Files
basic-computer-games/09_Battle/python/battle_oo.py
2022-01-20 21:06:27 -05:00

204 lines
6.1 KiB
Python

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