New Battle Ship Version
This commit is contained in:
parent
03a23b7740
commit
96327ccddb
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@ -0,0 +1,112 @@
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from main import ShootResult
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class ShipField:
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field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
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field_size = 10
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field_mode = 0
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ship_size = 4
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ship_direction = 0
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def __init__(self):
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pass
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def set_ship(self, row, col):
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if row < 0 or row > self.field_size:
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return
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if col < 0 or col > self.field_size:
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return
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index = row * self.field_size + col
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if self.ship_direction == 0:
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if self.field_size - row < self.ship_size:
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return
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for r in range(row, row + self.ship_size):
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index = r * self.field_size + col
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self.field[index] = "1"
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if self.ship_direction == 1:
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if self.field_size - col < self.ship_size:
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return
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for c in range(col, col + self.ship_size):
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index = row * self.field_size + c
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self.field[index] = "1"
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def shoot(self, row, col):
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if row < 0 or row > self.field_size - 1:
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return ShootResult.UNDEFINED
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if col < 0 or col > self.field_size - 1:
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return ShootResult.UNDEFINED
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index = row * self.field_size + col
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if (self.field[index]).strip() == "":
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self.field[index] = "0"
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return ShootResult.EMPTY
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elif (self.field[index]).strip() == "1":
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self.field[index] = "\\"
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return ShootResult.DAMAGED
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else:
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return ShootResult.UNDEFINED
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def check_possible(self, row, col, ship_size, ship_direction):
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if self.ship_direction == 0:
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if self.field_size - row >= self.ship_size:
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for r in range(row, row + self.ship_size):
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if not self.check_blocked(self, r, col):
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return False
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return True
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if ship_direction == 1:
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if self.field_size - col >= self.ship_size:
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for c in range(col, col + self.ship_size):
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if not self.check_blocked(self, row, c):
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return False
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return True
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return False
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def check_blocked(self, row, col):
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for r in range(row - 1, row + 2):
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for c in range(col - 1, col + 2):
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if 0 <= r < self.field_size and 0 <= c < self.field_size:
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cell = (self.field[r * self.field_size + c]).strip()
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if cell != '' and cell != 'p':
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return False
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return True
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def set_ship_size(self, value):
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if value.isnumeric():
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number = int(value)
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if 1 <= number <= 4:
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self.ship_size = number
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def set_ship_direction(self, value):
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if value.isnumeric() == 0 or value.isnumeric() == 1:
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self.ship_direction = value
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def toggle_field_mode(self):
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if self.field_mode == 0:
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self.field_mode = 1
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else:
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self.field_mode = 0
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def print_field(self):
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for r in range(0, self.field_size):
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blocked_string = ""
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ship_string = ""
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for c in range(0, self.field_size):
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blocked_string += str(self.check_blocked(self, r, c))[0] + ", "
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ship_string += self.field[r * self.field_size + c] + ', '
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print(blocked_string[:-2] + ' ' + ship_string[:-2])
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print("********************************************************************")
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@ -1,12 +1,19 @@
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from tkinter import *
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from tkinter import *
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from enum import Enum
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from enum import Enum
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field_size = 10
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my_buttons = []
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ship_size = 4
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enemy_buttons = []
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ship_direction = 0
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field_mode = 0
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buttons = []
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field_size = 10
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active_field = 0
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ship_size_left = 4
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ship_direction_left = 0
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field_mode_left = 0
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ship_size_right = 4
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ship_direction_right = 0
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field_mode_right = 0
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empty_field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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empty_field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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@ -23,87 +30,224 @@ my_field = list(empty_field)
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enemy_field = list(empty_field)
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enemy_field = list(empty_field)
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# 1. Определите перечисление (Enum) ShootResult со следующими значениями:
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# EMPTY (мимо), DAMAGED (ранен), KILLED (убит), UNDEFINED (действие не определено)
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class ShootResult(Enum):
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class ShootResult(Enum):
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Empty = "EMPTY"
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EMPTY = "EMPTY"
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Damaged = "DAMAGED"
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DAMAGED = "DAMAGED"
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Killed = "KILLED"
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KILLED = "KILLED"
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Undefined = "UNDEFINED"
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UNDEFINED = "UNDEFINED"
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def set_ship(row, col, size, direction):
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def set_ship(field, row, col, ship_size, direction):
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if row < 0 or row > field_size - 1:
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if row < 0 or row > field_size:
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return
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return
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if col < 0 or col > field_size - 1:
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if col < 0 or col > field_size:
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return
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return
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index = row * field_size + col
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index = row * field_size + col
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if direction == 0:
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if direction == 0:
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if field_size - row < size:
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if field_size - row < ship_size:
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return
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return
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for r in range(row, row + size):
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for r in range(row, row + ship_size):
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index = r * field_size + col
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index = r * field_size + col
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my_field[index] = '1'
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field[index] = "1"
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if direction == 1:
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if direction == 1:
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if field_size - col < size:
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if field_size - col < ship_size:
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return
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return
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for c in range (col, col + size):
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for c in range(col, col + ship_size):
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index = row * field_size + c
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index = row * field_size + c
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my_field[index] = '1'
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field[index] = "1"
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def shoot(field, row, col):
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def shoot(field, row, col):
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if row < 0 or row > field_size - 1:
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if row < 0 or row > field_size - 1:
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return ShootResult.Undefined
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return ShootResult.UNDEFINED
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if col < 0 or col > field_size - 1:
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if col < 0 or col > field_size - 1:
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return ShootResult.Undefined
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return ShootResult.UNDEFINED
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index = row * field_size + col
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index = row * field_size + col
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if (field[index]).strip() == "":
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if (field[index]).strip() == "":
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field[index] = "0"
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field[index] = "0"
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return ShootResult.Empty
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return ShootResult.EMPTY
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elif field[index] == "1":
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elif (field[index]).strip() == "1":
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field[index] = "\\"
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field[index] = "\\"
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return ShootResult.Damaged
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return ShootResult.DAMAGED
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elif field[index] == "1" or field[index] == "\\" or field[index] == "X":
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return ShootResult.Undefined
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else:
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else:
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return ShootResult.Undefined
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return ShootResult.UNDEFINED
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def draw_field(window, field):
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def draw_field(window, field, col_offset):
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buttons = []
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for r in range(0, field_size):
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for r in range(0, field_size):
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for c in range(0, field_size):
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for c in range(0, field_size):
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index = r * field_size + c
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index = r * field_size + c
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btn = Button(window, text='', width=5, height=2)
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btn = Button(window, text='', width=5, height=2)
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btn.grid(column=c, row=r)
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btn.grid(column=c + col_offset, row=r)
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btn.bind('<Button-1>', lambda e, x=r, y=c: left_button_click(field, x, y))
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btn.bind('<Button-1>', lambda e, x=r, y=c: left_button_click(field, buttons, x, y))
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btn.bind('<KeyPress>', lambda e, x=r, y=c: right_button_click(field, x, y))
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btn.bind('<Button-3>', right_button_click)
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btn.bind('<Enter>', lambda e, x=r, y=c: button_enter(field, x, y))
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btn.bind('<Enter>', lambda e, x=r, y=c: button_enter(field, buttons, x, y))
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buttons.append(btn)
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buttons.append(btn)
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colorize(field, buttons)
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return buttons
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def colorize(field, buttons):
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def colorize(field, buttons):
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for i in range(len(field)):
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for i in range(len(field)):
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bg = "white"
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bg = "white"
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if field[i] == '1':
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if field[i] == "1":
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bg = 'pink'
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bg = 'pink'
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if field[i] == '\\':
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if field[i] == "\\":
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bg = 'red'
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bg = 'red'
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if field[i] == '0':
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if field[i] == "0":
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bg = 'black'
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bg = 'black'
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if field[i] == 'p':
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if field[i] == "p":
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bg = 'blue'
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bg = 'blue'
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buttons[i].configure(bg=bg)
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buttons[i].configure(bg=bg)
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def check_possible(field, row, col):
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def keypress_handler(e):
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global ship_size_left
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global field_mode_left
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global ship_size_right
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global field_mode_right
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if e.keysym.isnumeric():
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number = int(e.keysym)
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if 1 <= number <= 4:
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if active_field == 0:
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ship_size_left = number
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else:
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ship_size_right = number
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else:
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if e.keysym == 'm':
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if active_field == 0:
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field_mode = field_mode_left
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else:
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field_mode = field_mode_right
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if field_mode == 0:
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field_mode = 1
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else:
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field_mode = 0
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if active_field == 0:
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field_mode_left = field_mode
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else:
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field_mode_right = field_mode
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def left_button_click(field, buttons, row, col):
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global ship_size_left
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global ship_direction_left
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global ship_size_right
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global ship_direction_right
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if active_field == 0:
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field_mode = field_mode_left
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ship_size = ship_size_left
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ship_direction = ship_direction_left
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else:
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field_mode = field_mode_right
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ship_size = ship_size_right
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ship_direction = ship_direction_right
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if field_mode == 0:
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if check_possible(field, row, col, ship_size, ship_direction):
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set_ship(field, row, col, ship_size, ship_direction)
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elif field_mode == 1:
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shoot(field, row, col)
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colorize(field, buttons)
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def right_button_click(d):
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global ship_direction_left
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global ship_direction_right
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global field_mode_left
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global field_mode_right
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if active_field == 0:
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field_mode = field_mode_left
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ship_direction = ship_direction_left
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else:
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field_mode = field_mode_right
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ship_direction = ship_direction_right
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if field_mode == 0:
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if ship_direction == 0:
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if ship_direction == 0:
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ship_direction = 1
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else:
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ship_direction = 0
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if active_field == 0:
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ship_direction_left = ship_direction
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else:
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ship_direction_right = ship_direction
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def button_enter(field, buttons, row, col):
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global active_field
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global ship_direction_left
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global ship_direction_right
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global ship_size_left
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global ship_size_right
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global field_mode_left
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global field_mode_right
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if buttons == my_buttons:
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active_field = 0
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elif buttons == enemy_buttons:
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active_field = 1
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if active_field == 0:
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field_mode = field_mode_left
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ship_direction = ship_direction_left
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ship_size = ship_size_left
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other_field = enemy_field
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other_buttons = enemy_buttons
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else:
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field_mode = field_mode_right
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ship_direction = ship_direction_right
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ship_size = ship_size_right
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other_field = my_field
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other_buttons = my_buttons
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for i in range(0, len(other_field)):
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if other_field[i] == "p":
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other_field[i] = ''
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colorize(other_field, other_buttons)
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if field_mode == 0:
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for i in range(0, len(field)):
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if field[i] == "p":
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field[i] = ''
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if check_possible(field, row, col,ship_size, ship_direction):
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if ship_direction == 0:
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for r in range(row, row + ship_size):
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field[r * field_size + col] = "p"
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if ship_direction == 1:
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for c in range(col, col + ship_size):
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field[row * field_size + c] = "p"
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colorize(field, buttons)
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def check_possible(field, row, col, ship_size, ship_direction):
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# Функция должна возвращать True, если можно поставить сюда корабль,
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# в противном случае - False
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if ship_direction == 0:
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# Здесь мы знаем, что корабль помещается на поле.
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if field_size - row >= ship_size:
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if field_size - row >= ship_size:
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||||||
|
# Теперь нужно проверить, не заблокировано ли какое-то из полей,
|
||||||
for r in range(row, row + ship_size):
|
for r in range(row, row + ship_size):
|
||||||
if not check_blocked(field, r, col):
|
if not check_blocked(field, r, col):
|
||||||
return False
|
return False
|
||||||
|
@ -120,100 +264,48 @@ def check_possible(field, row, col):
|
||||||
|
|
||||||
|
|
||||||
def check_blocked(field, row, col):
|
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 r in range(row - 1, row + 2):
|
||||||
for c in range(col - 1, col + 2):
|
for c in range(col - 1, col + 2):
|
||||||
if 0 < r < field_size and 0 < c < field_size:
|
if 0 <= r < field_size and 0 <= c < field_size:
|
||||||
cell = (field[r * field_size + c]).strip()
|
cell = (field[r * field_size + c]).strip()
|
||||||
if cell != '' and cell != 'p':
|
if cell != '' and cell != 'p':
|
||||||
return False
|
return False
|
||||||
|
|
||||||
return True
|
return True
|
||||||
|
|
||||||
|
|
||||||
def left_button_click(field, row, col):
|
|
||||||
# if field[row * field_size + col] == 'p':
|
|
||||||
# set_ship(row, col, ship_size, ship_direction)
|
|
||||||
# else:
|
|
||||||
# shoot(field, row, col)
|
|
||||||
|
|
||||||
if field_mode == 0:
|
|
||||||
if check_blocked(field, row, col):
|
|
||||||
set_ship(row, col, ship_size, ship_direction)
|
|
||||||
else:
|
|
||||||
shoot(field, row, col)
|
|
||||||
|
|
||||||
colorize(field, buttons)
|
|
||||||
|
|
||||||
|
|
||||||
def right_button_click(field, row, col):
|
|
||||||
global ship_direction
|
|
||||||
if field_mode == 0 and check_possible(field, row, col):
|
|
||||||
ship_direction = (ship_direction + 1) % 2
|
|
||||||
|
|
||||||
# global ship_direction
|
|
||||||
# if field_mode == 0:
|
|
||||||
# if ship_direction == 0:
|
|
||||||
# ship_direction = 1
|
|
||||||
# else:
|
|
||||||
# ship_direction = 0
|
|
||||||
|
|
||||||
|
|
||||||
def button_enter(field, row, col):
|
|
||||||
for i in range(0, len(field)):
|
|
||||||
if field[i] == 'p':
|
|
||||||
field[i] = ' '
|
|
||||||
|
|
||||||
if check_possible (field, row, col):
|
|
||||||
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 keypress_handler(e):
|
|
||||||
global ship_size
|
|
||||||
ship_size = int(e.keysym)
|
|
||||||
return ship_size
|
|
||||||
|
|
||||||
|
|
||||||
window = Tk()
|
window = Tk()
|
||||||
window.title("Ship Craft!")
|
window.title("Ship Craft!")
|
||||||
window.geometry('450x410')
|
window.geometry('940x410')
|
||||||
window.bind_all('<KeyPress>', keypress_handler)
|
window.bind_all('<KeyPress>', 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(1, 1, 4, 1)
|
lbl = Label(window, text='', width=5, height=2)
|
||||||
set_ship(0, 6, 3, 0)
|
lbl.grid(column=10, row=0)
|
||||||
set_ship(7, 3, 1, 0)
|
|
||||||
set_ship(9, 9, 1, 0)
|
|
||||||
set_ship(5, 8, 3, 0)
|
|
||||||
|
|
||||||
draw_field(window, my_field)
|
|
||||||
colorize(my_field, buttons)
|
|
||||||
|
|
||||||
window.mainloop()
|
window.mainloop()
|
||||||
|
|
||||||
|
|
||||||
# for r in range(0, field_size):
|
# for r in range(0, field_size):
|
||||||
# blocked_string = ''
|
# blocked_string = ""
|
||||||
# ship_string = ''
|
# ship_string = ""
|
||||||
# for c in range(0, field_size):
|
# for c in range(0, field_size):
|
||||||
# blocked_string += str(check_blocked(my_field, r, c))[0] + ', '
|
# blocked_string += str(check_blocked(my_field, r, c))[0] + ", "
|
||||||
# ship_string += my_field[r * field_size + c] + ', '
|
# ship_string += my_field[r * field_size + c] + ', '
|
||||||
|
|
||||||
# print(blocked_string[:-2] + ' ' + ship_string[:-2])
|
# print(blocked_string[:-2] + ' ' + ship_string[:-2])
|
||||||
|
# print("********************************************************************")
|
||||||
# print("#########################################################################")
|
|
||||||
|
|
||||||
|
|
||||||
# for r in range(0, field_size):
|
# for r in range(0, field_size):
|
||||||
# possible_string = ''
|
# possible_string = ""
|
||||||
# impossible_string = ''
|
# impossible_string = ""
|
||||||
# for c in range(0, field_size):
|
# for c in range(0, field_size):
|
||||||
# possible_string += str(check_possible(my_field, r, c))[0] + ', '
|
# possible_string += str(check_possible(my_field, r, c))[0] + ", "
|
||||||
# impossible_string += my_field[r * field_size + c] + ', '
|
# impossible_string += my_field[r * field_size + c] + ', '
|
||||||
|
# print(possible_string[:-2] + ' ' + impossible_string[:-2])
|
||||||
# print(possible_string[:-2] + ' ' + impossible_string[:-2])'
|
|
||||||
|
|
Loading…
Reference in New Issue