diff --git a/HNS/MB/FieldMode.py b/HNS/MB/FieldMode.py deleted file mode 100644 index 2b0f818..0000000 --- a/HNS/MB/FieldMode.py +++ /dev/null @@ -1,7 +0,0 @@ -from enum import Enum - - -class FieldMode(Enum): - Placing = 0 - Friendly = 1 - Enemy = 2 diff --git a/HNS/MB/main.py b/HNS/MB/main.py index c26c061..f6efddc 100644 --- a/HNS/MB/main.py +++ b/HNS/MB/main.py @@ -1,11 +1,19 @@ from tkinter import * -from ShootResult import ShootResult -from FieldMode import FieldMode +from enum import Enum + +my_buttons = [] +enemy_buttons = [] field_size = 10 -mode = FieldMode.Placing -ship_size = 4 -ship_direction = 0 +active_field = 0 + +ship_size_left = 4 +ship_direction_left = 0 +field_mode_left = 0 + +ship_size_right = 4 +ship_direction_right = 0 +field_mode_right = 0 empty_field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', @@ -18,206 +26,286 @@ empty_field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '] - my_field = list(empty_field) enemy_field = list(empty_field) -buttons = [] + +# 1. Определите перечисление (Enum) ShootResult со следующими значениями: +# EMPTY (мимо), DAMAGED (ранен), KILLED (убит), UNDEFINED (действие не определено) + +class ShootResult(Enum): + EMPTY = "EMPTY" + DAMAGED = "DAMAGED" + KILLED = "KILLED" + UNDEFINED = "UNDEFINED" + + +def set_ship(field, row, col, ship_size, direction): + if row < 0 or row > field_size: + return + if col < 0 or col > field_size: + return + index = row * field_size + col + if direction == 0: + if field_size - row < ship_size: + return + for r in range(row, row + ship_size): + index = r * field_size + col + field[index] = "1" + if direction == 1: + if field_size - col < ship_size: + return + for c in range(col, col + ship_size): + index = row * field_size + c + field[index] = "1" def shoot(field, row, col): - if row < 0 or row > field_size - 1: - return ShootResult.Undefined - + return ShootResult.UNDEFINED if col < 0 or col > field_size - 1: - return ShootResult.Undefined - + return ShootResult.UNDEFINED index = row * field_size + col - value = (field[index]).strip() - - if value == '': - field[index] = '0' - return ShootResult.Empty - elif value == '1': - field[index] = '\\' - return ShootResult.Damaged - - return ShootResult.Undefined + if (field[index]).strip() == "": + field[index] = "0" + return ShootResult.EMPTY + elif (field[index]).strip() == "1": + field[index] = "\\" + return ShootResult.DAMAGED + else: + return ShootResult.UNDEFINED -def set_ship(field, row, col, size, direction): - # 0. Проверка стартовой точки (находится ли в поле) - if row < 0 or row > field_size - 1: - return - - if col < 0 or col > field_size - 1: - return - - # 1. Нахождение стартовой точки - index = row * field_size + col - - # 2. Определяем направление и в зависимости от него - # 2.1 Если вниз - то сравниваем размер поля (field_size=10) - row и size (field_size - row > size или row + size < field_size) - if direction == 0: - if field_size - row < size: - # 3. Если не помещается, то корабль не ставим - return - - # 4. А если помещается - ставим корабль, т.е. (row,col) до (row+size,col) заполняем единичками - for r in range(row, row + size): - index = r * field_size + col - field[index] = '1' - - # 2.2 Если вправо - то сравниваем field_size - col и size (field_size - col > size или col + size < field_size) - if direction == 1: - if field_size - col < size: - # 3. Если не помещается, то корабль не ставим - return - - # 4. А если помещается - ставим корабль, т.е. (row,col) до (row,col+size) заполняем единичками - for c in range(col, col + size): - index = row * field_size + c - field[index] = '1' - - -def draw_field(window, field): +def draw_field(window, field, col_offset): + buttons = [] for r in range(0, field_size): for c in range(0, field_size): - btn = Button(window, text="", bg='white', width=5, height=2) - btn.grid(column=c, row=r) - - btn.bind('', lambda e, row=r, col=c: button_hover(my_field, row, col)) - btn.bind('', lambda e, x=r, y=c: button_action(my_field, x, y)) - btn.bind('', rotate_ship) + index = r * field_size + c + btn = Button(window, text='', width=5, height=2) + btn.grid(column=c + col_offset, row=r) + btn.bind('', lambda e, x=r, y=c: left_button_click(field, buttons, x, y)) + btn.bind('', right_button_click) + btn.bind('', lambda e, x=r, y=c: button_enter(field, buttons, x, y)) buttons.append(btn) + colorize(field, buttons) + return buttons -def rotate_ship(e): - global ship_direction +def colorize(field, buttons): + for i in range(len(field)): + bg = "white" + if field[i] == "1": + bg = 'pink' + if field[i] == "\\": + bg = 'red' + if field[i] == "0": + bg = 'black' + if field[i] == "p": + bg = 'blue' + buttons[i].configure(bg=bg) + + +def keypress_handler(e): + global ship_size_left + global field_mode_left + + global ship_size_right + global field_mode_right + + if e.keysym.isnumeric(): + number = int(e.keysym) + if 1 <= number <= 4: + if active_field == 0: + ship_size_left = number + else: + ship_size_right = number + else: + if e.keysym == 'm': + if active_field == 0: + field_mode = field_mode_left + else: + field_mode = field_mode_right + + if field_mode == 0: + field_mode = 1 + else: + field_mode = 0 + + if active_field == 0: + field_mode_left = field_mode + else: + field_mode_right = field_mode + + +def left_button_click(field, buttons, row, col): + global ship_size_left + global ship_direction_left + + global ship_size_right + global ship_direction_right + + if active_field == 0: + field_mode = field_mode_left + ship_size = ship_size_left + ship_direction = ship_direction_left + else: + field_mode = field_mode_right + ship_size = ship_size_right + ship_direction = ship_direction_right + + if field_mode == 0: + if check_possible(field, row, col, ship_size, ship_direction): + set_ship(field, row, col, ship_size, ship_direction) + + elif field_mode == 1: + shoot(field, row, col) + colorize(field, buttons) + + +def right_button_click(d): + global ship_direction_left + global ship_direction_right + + global field_mode_left + global field_mode_right + + if active_field == 0: + field_mode = field_mode_left + ship_direction = ship_direction_left + else: + field_mode = field_mode_right + ship_direction = ship_direction_right + + if field_mode == 0: + if ship_direction == 0: + ship_direction = 1 + else: + ship_direction = 0 + + if active_field == 0: + ship_direction_left = ship_direction + else: + ship_direction_right = ship_direction + + +def button_enter(field, buttons, row, col): + global active_field + global ship_direction_left + global ship_direction_right + + global ship_size_left + global ship_size_right + + global field_mode_left + global field_mode_right + + if buttons == my_buttons: + active_field = 0 + elif buttons == enemy_buttons: + active_field = 1 + + if active_field == 0: + field_mode = field_mode_left + ship_direction = ship_direction_left + ship_size = ship_size_left + other_field = enemy_field + other_buttons = enemy_buttons + else: + field_mode = field_mode_right + ship_direction = ship_direction_right + ship_size = ship_size_right + other_field = my_field + other_buttons = my_buttons + + for i in range(0, len(other_field)): + if other_field[i] == "p": + other_field[i] = '' + + colorize(other_field, other_buttons) + + if field_mode == 0: + for i in range(0, len(field)): + if field[i] == "p": + field[i] = '' + + if check_possible(field, row, col,ship_size, ship_direction): + if ship_direction == 0: + for r in range(row, row + ship_size): + field[r * field_size + col] = "p" + + if ship_direction == 1: + for c in range(col, col + ship_size): + field[row * field_size + c] = "p" + + colorize(field, buttons) + + +def check_possible(field, row, col, ship_size, ship_direction): + # Функция должна возвращать True, если можно поставить сюда корабль, + # в противном случае - False if ship_direction == 0: - ship_direction = 1 - else: - ship_direction = 0 + # Здесь мы знаем, что корабль помещается на поле. + if field_size - row >= ship_size: + # Теперь нужно проверить, не заблокировано ли какое-то из полей, + for r in range(row, row + ship_size): + if not check_blocked(field, r, col): + return False + return True - -def button_hover(field, row, col): - clear_placing(field) - place_ship(field, row, col, ship_size, ship_direction) - colorize(field) - - -def clear_placing(field): - for r in range(0, field_size): - for c in range(0, field_size): - index = r*field_size+c - if field[index] == 'p': - field[index] = '' - - -def place_ship(field, row, col, size, direction): - blocked = False - - if row < 0 or row > field_size - 1: - return - - if col < 0 or col > field_size - 1: - return - - if direction == 0: - if field_size - row < size: - return - - for r in range(row, row + size): - if check_blocked(field, r, col): - blocked = True - break - - if not blocked: - for r in range(row, row + size): - field[r * field_size + col] = 'p' - - if direction == 1: - if field_size - col < size: - return - - for c in range(col, col + size): - if check_blocked(field, row, c): - blocked = True - break - - if not blocked: - for c in range(col, col + size): - field[row * field_size + c] = 'p' - - -def check_blocked(field, row, col): - for r in range(row-1, row+2): - for c in range(col-1, col+2): - if r < 0 or r > field_size - 1: - continue - - if c < 0 or c > field_size - 1: - continue - - if (field[r*field_size + c]).strip() != '': - return True + if ship_direction == 1: + if field_size - col >= ship_size: + for c in range(col, col + ship_size): + if not check_blocked(field, row, c): + return False + return True return False -def colorize(field): - for r in range(0, field_size): - for c in range(0, field_size): - index = r*field_size+c - btn = buttons[index] - bg = 'white' - - if field[index] == '1': - bg = 'pink' - elif field[index] == '\\': - bg = 'red' - elif field[index] == '0': - bg = 'black' - elif field[index] == 'p': - bg = 'blue' - - btn.configure(bg=bg) - - -def button_action(field, row, col): - if mode == FieldMode.Enemy: - shoot(field, row, col) - colorize(field) - - elif mode == FieldMode.Friendly: - colorize(field) - - elif mode == FieldMode.Placing: - set_ship(field, row, col, ship_size, ship_direction) - - -def keypress_handler(e): - global ship_size - - if e.keysym in '1234': - ship_size = int(e.keysym) +def check_blocked(field, row, col): + # Функция возвращает True, если все клетки вокруг клетки с координатами row, col + # либо находятся за пределами поля, либо в них нет корабля/они пустые + for r in range(row - 1, row + 2): + for c in range(col - 1, col + 2): + if 0 <= r < field_size and 0 <= c < field_size: + cell = (field[r * field_size + c]).strip() + if cell != '' and cell != 'p': + return False + return True window = Tk() window.title("Ship Craft!") -window.geometry('450x410') +window.geometry('940x410') window.bind_all('', keypress_handler) +set_ship(my_field, 1, 1, 4, 1) +set_ship(my_field, 0, 6, 3, 0) +set_ship(my_field, 7, 3, 1, 0) +my_buttons = draw_field(window, my_field, 0) +enemy_buttons = draw_field(window, enemy_field, 11) +print(len(my_buttons)) +print(len(enemy_buttons)) -#set_ship(my_field, 1, 1, 4, 1) -#set_ship(my_field, 0, 6, 3, 0) -#set_ship(my_field, 9, 9, 1, 0) -#set_ship(my_field, 0, 0, 1, 0) -#set_ship(my_field, 9, 0, 1, 0) -#set_ship(my_field, 9, 2, 4, 1) - -draw_field(window, my_field) -colorize(my_field) +lbl = Label(window, text='', width=5, height=2) +lbl.grid(column=10, row=0) window.mainloop() + + +for r in range(0, field_size): + blocked_string = "" + ship_string = "" + for c in range(0, field_size): + blocked_string += str(check_blocked(my_field, r, c))[0] + ", " + ship_string += my_field[r * field_size + c] + ', ' + print(blocked_string[:-2] + ' ' + ship_string[:-2]) +print("********************************************************************") + +for r in range(0, field_size): + possible_string = "" + impossible_string = "" + for c in range(0, field_size): + possible_string += str(check_possible(my_field, r, c))[0] + ", " + impossible_string += my_field[r * field_size + c] + ', ' + print(possible_string[:-2] + ' ' + impossible_string[:-2])