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https://github.com/coding-horror/basic-computer-games.git
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09_Battle/python - Add OO version
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203
09_Battle/python/battle_oo.py
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203
09_Battle/python/battle_oo.py
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#!/usr/bin/env python3
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from dataclasses import dataclass
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from random import randrange
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DESTROYER_LENGTH = 2
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CRUISER_LENGTH = 3
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AIRCRAFT_CARRIER_LENGTH = 4
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@dataclass(frozen=True)
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class Point:
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x: int
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y: int
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@classmethod
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def random(cls, start: int, stop: int) -> 'Point':
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return Point(randrange(start, stop), randrange(start, stop))
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def __add__(self, vector: 'Vector') -> 'Point':
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return Point(self.x + vector.x, self.y + vector.y)
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@dataclass(frozen=True)
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class Vector:
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x: int
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y: int
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@staticmethod
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def random() -> 'Vector':
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return Vector(randrange(-1, 2, 2), randrange(-1, 2, 2))
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def __mul__(self, factor: int) -> 'Vector':
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return Vector(self.x * factor, self.y * factor)
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class Sea:
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WIDTH = 6
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def __init__(self):
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self._graph = tuple(([0 for _ in range(self.WIDTH)] for _ in range(self.WIDTH)))
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def _validate_item_indices(self, point: Point) -> None:
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if not isinstance(point, Point):
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raise ValueError(f'Sea indices must be Points, not {type(point).__name__}')
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if not((1 <= point.x <= self.WIDTH) and (1 <= point.y <= self.WIDTH)):
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raise IndexError('Sea index out of range')
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# Allows us to get the value using a point as a key, for example, `sea[Point(3,2)]`
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def __getitem__(self, point: Point) -> int:
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self._validate_item_indices(point)
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return self._graph[point.y - 1][point.x -1]
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# Allows us to get the value using a point as a key, for example, `sea[Point(3,2)] = 3`
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def __setitem__(self, point: Point, value: int) -> None:
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self._validate_item_indices(point)
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self._graph[point.y - 1][point.x -1] = value
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# Allows us to check if a point exists in the sea for example, `if Point(3,2) in sea:`
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def __contains__(self, point: Point) -> bool:
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try:
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self._validate_item_indices(point)
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except IndexError:
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return False
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return True
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# Redefines how python will render this object when asked as a str
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def __str__(self):
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# Display it encoded
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return "\n".join([' '.join([str(self._graph[y][x])
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for y in range(self.WIDTH - 1, -1, -1)])
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for x in range(self.WIDTH)])
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def has_ship(self, ship_code: int) -> bool:
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return any(ship_code in row for row in self._graph)
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def count_sunk(self, *ship_codes: int) -> int:
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return sum(not self.has_ship(ship_code) for ship_code in ship_codes)
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class Battle:
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def __init__(self) -> None:
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self.sea = Sea()
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self.place_ship(DESTROYER_LENGTH, 1)
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self.place_ship(DESTROYER_LENGTH, 2)
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self.place_ship(CRUISER_LENGTH, 3)
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self.place_ship(CRUISER_LENGTH, 4)
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self.place_ship(AIRCRAFT_CARRIER_LENGTH, 5)
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self.place_ship(AIRCRAFT_CARRIER_LENGTH, 6)
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self.splashes = 0
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self.hits = 0
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def _next_target(self) -> Point:
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while True:
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try:
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guess = input('? ')
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coordinates = guess.split(',')
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if len(coordinates) != 2:
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raise ValueError()
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point = Point(int(coordinates[0]), int(coordinates[1]))
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if point not in self.sea:
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raise ValueError()
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return point
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except ValueError:
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print(f'INVALID. SPECIFY TWO NUMBERS FROM 1 TO {Sea.WIDTH}, SEPARATED BY A COMMA.')
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@property
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def splash_hit_ratio(self) -> str:
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return f'{self.splashes}/{self.hits}'
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@property
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def _is_finished(self) -> bool:
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return self.sea.count_sunk(*(i for i in range(1, 7))) == 6
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def place_ship(self, size: int, ship_code: int) -> None:
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while True:
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start = Point.random(1, self.sea.WIDTH + 1)
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vector = Vector.random()
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# Get potential ship points
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points = [start + vector * i for i in range(size)]
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if not (all([point in self.sea for point in points]) and
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not any([self.sea[point] for point in points])):
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# ship out of bounds or crosses other ship, trying again
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continue
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# We found a valid spot, so actually place it now
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for point in points:
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self.sea[point] = ship_code
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break
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def loop(self):
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while True:
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target = self._next_target()
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target_value = self.sea[target]
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if target_value < 0:
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print(f'YOU ALREADY PUT A HOLE IN SHIP NUMBER {abs(target_value)} AT THAT POINT.')
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if target_value <= 0:
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print('SPLASH! TRY AGAIN.')
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self.splashes += 1
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continue
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print(f'A DIRECT HIT ON SHIP NUMBER {target_value}')
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self.hits += 1
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self.sea[target] = -target_value
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if not self.sea.has_ship(target_value):
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print('AND YOU SUNK IT. HURRAH FOR THE GOOD GUYS.')
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self._display_sunk_report()
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if self._is_finished:
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self._display_game_end()
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break
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print(f'YOUR CURRENT SPLASH/HIT RATIO IS {self.splash_hit_ratio}')
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def _display_sunk_report(self):
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print('SO FAR, THE BAD GUYS HAVE LOST',
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f'{self.sea.count_sunk(1, 2)} DESTROYER(S),',
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f'{self.sea.count_sunk(3, 4)} CRUISER(S),',
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f'AND {self.sea.count_sunk(5, 6)} AIRCRAFT CARRIER(S).')
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def _display_game_end(self):
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print('YOU HAVE TOTALLY WIPED OUT THE BAD GUYS\' FLEET '
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f'WITH A FINAL SPLASH/HIT RATIO OF {self.splash_hit_ratio}')
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if not self.splashes:
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print('CONGRATULATIONS -- A DIRECT HIT EVERY TIME.')
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print("\n****************************")
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def main() -> None:
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game = Battle()
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print(f'''
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BATTLE
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CREATIVE COMPUTING MORRISTOWN, NEW JERSEY
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THE FOLLOWING CODE OF THE BAD GUYS' FLEET DISPOSITION
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HAS BEEN CAPTURED BUT NOT DECODED:
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{game.sea}
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DE-CODE IT AND USE IT IF YOU CAN
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BUT KEEP THE DE-CODING METHOD A SECRET.
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START GAME''')
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game.loop()
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if __name__ == "__main__":
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main()
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