загружаю переработку дз 14 урок до 19 мин
This commit is contained in:
parent
2342bea194
commit
d31c25200c
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# Default ignored files
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/shelf/
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/workspace.xml
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.11" project-jdk-type="Python SDK" />
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/попытка восстановить все.iml" filepath="$PROJECT_DIR$/.idea/попытка восстановить все.iml" />
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</modules>
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$" />
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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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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from tkinter import *
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from enum import Enum
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my_buttons = []
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enemy_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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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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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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my_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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EMPTY = "EMPTY"
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DAMAGED = "DAMAGED"
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KILLED = "KILLED"
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UNDEFINED = "UNDEFINED"
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def set_ship(field, row, col, ship_size, direction):
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if row < 0 or row > field_size:
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return
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if col < 0 or col > field_size:
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return
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index = row * field_size + col
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if direction == 0:
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if field_size - row < ship_size:
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return
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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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field[index] = "1"
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if direction == 1:
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if field_size - col < ship_size:
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return
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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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field[index] = "1"
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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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return ShootResult.UNDEFINED
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if col < 0 or col > field_size - 1:
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return ShootResult.UNDEFINED
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index = row * field_size + col
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if (field[index]).strip() == "":
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field[index] = "0"
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return ShootResult.EMPTY
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elif (field[index]).strip() == "1":
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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 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 c in range(0, field_size):
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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.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, buttons, 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, buttons, x, y))
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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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for i in range(len(field)):
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bg = "white"
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if field[i] == "1":
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bg = 'pink'
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if field[i] == "\\":
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bg = 'red'
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if field[i] == "0":
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bg = 'black'
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if field[i] == "p":
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bg = 'blue'
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buttons[i].configure(bg=bg)
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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_
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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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if check_possible(field, row, col):
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if active_field == 0:
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set_ship(field, row, col, ship_size_left, ship_direction_left)
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else:
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set_ship(field, row, col, ship_size_right, ship_direction_right)
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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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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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# Теперь нужно проверить, не заблокировано ли какое-то из полей,
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for r in range(row, row + ship_size):
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if not check_blocked(field, 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 field_size - col >= ship_size:
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for c in range(col, col + ship_size):
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if not check_blocked(field, 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(field, row, col):
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# Функция возвращает True, если все клетки вокруг клетки с координатами row, col
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# либо находятся за пределами поля, либо в них нет корабля/они пустые
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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 < field_size and 0 <= c < field_size:
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cell = (field[r * 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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window = Tk()
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window.title("Ship Craft!")
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window.geometry('940x410')
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window.bind_all('<KeyPress>', keypress_handler)
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set_ship(my_field, 1, 1, 4, 1)
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set_ship(my_field,0, 6, 3, 0)
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set_ship(my_field, 7, 3, 1, 0)
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my_buttons = draw_field(window, my_field, 0)
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enemy_buttons = draw_field(window, enemy_field, 11)
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print(len(my_buttons))
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print(len(enemy_buttons))
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lbl = Label(window, text='', width=5, height=2)
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lbl.grid(column=10, row=0)
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window.mainloop()
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for r in range(0, field_size):
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blocked_string = ""
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ship_string = ""
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for c in range(0, field_size):
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blocked_string += str(check_blocked(my_field, r, c))[0] + ", "
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ship_string += my_field[r * field_size + c] + ', '
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print(blocked_string[:-2] + ' ' + ship_string[:-2])
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print("********************************************************************")
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for r in range(0, field_size):
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possible_string = ""
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impossible_string = ""
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for c in range(0, field_size):
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possible_string += str(check_possible(my_field, r, c))[0] + ", "
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impossible_string += my_field[r * field_size + c] + ', '
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print(possible_string[:-2] + ' ' + impossible_string[:-2])
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