from tkinter import * from enum import Enum my_buttons = [] enemy_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 = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' '] my_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): 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 if col < 0 or col > field_size - 1: return ShootResult.UNDEFINED index = row * field_size + col 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 draw_field(window, field, col_offset): buttons = [] for r in range(0, field_size): for c in range(0, field_size): 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 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_ else: field_mode = field_mode_right if field_mode == 0: if check_possible(field, row, col): if active_field == 0: set_ship(field, row, col, ship_size_left, ship_direction_left) else: set_ship(field, row, col, ship_size_right, ship_direction_right) 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: # 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 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 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('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)) 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])