := board[x+width*y]
           fg := colors[i]
           s := " "
           if i > 0 {
               s = strconv.Itoa(i)
           }
           printAt(x, y, s, fg, bg)
       }
   }
   fg := colors[9]
   termbox.SetCursor(cursor.x, cursor.y)
   printAt(cursor.x, cursor.y, "@", fg, bg)
   termbox.Flush()

}

func printScore() {

   termbox.SetCursor(0, 24)
   fg := colors[4]
   bg := termbox.ColorGreen
   s := fmt.Sprintf("      SCORE: %d : %.3f%%      ", score, float64(score)*100.0/nCount)
   printAt(0, 24, s, fg, bg)
   termbox.Flush()

}

func execute(x, y int) {

   i := board[cursor.x+x+width*(cursor.y+y)]
   if countSteps(i, x, y) {
       score += i
       for i != 0 {
           i--
           cursor.x += x
           cursor.y += y
           board[cursor.x+width*cursor.y] = 0
       }
   }

}

func countSteps(i, x, y int) bool {

   t := cursor
   for i != 0 {
       i--
       t.x += x
       t.y += y
       if t.x < 0 || t.y < 0 || t.x >= width || t.y >= height || board[t.x+width*t.y] == 0 {
           return false
       }
   }
   return true

}

func existsMoves() bool {

   for y := -1; y < 2; y++ {
       for x := -1; x < 2; x++ {
           if x == 0 && y == 0 {
               continue
           }
           ix := cursor.x + x + width*(cursor.y+y)
           i := 0
           if ix >= 0 && ix < len(board) {
               i = board[ix]
           }
           if i > 0 && countSteps(i, x, y) {
               return true
           }
       }
   }
   return false

}

func check(err error) {

   if err != nil {
       log.Fatal(err)
   }

}

func main() {

   rand.Seed(time.Now().UnixNano())
   err := termbox.Init()
   check(err)
   defer termbox.Close()
   eventQueue := make(chan termbox.Event)
   go func() {
       for {
           eventQueue <- termbox.PollEvent()
       }
   }()
   for {
       termbox.HideCursor()
       createBoard()
       for {
           displayBoard()
           select {
           case ev := <-eventQueue:
               if ev.Type == termbox.EventKey {
                   switch ev.Ch {
                   case 'q', 'Q':
                       if cursor.x > 0 && cursor.y > 0 {
                           execute(-1, -1)
                       }
                   case 'w', 'W':
                       if cursor.y > 0 {
                           execute(0, -1)
                       }
                   case 'e', 'E':
                       if cursor.x < width-1 && cursor.y > 0 {
                           execute(1, -1)
                       }
                   case 'a', 'A':
                       if cursor.x > 0 {
                           execute(-1, 0)
                       }
                   case 'd', 'D':
                       if cursor.x < width-1 {
                           execute(1, 0)
                       }
                   case 'z', 'Z':
                       if cursor.x > 0 && cursor.y < height-1 {
                           execute(-1, 1)
                       }
                   case 'x', 'X':
                       if cursor.y < height-1 {
                           execute(0, 1)
                       }
                   case 'c', 'C':
                       if cursor.x < width-1 && cursor.y < height-1 {
                           execute(1, 1)
                       }
                   case 'l', 'L': // leave key
                       return
                   }
               } else if ev.Type == termbox.EventResize {
                   termbox.Flush()
               }
           }
           printScore()
           if !existsMoves() {
               break
           }
       }
       displayBoard()
       fg := colors[7]
       bg := colors[0]
       printAt(19, 8, "+----------------------------------------+", fg, bg)
       printAt(19, 9, "|               GAME OVER                |", fg, bg)
       printAt(19, 10, "|            PLAY AGAIN(Y/N)?            |", fg, bg)
       printAt(19, 11, "+----------------------------------------+", fg, bg)
       termbox.SetCursor(48, 10)
       termbox.Flush()
       select {
       case ev := <-eventQueue:
           if ev.Type == termbox.EventKey {
               if ev.Ch == 'y' || ev.Ch == 'Y' {
                   break
               } else {
                   return
               }
           }
       }
   }

}</lang>

Kotlin

Translation of: C++
Works with: Windows 10

Note that this version uses the Z key (rather than the Y key) to move diagonally downwards to the left. <lang scala>// Kotlin Native v0.5

import kotlinx.cinterop.* import platform.posix.* import platform.windows.*

const val WID = 79 const val HEI = 22 const val NCOUNT = (WID * HEI).toFloat()

class WinConsole {

   val conOut: HANDLE
   val conIn: HANDLE
   private constructor() {
       conOut = GetStdHandle(STD_OUTPUT_HANDLE)!!
       conIn  = GetStdHandle(STD_INPUT_HANDLE)!!
       showCursor(FALSE)
   }
   fun showCursor(s: WINBOOL) {
       memScoped {
           val ci = alloc<CONSOLE_CURSOR_INFO>().apply { dwSize = 1; bVisible = s }
           SetConsoleCursorInfo(conOut, ci.ptr)
       }
   }
   fun setColor(clr: WORD) = SetConsoleTextAttribute(conOut, clr)
   fun setCursor(p: COORD) = SetConsoleCursorPosition(conOut, p.readValue())
   fun flush() =  FlushConsoleInputBuffer(conIn)
   fun kill() {
       inst = null
   }
   companion object {
       val instance: WinConsole 
           get() {
               if (inst == null) inst = WinConsole()
               return inst!!
           }
       private var inst: WinConsole? = null
   }

}

class Greed {

   private val console: WinConsole
   private val brd = IntArray(WID * HEI)
   private var score = 0
   private lateinit var cursor: COORD
   init {
       console = WinConsole.instance
       SetConsoleTitleW("Greed")
   }
   fun destroy() {
       nativeHeap.free(cursor)
       console.kill()
   }
   fun play() {
       memScoped {
           val coord1 = alloc<COORD>().apply { X = 0;  Y = 24 }
           val coord2 = alloc<COORD>().apply { X = 19; Y = 8  }
           val coord3 = alloc<COORD>().apply { X = 19; Y = 9  }
           val coord4 = alloc<COORD>().apply { X = 19; Y = 10  }
           val coord5 = alloc<COORD>().apply { X = 19; Y = 11  }
           val coord6 = alloc<COORD>().apply { X = 48; Y = 10  }
           do {
               console.showCursor(FALSE)
               createBoard()
               do {
                   displayBoard()
                   getInput()
               }
               while (existsMoves())
               displayBoard()
               with (console) {
                   setCursor(coord1)
                   setColor(0x07)
                   setCursor(coord2);  print("+----------------------------------------+")
                   setCursor(coord3);  print("|               GAME OVER                |")
                   setCursor(coord4);  print("|            PLAY AGAIN(Y/N)?            |")
                   setCursor(coord5);  print("+----------------------------------------+")
                   setCursor(coord6)
                   showCursor(TRUE)
                   flush()
               }
               val g = readLine()!!.toUpperCase()
           }
           while (g.length >= 1 && g[0] == 'Y')
       }
       destroy()
   }
   private fun createBoard() {
       for (y in 0 until HEI) {
           for (x in 0 until WID) {
               brd[x + WID * y] = rand() % 9 + 1
           }
       }
       cursor = nativeHeap.alloc<COORD>().apply {
           X = (rand() % WID).toShort(); Y = (rand() % HEI).toShort()
       }
       brd[cursor.X + WID * cursor.Y] = 0
       score = 0
       printScore()
   }
   private fun displayBoard() {
       memScoped {
           val coord = alloc<COORD>().apply { X = 0; Y = 0 }
           console.setCursor(coord)
       }
       for (y in 0 until HEI) {
           for (x in 0 until WID) {
               val i = brd[x + WID * y]
               console.setColor((6 + i).toShort())
               print(if (i == 0) " " else "$i")
           }
           println()
       }
       console.setColor(15)
       console.setCursor(cursor)
       print("@")
   }
   private fun checkKey(k: Char) = (GetAsyncKeyState(k.toInt()).toInt() and 0x8000) != 0
   private fun getInput() {
       while (true) {
           if (checkKey('Q') && cursor.X > 0 && cursor.Y > 0) { execute(-1, -1); break }
           if (checkKey('W') && cursor.Y > 0) { execute(0, -1); break }
           if (checkKey('E') && cursor.X < WID - 1 && cursor.Y > 0) { execute(1, -1); break }
           if (checkKey('A') && cursor.X > 0) { execute(-1, 0); break }
           if (checkKey('D') && cursor.X < WID - 1) { execute(1, 0); break }
           if (checkKey('Z') && cursor.X > 0 && cursor.Y < HEI - 1) { execute(-1, 1); break }
           if (checkKey('X') && cursor.Y < HEI - 1) { execute(0, 1); break }
           if (checkKey('C') && cursor.X < WID - 1 && cursor.Y < HEI - 1) { execute(1, 1); break }
       }
       console.flush()
       printScore()
   }
   private fun printScore() {
       memScoped {
           val coord = alloc<COORD>().apply { X = 0; Y = 24 }
           console.setCursor(coord)
       }
       console.setColor(0x2a)
       print("      SCORE: $score :  ${score * 100.0f / NCOUNT}%      ")
   }
   private fun execute(x: Int, y: Int) {
       var i = brd[cursor.X + x + WID * ( cursor.Y + y )]
       if (countSteps(i, x, y)) {
           score += i
           while (i-- != 0) {
               cursor.X = (cursor.X + x).toShort()
               cursor.Y = (cursor.Y + y).toShort()
               brd[cursor.X + WID * cursor.Y] = 0
           }
       }
   }
   private fun countSteps(i: Int, x: Int, y: Int): Boolean {
       var ii = i
       memScoped {
           val t = alloc<COORD>().apply { X = cursor.X; Y = cursor.Y }
           while (ii-- != 0) {
               t.X = (t.X + x).toShort()
               t.Y = (t.Y + y).toShort()
               if (t.X < 0 || t.Y < 0 || t.X >= WID || t.Y >= HEI || brd[t.X + WID * t.Y] == 0 ) return false
           }
       }
       return true
   }
   private fun existsMoves(): Boolean {
       for (y in -1..1) {
           for (x in -1..1) {
               if (x == 0 && y == 0) continue
               val i = brd[cursor.X + x + WID * ( cursor.Y + y )]
               if (i > 0 && countSteps(i, x, y)) return true
           }
       }
       return false
   }

}

fun main(args: Array<String>) {

   srand(time(null).toInt())
   Greed().play()

}</lang>

Java

See Greed/Java.


Julia

GUI version. Click a square adjacent to the "@" symbol to move. <lang julia>using Gtk

struct BState

   board::Matrix{Int}
   row::Int
   col::Int

end

function greedapp(r, c)

   rows, cols = c, r  # gtk rotates grid 90 degrees
   win = GtkWindow("Greed Game", 1200, 400) |> (GtkFrame() |> (box = GtkBox(:v)))
   toolbar = GtkToolbar()
   newgame = GtkToolButton("New Game")
   set_gtk_property!(newgame, :label, "New Game")
   set_gtk_property!(newgame, :is_important, true)
   undomove = GtkToolButton("Undo Move")
   set_gtk_property!(undomove, :label, "Undo Move")
   set_gtk_property!(undomove, :is_important, true)
   map(w->push!(toolbar,w),[newgame,undomove])
   scrwin = GtkScrolledWindow()
   grid = GtkGrid()
   map(w -> push!(box, w),[toolbar, scrwin])
   push!(scrwin, grid)
   buttons = Array{Gtk.GtkButtonLeaf, 2}(undef, rows, cols)
   for i in 1:rows, j in 1:cols
       grid[i,j] = buttons[i,j] = GtkButton()
       set_gtk_property!(buttons[i,j], :expand, true)
   end
   function findrowcol(button)
       for i in 1:rows, j in 1:cols
           if buttons[i, j] == button
               return i, j
           end
       end
       return 0, 0
   end
   board = zeros(Int, rows, cols)
   pastboardstates = Vector{BState}()
   score = 0
   condition = Condition()
   won = ""
   myrow, mycol = 1, 1
   function update!()
       for i in 1:rows, j in 1:cols
           label = (board[i, j] > 0) ? board[i, j] : " "
           set_gtk_property!(buttons[i, j], :label, label)
       end
       set_gtk_property!(buttons[myrow, mycol], :label, "@")
       won = all(iszero, board) ? "WINNING" : ""
       set_gtk_property!(win, :title, "$won Greed Game  (Score: $score)")
   end
   function erasefromtile!(moverow, movecol)
       xdir, ydir = moverow - myrow, movecol - mycol
       if abs(xdir) > 1 || abs(ydir) > 1 || 0 == xdir == ydir || board[moverow, movecol] == 0
           return
       end
       push!(pastboardstates, BState(deepcopy(board), myrow, mycol))
       for i in 1:board[moverow, movecol]
           x, y = myrow + xdir * i, mycol + ydir * i
           if 0 < x <= rows && 0 < y <= cols
               board[x, y] = 0
               score += 1
           end
       end
       board[myrow, mycol] = 0
       myrow = moverow
       mycol = movecol
       update!()
   end
   clicked(button) = begin x, y = findrowcol(button); erasefromtile!(x, y)  end
   function initialize!(w)
       won = ""
       possiblevals = collect(1:9)
       for i in 1:rows, j in 1:cols
           board[i, j] = rand(possiblevals)
           set_gtk_property!(buttons[i,j], :label, board[i, j])
           signal_connect(clicked, buttons[i, j], "clicked")
       end
       myrow = rand(1:rows)
       mycol = rand(1:cols)
       board[myrow, mycol] = 0
       update!()
   end
   function undo!(w)
       if won == "" && length(pastboardstates) > 0
           bst = pop!(pastboardstates)
           board, myrow, mycol = bst.board, bst.row, bst.col
           update!()
       end
   end
   endit(w) = notify(condition)
   initialize!(win)
   signal_connect(initialize!, newgame, :clicked)
   signal_connect(undo!, undomove, :clicked)
   signal_connect(endit, win, :destroy)
   showall(win)
   wait(condition)

end

  1. greedapp(22, 79) # This would be per task, though a smaller game board is nicer

greedapp(12, 29) </lang>

Phix

Translation of: C++

<lang Phix>constant W = 79, H = 22, NCOUNT = W*H

sequence board integer X, Y, score

procedure printScore()

   position(25,1); bk_color(2); text_color(10)
   printf(1,"      SCORE: %d : %f%%      ",{score,score*100/NCOUNT});

end procedure

procedure createBoard()

   board = repeat(repeat('0',W),H)
   for y=1 to H do
       for x=1 to W do
           board[y,x] = '0'+rand(9)
       end for
   end for
   X = rand(W); Y = rand(H);
   board[Y,X] = '0'; score = 0;
   printScore();

end procedure

procedure displayBoard()

   position(1,1)
   bk_color(2)
   for y=1 to H do
       for x=1 to W do
           integer ch = board[y,x]; 
           text_color(iff(ch=' '?6:6+ch-'0'))
           puts(1,ch)
       end for
       puts(1,"\n")
   end for
   bk_color(4); text_color(15); position(Y,X); puts(1,"@")

end procedure

function countSteps(integer i, x, y)

   integer tX = X, tY = Y
   while i do
       i -= 1; tX += x; tY += y;
       if tX<1 or tY<1 or tX>W or tY>H or board[tY,tX]=' ' then return false end if
   end while
   return true;

end function

procedure execute(integer x, y)

   integer ch = board[Y+y,X+x],
           i = iff(ch=' '?0:ch-'0')
   if countSteps(i, x, y) then
       score += i
       while i do
           i -= 1; X += x; Y += y;
           board[Y,X] = ' ';
       end while
   end if

end procedure

procedure getInput()

   while true do
       integer k = upper(wait_key())
       if    k='Q' and X > 1 and Y > 1 then execute(-1,-1) exit
       elsif k='W'           and Y > 1 then execute( 0,-1) exit
       elsif k='E' and X < W and Y > 1 then execute( 1,-1) exit
       elsif k='A' and X > 1           then execute(-1, 0) exit
       elsif k='D' and X < W           then execute( 1, 0) exit
       elsif k='Z' and X > 1 and Y < H then execute(-1, 1) exit
       elsif k='X'           and Y < H then execute( 0, 1) exit
       elsif k='C' and X < W and Y < H then execute( 1, 1) exit
       end if
   end while
   printScore();

end procedure

function existsMoves()

   for y=-1 to +1 do
       for x=-1 to +1 do
           if (x or y)
           and X+x>=1 and X+x<=W
           and Y+y>=1 and Y+y<=H then
               integer ch = board[Y+y,X+x];
               if ch!=' ' and countSteps(ch-'0', x, y) then
                   return true
               end if
           end if
       end for
   end for
   return false;

end function

procedure play()

   while true do
       cursor(NO_CURSOR); createBoard();
       while true do 
           displayBoard(); getInput() 
           if not existsMoves() then exit end if 
       end while
       displayBoard(); text_color(7);
       position( 8,19); puts(1,"+----------------------------------------+");
       position( 9,19); puts(1,"|               GAME OVER                |");
       position(10,19); puts(1,"|            PLAY AGAIN(Y/N)?            |");
       position(11,19); puts(1,"+----------------------------------------+");
       position(10,48); cursor(BLOCK_CURSOR);
       if upper(wait_key())!='Y' then return end if
   end while

end procedure play()</lang>

PicoLisp

Computer play by selecting random road. [Demo](https://asciinema.org/a/369181) is here. <lang PicoLisp> (load "@lib/simul.l") (seed (in "/dev/urandom" (rd 8))) (scl 6)

  1. N - number
  2. C - Color
  3. F - flag to draw candidates
  4. A - @ mark

(de display ()

  (let P 0
     (wait 500)
     (prin "^[[2J")
     (for L G
        (for This L
           # count cleared cells
           (and (lt0 (: N)) (inc 'P))
           (prin
              "^[[0;"
              (if (or (: A) (: F)) 100 (: C))
              "m"
              (cond
                 ((: A) "@")
                 ((lt0 (: N)) " ")
                 (T (: N)) )
              "^[[0m" ) )
        (prinl) )
     (prinl
        "Score:     "
        S
        "       "
        (round (*/ P 1.0 100.0 1738.0) 2)
        "%" ) ) )

(de roads (Lst Flg)

  (mapc
     '((L)
        (with C
           (do (car L)
              (setq This ((cadr L) This))
              (=: F Flg) ) ) )
     Lst )
  (display) )

(let

  (Colors (simul~shuffle (31 32 33 35 91 92 93 94 96))
     G (simul~grid 22 79)
     C NIL
     S 0 )
  # set random grid
  (for L G
     (for This L
        (let X (rand 1 9)
           (=: N X)
           (=: C (get Colors X)) ) ) )
  # set random startpoint
  (with (get G (rand 1 22) (rand 1 79))
     (setq C This)
     (=: A 0) )
  (display)
  (loop
     (NIL
        (setq Z
           (extract
              '((D)
                 (with C
                    (let? S (with (D This) (: N))
                       (and
                          (do S
                             (NIL (setq This (D This)))
                             (NIL (gt0 (: N)))
                             'next )
                          (list S D This) ) ) ) )
              '(simul~west
                 simul~east
                 simul~south
                 simul~north
                 ((X) (simul~south (simul~west X)))
                 ((X) (simul~north (simul~west X)))
                 ((X) (simul~south (simul~east X)))
                 ((X) (simul~north (simul~east X))) ) ) ) )
        # XXX
        (roads Z T)
        (roads Z)
        # select road randomly
        (let L (get Z (rand 1 (length Z)))
           (with C
              (inc 'S (: N))
              # clear value of "old" Center
              (=: N -1)
              (=: A)
              # clear selected road
              (do (car L)
                 (inc 'S (: N))
                 (=: N -1)
                 (setq This ((cadr L) This)) ) )
           # set new Center
           (with (caddr L)
              (setq C This)
              (=: A 0) ) )
        (display) ) )

(bye)</lang>


Raku

Translation of: Phix

<lang perl6># 20200913 added Raku programming solution

srand 123456;

my @board = [ (1..9).roll xx my \w = 79 ] xx my \h = 22 ; my \X = $ = w.rand.Int ; my \Y = $ = h.rand.Int; @board[Y;X] = '@'; my \score = $ = 0;

sub execute (\y,\x) {

  my \i = $ = @board[Y+y;X+x];
  if countSteps(i, x, y) {
     score += i;
     @board[ Y +  y*$_ ; X +  x*$_ ] = ' ' for ^i;
     @board[ Y += y*i  ; X += x*i  ] = '@';
  }

}

sub countSteps(\i, \x, \y) {

  my \tX = $ = X ; my \tY = $ = Y;
  for ^i {
     tX += x; tY += y;
     return False if tX < 0 or tY < 0 or tX ≥ w or tY ≥ h or @board[tY;tX] eq ' ' 
  }
  return True;

}

sub existsMoves {

  for (-1 .. 1) X (-1 .. 1) -> (\x,\y) {
     next if x == 0 and y == 0;
     next if X+x < 0 or X+x > w or Y+y < 0 or Y+y > h ;
     my \i = @board[Y+y;X+x];
     return True if ( i ne ' ' and countSteps(i, x, y) )
  }
  return False;

}

loop {

  for @board { .join.print ; print "\r\n" } ;
  { say "Game over." and last } unless existsMoves();
  print "Current score : ", score, "\r\n";
  given my $c = $*IN.getc {
     when 'q' { say "So long." and last}
     when 'e' { execute(-1,-1) if X > 0 and Y > 0 } # North-West
     when 'r' { execute(-1, 0) if           Y > 0 } # North
     when 't' { execute(-1, 1) if X < w and Y > 0 } # North-East
     when 'd' { execute( 0,-1) if X > 0           } # West
     when 'g' { execute( 0, 1) if X < w           } # East
     when 'x' { execute( 1,-1) if X > 0 and Y < h } # South-West
     when 'c' { execute( 1, 0) if           Y < h } # South
     when 'v' { execute( 1, 1) if X < w and Y < h } # South-East
  }

}</lang>

REXX

This REXX version's only dependency is that the DOS command   cls   is used to clear the terminal screen.

No attempt was made to validate the input the input arguments (parameters) for this REXX program.

Pointers (above and to the right of) the grid are included to help identify where the current location is. <lang rexx>/*REXX program lets a user play the game of GREED (by Matthew Day) from the console. */ parse arg sw sd @ b ?r . /*obtain optional argumenst from the CL*/ if sw== | sw=="," then sw= 79 /*cols specified? Then use the default*/ if sd== | sd=="," then sd= 22 /*rows " " " " " */ if @== | @=="," then @= '@' /*here " " " " " */ if b== | b=="," then b= ' ' /*blank " " " " " */ if datatype(?r, 'W') then call random ,,?r /*maybe use a seed for the RANDOM BIF*/ if length(@)==2 & datatype(@,'X') then @=x2c(@) /*maybe use @ char for current pos. */ if length(b)==2 & datatype(b,'X') then b=x2c(b) /* " " B char for background. */ signal on halt /*handle pressing of Ctrl-Break key. */ call init /* [↓] CLR is reset if there's an err*/ clr=1; do until # == sw*sd;  ??= /*keep playing until the grid is blank.*/

         call show clr                          /*show the playing field (grid) to term*/
         call ask;                  clr= 1      /*obtain user's move, validate, or quit*/
         if \move()  then do;       clr= 0      /*perform the user's move per @ loc.*/
                          if ??==@. then say ____  "invalid move:  moving out of bounds."
                          if ??==b  then say ____  "invalid move:  moving into a blank."
                          end
         call show 0
         end   /*until*/                        /* [↑]  Also, if out─of─bounds, LEAVE. */
     if show(1)==sw*sd  then say ____ "You've won, the grid is blank,  your score is: " #
     exit  2

exit 0 /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ ask: do forever /*play 'til done, or no possible moves.*/

         say  ____  'moves:'  ____  '   Q= ◄↑   W= ↑    E= ►↑'
         say  ____  'moves:'  ____  '   A= ◄            D= ►'
         say  ____  'moves:'  ____  '   Z= ◄↓   X= ↓    C= ►↓'
         say  ____
         say  ____ 'enter a move     ──or──     QUIT          (the score is: '   #")"
         parse pull  z  2  1  what  .  1  oz;                   upper z what
         if abbrev('QUIT', what, 2) | abbrev("QQUIT", what, 2)  then leave
         if length( space(oz) )==1  &  pos(z, 'QWEADZXC')\==0   then return
         say ____ '***error*** invalid direction for a move:'  space(oz);            say
         end   /*forever*/

halt: say; say ____ 'quitting.'; exit 1 /*──────────────────────────────────────────────────────────────────────────────────────*/ init: @.= 'ff'x; $.=.; ____= copies("─", 8) /*out─of─bounds literal; fence for SAYs*/

         do   r=1  for sd
           do c=1  for sw;  @.r.c= random(1, 9) /*assign grid area to random digs (1►9)*/
           end   /*c*/
         end     /*r*/
     !r= random(1, sd);  !c= random(1, sw);  @.!r.!c= @;   return /*assign 1st position*/

/*──────────────────────────────────────────────────────────────────────────────────────*/ move: @.!r.!c= '≤'; $r= !r; $c= !c;  ??= /*blank out this "start" position. */

     @@=.                                       /*nullify the count of move positions. */
         do until @@==0;       select
                               when z== 'Q'  then do;   !r= !r - 1;    !c= !c - 1;    end
                               when z== 'W'  then       !r= !r - 1
                               when z== 'E'  then do;   !r= !r - 1;    !c= !c + 1;    end
                               when z== 'A'  then                      !c= !c - 1
                               when z== 'D'  then                      !c= !c + 1
                               when z== 'Z'  then do;   !r= !r + 1;    !c= !c - 1;    end
                               when z== 'X'  then       !r= !r + 1
                               when z== 'C'  then do;   !r= !r + 1;    !c= !c + 1;    end
                               end   /*select*/
         ?= @.!r.!c;    if ?==@. | ?==b  then do;  !r= $r;   !c= $c;   ??= ?;   return 0
                                              end
         if @@==.  then @@=?;   if datatype(@@, 'W')  then @@= @@ - 1   /*diminish cnt.*/
         @.!r.!c= '±'                           /*nullify  (later, a blank)  position. */
         end   /*until*/
     @.!r.!c= @;                    return 1    /*signify current grid position with @ */

/*──────────────────────────────────────────────────────────────────────────────────────*/ show: arg tell; #=0; if tell then do; "CLS"; say left(, !c)"↓"; end

         do   r=1  for sd;            _= ' '    /* [↑]  DOS cmd  CLS  clears the screen*/
           do c=1  for sw                       /*construct row of the grid for display*/
           if @.r.c=="±" & ??\==  then @.r.c= $.r.c  /*Is this a temp blank?  Restore*/
           if @.r.c=="±" & ?? ==  then @.r.c= b      /*Is this a temp blank?  Blank. */
           if @.r.c=="≤" & ??\==  then @.r.c= $.r.c  /*Is this a temp a  @ ?  Restore*/
           if @.r.c=="≤" & ?? ==  then @.r.c= b      /*Is this a temp a  @ ?  Blank. */
           ?= @.r.c;                _= _ || ?   /*construct a line of the grid for term*/
           if ?==b | ?==@  then #= # + 1        /*Position==b ─or─ @?  Then bump score.*/
           if tell         then $.r.c= @.r.c    /*create a backup grid for re─instating*/
           end   /*c*/
         if r==!r  then _= _ '◄'                /*indicate   row  of current position. */
         if tell   then say _                   /*display   a row of grid to screen.   */
         end     /*r*/; say;        return #    /*SHOW also counts # of blanks (score).*/</lang>

A note on the OUTPUT sections:   each (cleared) screen displayed is shown below as a separate OUTPUT section.

The following are the screen shots when inputs used   (size of the grid)   are:     22   10

output :     the 1st screen shown.
                                                          ↓
 1636166561333644938615925878672969839136949348125385742112849651343354296271245
 4935939188413836477495369151362748736256329449564639583731265554747438655579797
 2761827294343258918258167935625127433626644177165772453435474591949917695547965
 5336784646373682676398688475989972451499776252164989899239191733912697265898925
 4952948995581413589577455233495962736898536553933712711747529619371573895413265
 5328643745672485468516645326176482571162377128958669252244431799914145324756787
 9682648416475828434376154259111596818112819626518754715385939211764235211148126
 4771918124154627513339665771138169237888886368882335865655526894655352121961215
 794644718989445262471866768299551827168758297323537929749@815519895387457566428 ◄
 9347969832617624113866732722842121521854745888458198852913265875445986923272597

──────── moves: ────────    Q= ◄↑   W= ↑    E= ►↑
──────── moves: ────────    A= ◄            D= ►
──────── moves: ────────    Z= ◄↓   X= ↓    C= ►↓
────────
──────── enter a move     ──or──  enter   QUIT   to quit.  (score is:  1)
e                       ◄■■■■■■■■■■■■■ user input
output :     the 2nd screen shown.
                                                               ↓
 1636166561333644938615925878672969839136949348125385742112849651343354296271245
 4935939188413836477495369151362748736256329449564639583731265554747438655579797
 2761827294343258918258167935625127433626644177165772453435474591949917695547965
 53367846463736826763986884759899724514997762521649898992391917@3912697265898925 ◄
 4952948995581413589577455233495962736898536553933712711747529 19371573895413265
 532864374567248546851664532617648257116237712895866925224443 799914145324756787
 96826484164758284343761542591115968181128196265187547153859 9211764235211148126
 4771918124154627513339665771138169237888886368882335865655 26894655352121961215
 794644718989445262471866768299551827168758297323537929749 815519895387457566428
 9347969832617624113866732722842121521854745888458198852913265875445986923272597 

──────── moves: ────────    Q= ◄↑   W= ↑    E= ►↑
──────── moves: ────────    A= ◄            D= ►
──────── moves: ────────    Z= ◄↓   X= ↓    C= ►↓
────────
──────── enter a move     ──or──  enter   QUIT   to quit.  (score is:  6)
quit                    ◄■■■■■■■■■■■■■ user input

──────── quitting. 


Z80 Assembly

See Greed/Z80 Assembly.