New Battle Ship Version

This commit is contained in:
danii 2024-02-26 18:34:51 +01:00
parent 03a23b7740
commit 96327ccddb
2 changed files with 325 additions and 121 deletions

View File

@ -0,0 +1,112 @@
from main import ShootResult
class ShipField:
field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
field_size = 10
field_mode = 0
ship_size = 4
ship_direction = 0
def __init__(self):
pass
def set_ship(self, row, col):
if row < 0 or row > self.field_size:
return
if col < 0 or col > self.field_size:
return
index = row * self.field_size + col
if self.ship_direction == 0:
if self.field_size - row < self.ship_size:
return
for r in range(row, row + self.ship_size):
index = r * self.field_size + col
self.field[index] = "1"
if self.ship_direction == 1:
if self.field_size - col < self.ship_size:
return
for c in range(col, col + self.ship_size):
index = row * self.field_size + c
self.field[index] = "1"
def shoot(self, row, col):
if row < 0 or row > self.field_size - 1:
return ShootResult.UNDEFINED
if col < 0 or col > self.field_size - 1:
return ShootResult.UNDEFINED
index = row * self.field_size + col
if (self.field[index]).strip() == "":
self.field[index] = "0"
return ShootResult.EMPTY
elif (self.field[index]).strip() == "1":
self.field[index] = "\\"
return ShootResult.DAMAGED
else:
return ShootResult.UNDEFINED
def check_possible(self, row, col, ship_size, ship_direction):
if self.ship_direction == 0:
if self.field_size - row >= self.ship_size:
for r in range(row, row + self.ship_size):
if not self.check_blocked(self, r, col):
return False
return True
if ship_direction == 1:
if self.field_size - col >= self.ship_size:
for c in range(col, col + self.ship_size):
if not self.check_blocked(self, row, c):
return False
return True
return False
def check_blocked(self, row, col):
for r in range(row - 1, row + 2):
for c in range(col - 1, col + 2):
if 0 <= r < self.field_size and 0 <= c < self.field_size:
cell = (self.field[r * self.field_size + c]).strip()
if cell != '' and cell != 'p':
return False
return True
def set_ship_size(self, value):
if value.isnumeric():
number = int(value)
if 1 <= number <= 4:
self.ship_size = number
def set_ship_direction(self, value):
if value.isnumeric() == 0 or value.isnumeric() == 1:
self.ship_direction = value
def toggle_field_mode(self):
if self.field_mode == 0:
self.field_mode = 1
else:
self.field_mode = 0
def print_field(self):
for r in range(0, self.field_size):
blocked_string = ""
ship_string = ""
for c in range(0, self.field_size):
blocked_string += str(self.check_blocked(self, r, c))[0] + ", "
ship_string += self.field[r * self.field_size + c] + ', '
print(blocked_string[:-2] + ' ' + ship_string[:-2])
print("********************************************************************")

View File

@ -1,12 +1,19 @@
from tkinter import * from tkinter import *
from enum import Enum from enum import Enum
field_size = 10 my_buttons = []
ship_size = 4 enemy_buttons = []
ship_direction = 0
field_mode = 0
buttons = [] field_size = 10
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 = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', empty_field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
@ -23,87 +30,224 @@ my_field = list(empty_field)
enemy_field = list(empty_field) enemy_field = list(empty_field)
# 1. Определите перечисление (Enum) ShootResult со следующими значениями:
# EMPTY (мимо), DAMAGED (ранен), KILLED (убит), UNDEFINED (действие не определено)
class ShootResult(Enum): class ShootResult(Enum):
Empty = "EMPTY" EMPTY = "EMPTY"
Damaged = "DAMAGED" DAMAGED = "DAMAGED"
Killed = "KILLED" KILLED = "KILLED"
Undefined = "UNDEFINED" UNDEFINED = "UNDEFINED"
def set_ship(row, col, size, direction): def set_ship(field, row, col, ship_size, direction):
if row < 0 or row > field_size - 1: if row < 0 or row > field_size:
return return
if col < 0 or col > field_size - 1: if col < 0 or col > field_size:
return return
index = row * field_size + col index = row * field_size + col
if direction == 0: if direction == 0:
if field_size - row < size: if field_size - row < ship_size:
return return
for r in range(row, row + size): for r in range(row, row + ship_size):
index = r * field_size + col index = r * field_size + col
my_field[index] = '1' field[index] = "1"
if direction == 1: if direction == 1:
if field_size - col < size: if field_size - col < ship_size:
return return
for c in range (col, col + size): for c in range(col, col + ship_size):
index = row * field_size + c index = row * field_size + c
my_field[index] = '1' field[index] = "1"
def shoot(field, row, col): def shoot(field, row, col):
if row < 0 or row > field_size - 1: if row < 0 or row > field_size - 1:
return ShootResult.Undefined return ShootResult.UNDEFINED
if col < 0 or col > field_size - 1: if col < 0 or col > field_size - 1:
return ShootResult.Undefined return ShootResult.UNDEFINED
index = row * field_size + col index = row * field_size + col
if (field[index]).strip() == "": if (field[index]).strip() == "":
field[index] = "0" field[index] = "0"
return ShootResult.Empty return ShootResult.EMPTY
elif field[index] == "1": elif (field[index]).strip() == "1":
field[index] = "\\" field[index] = "\\"
return ShootResult.Damaged return ShootResult.DAMAGED
elif field[index] == "1" or field[index] == "\\" or field[index] == "X":
return ShootResult.Undefined
else: else:
return ShootResult.Undefined return ShootResult.UNDEFINED
def draw_field(window, field):
def draw_field(window, field, col_offset):
buttons = []
for r in range(0, field_size): for r in range(0, field_size):
for c in range(0, field_size): for c in range(0, field_size):
index = r * field_size + c index = r * field_size + c
btn = Button(window, text='', width=5, height=2) btn = Button(window, text='', width=5, height=2)
btn.grid(column=c, row=r) btn.grid(column=c + col_offset, row=r)
btn.bind('<Button-1>', lambda e, x=r, y=c: left_button_click(field, x, y)) btn.bind('<Button-1>', lambda e, x=r, y=c: left_button_click(field, buttons, x, y))
btn.bind('<KeyPress>', lambda e, x=r, y=c: right_button_click(field, x, y)) btn.bind('<Button-3>', right_button_click)
btn.bind('<Enter>', lambda e, x=r, y=c: button_enter(field, x, y)) btn.bind('<Enter>', lambda e, x=r, y=c: button_enter(field, buttons, x, y))
buttons.append(btn) buttons.append(btn)
colorize(field, buttons)
return buttons
def colorize(field, buttons): def colorize(field, buttons):
for i in range(len(field)): for i in range(len(field)):
bg = "white" bg = "white"
if field[i] == '1': if field[i] == "1":
bg = 'pink' bg = 'pink'
if field[i] == '\\': if field[i] == "\\":
bg = 'red' bg = 'red'
if field[i] == '0': if field[i] == "0":
bg = 'black' bg = 'black'
if field[i] == 'p': if field[i] == "p":
bg = 'blue' bg = 'blue'
buttons[i].configure(bg=bg) buttons[i].configure(bg=bg)
def check_possible(field, row, col): 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: if ship_direction == 0:
# Здесь мы знаем, что корабль помещается на поле.
if field_size - row >= ship_size: if field_size - row >= ship_size:
# 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])'