Example #1
0
    def attempt_strike(
        self,
        struck_locations_grid: GameGrid,
        strikers_guesses_grid: GameGrid,
        square_row_idx: int,
        square_col_idx: int,
    ) -> bool:
        """ Returns True if the guess hit a ship """
        # Did the guess hit a ship? (check struck_locations_grid)
        if (struck_locations_grid.read_grid(
                square_row_idx, square_col_idx) == SHIP_LOCATION_EMPTY):
            # The guess missed! (update strikers_guesses_grid with a miss)
            strikers_guesses_grid.update_grid(square_row_idx, square_col_idx,
                                              LOCATION_GUESS_MISS)
            return False

        # The guess hit! (update strikers_guesses_grid with a hit)
        strikers_guesses_grid.update_grid(square_row_idx, square_col_idx,
                                          LOCATION_GUESS_HIT)
        # Did the hit sink a ship? (check struck_locations_grid again)
        ship_that_was_hit = struck_locations_grid.read_grid(
            square_row_idx, square_col_idx)
        if not self.check_ship_alive(struck_locations_grid,
                                     strikers_guesses_grid, ship_that_was_hit):
            # The guess sunk an ship!
            # TODO update the struck player's alive ships

            # Did the guess end the game?
            if not self.any_ships_alive(struck_locations_grid,
                                        strikers_guesses_grid):
                print("game is now over!")
                self.is_game_over = True
        return True
Example #2
0
 def clear_ship_placement(self, locations_grid: GameGrid, ship_value,
                          ship_dims: Tuple[int, int]):
     print(
         f"clearing ship placement: value = {ship_value}, dims = {ship_dims}"
     )
     for row_idx in range(self.num_rows):
         for col_idx in range(self.num_cols):
             if locations_grid.read_grid(row_idx, col_idx) == ship_value:
                 locations_grid.update_grid(row_idx,
                                            col_idx,
                                            new_value=SHIP_LOCATION_EMPTY)
Example #3
0
def start():
    # set the dimensions of the game grid
    grid_h, grid_w = 20, 12
    # set the size of the drawing canvas
    canvas_h, canvas_w = 40 * grid_h, 40 * grid_w
    stddraw.setCanvasSize(canvas_w, canvas_h)
    # set the scale of the coordinate system
    stddraw.setXscale(-0.5, grid_w - 0.5)
    stddraw.setYscale(-0.5, grid_h - 0.5)

    # create the game grid
    grid = GameGrid(grid_h, grid_w)
    # create the first tetromino to enter the game grid
    # by using the create_tetromino function defined below
    current_tetromino = create_tetromino(grid_h, grid_w)
    next_tetromino = create_tetromino(grid_h, grid_w)
    grid.current_tetromino = current_tetromino

    # display a simple menu before opening the game
    display_game_menu(grid_h, grid_w)
    # main game loop (keyboard interaction for moving the tetromino)
    while True:
        # check user interactions via the keyboard
        if stddraw.hasNextKeyTyped():
            key_typed = stddraw.nextKeyTyped()
            # if the left arrow key has been pressed
            if key_typed == "left":
                # move the tetromino left by one
                current_tetromino.move(key_typed, grid)
            # if the right arrow key has been pressed
            elif key_typed == "right":
                # move the tetromino right by one
                current_tetromino.move(key_typed, grid)
            # if the down arrow key has been pressed
            elif key_typed == "down":
                # move the tetromino down by one
                # (causes the tetromino to fall down faster)
                current_tetromino.move(key_typed, grid)
            # clear the queue that stores all the keys pressed/typed
            elif key_typed == "up":
                current_tetromino.rotateTetromino()
            elif key_typed == "space":
                temp = current_tetromino.move("down", grid)
                while (temp):
                    temp = current_tetromino.move("down", grid)
            stddraw.clearKeysTyped()

        # move (drop) the tetromino down by 1 at each iteration
        success = current_tetromino.move("down", grid)

        # place the tetromino on the game grid when it cannot go down anymore
        if not success:
            # get the tile matrix of the tetromino
            tiles_to_place = current_tetromino.tile_matrix
            # update the game grid by adding the tiles of the tetromino
            game_over = grid.update_grid(tiles_to_place)
            rowSet = rowsToCheck(tiles_to_place)
            grid.rowCheck(rowSet)
            columnSet = columnsToCheck(tiles_to_place)
            grid.sumCheck(columnSet, current_tetromino)
            # end the main game loop if the game is over
            if game_over:
                break
            # create the next tetromino to enter the game grid
            # by using the create_tetromino function defined below
            current_tetromino = next_tetromino
            grid.current_tetromino = current_tetromino
            next_tetromino = create_tetromino(grid_h, grid_w)
            print("Score = " + str(grid.score))
            print("Next tetromino type is: " + next_tetromino.type)

        # display the game grid and as well the current tetromino
        grid.display()

    print("Game over")
Example #4
0
def start():

    global grid
    # create the game grid
    grid = GameGrid(grid_h, grid_w)
    # create the first tetromino to enter the game grid
    # by using the create_tetromino function defined below
    current_tetromino = create_tetromino(grid_h, grid_w)
    # print("next tetromino:")
    next_tetromino = create_tetromino(grid_h, grid_w)

    grid.current_tetromino = current_tetromino
    grid.next_tetromino = next_tetromino
    stddraw.clearKeysTyped()
    pause = False
    # main game loop (keyboard interaction for moving the tetromino)
    while True:

        if not pause:
            mx, my = stddraw.getPosition()
            tileX = grid.current_tetromino.bottom_left_corner.x
            ax = int(mx / 42.35) - 1
            # print(ax, tileX)

            if ax > tileX:
                for i in range(ax - tileX):
                    grid.current_tetromino.move("right", grid)
            elif ax < tileX:
                for i in range(tileX - ax):
                    grid.current_tetromino.move("left", grid)

        # check user interactions via the keyboard
        if stddraw.hasNextKeyTyped():
            key_typed = stddraw.nextKeyTyped()

            # Pause
            if key_typed == 'p':
                print("Pause")
                if pause:
                    pause = False
                else:
                    pause = True

            elif not pause:

                # if the left arrow key has been pressed
                if key_typed == "left":
                    # move the tetromino left by one
                    # print("Left Typed")
                    current_tetromino.move(key_typed, grid)
                # if the right arrow key has been pressed
                elif key_typed == "right":
                    # print("Right Typed")
                    # move the tetromino right by one
                    current_tetromino.move(key_typed, grid)
                # if the down arrow key has been pressed
                elif key_typed == "down":

                    # move the tetromino down by one
                    # (causes the tetromino to fall down faster)
                    current_tetromino.move(key_typed, grid)
                # piece drop
                elif key_typed == 'space':
                    for i in range(grid_h):
                        current_tetromino.move('down', grid)
                # Speed Increase
                elif key_typed == 'w':
                    if grid.delta_time > 50:
                        grid.delta_time -= 40
                # Speed Decrease
                elif key_typed == 's':
                    if grid.delta_time < 500:
                        grid.delta_time += 40

                elif key_typed == 'e':
                    current_tetromino.rotate(grid)

                elif key_typed == 'q':
                    current_tetromino.rotate_ccw(grid)

            if key_typed == 'r':
                print("restart")
                start()

            # clear the queue that stores all the keys pressed/typed
            stddraw.clearKeysTyped()

        # move (drop) the tetromino down by 1 at each iteration
        if not pause:
            success = current_tetromino.move("down", grid)

        # place the tetromino on the game grid when it cannot go down anymore
        if not success and not pause:
            # get the tile matrix of the tetromino
            tiles_to_place = current_tetromino.tile_matrix
            # update the game grid by adding the tiles of the tetromino
            game_over = grid.update_grid(tiles_to_place)
            # end the main game loop if the game is over
            if game_over:
                if display_game_over(grid_h, grid_w + 5):
                    pause = True
                    start()

            # create the next tetromino to enter the game grid
            # by using the create_tetromino function defined below
            current_tetromino = next_tetromino
            grid.current_tetromino = current_tetromino
            print("next tetromino:")
            next_tetromino = create_tetromino(grid_h, grid_w)
            grid.next_tetromino = next_tetromino
            next_tetromino.draw_dummy()

        # display the game grid and as well the current tetromino
        grid.display(pause)

    print("Game over")
Example #5
0
def start():
    # set the dimensions of the game grid
    grid_h, grid_w = 17, 12
    # set the size of the drawing canvas
    canvas_h, canvas_w = 40 * grid_h, 40 * grid_w + 100
    stddraw.setCanvasSize(canvas_w, canvas_h)
    # set the scale of the coordinate system
    stddraw.setXscale(-0.5, grid_w + 3)
    stddraw.setYscale(-0.5, grid_h - 0.5)

    # create the game grid
    grid = GameGrid(grid_h, grid_w)
    # create the first tetromino to enter the game grid
    # by using the create_tetromino function defined below
    current_tetromino = create_tetromino(grid_h, grid_w)
    grid.current_tetromino = current_tetromino

    # display a simple menu before opening the game
    display_game_menu(grid_h, grid_w)

    # initial score
    score = 0
    speed = 250  #initial speed

    # main game loop (keyboard interaction for moving the tetromino)
    while True:
        # check user interactions via the keyboard
        if stddraw.hasNextKeyTyped():
            key_typed = stddraw.nextKeyTyped()
            # if the left arrow key has been pressed
            if key_typed == "left":
                # move the tetromino left by one
                current_tetromino.move(key_typed, grid)
            # if the right arrow key has been pressed
            elif key_typed == "right":
                # move the tetromino right by one
                current_tetromino.move(key_typed, grid)
            # if the down arrow key has been pressed
            elif key_typed == "down":
                # move the tetromino down by one
                # (causes the tetromino to fall down faster)
                current_tetromino.move(key_typed, grid)
            elif key_typed == "up":
                # rotate the tetromino 90 degree clock-wise
                current_tetromino.rotate(grid)
            elif key_typed == "space":
                # drop the tetromino
                for i in range(grid_h):
                    current_tetromino.move("down", grid)

            # clear the queue that stores all the keys pressed/typed
            stddraw.clearKeysTyped()

        # move (drop) the tetromino down by 1 at each iteration
        success = current_tetromino.move("down", grid)
        grid.connected_4()

        # place the tetromino on the game grid when it cannot go down anymore
        if not success:
            # get the tile matrix of the tetromino
            tiles_to_place = current_tetromino.tile_matrix
            # update the game grid by adding the tiles of the tetromino
            game_over = grid.update_grid(tiles_to_place)

            indv_score = 0  # starting value for a full row's score
            ind_score = 0  # starting value for a merged tiles score

            # check is_row_full for all rows
            for i in range(grid_h):
                grid.check_2048(grid.tile_matrix)
                # score from merged tiles
                ind_score = grid.update_score(grid.tile_num2)
                if grid.is_row_full(i, grid.tile_matrix):
                    # score from deleted full rows
                    indv_score = grid.update_score(grid.tile_num)
            grid.tile_num2 = np.zeros(100)  # for merged score
            score_val = ind_score + indv_score
            score += int(score_val)

            print(score)
            # end the main game loop if the game is over
            if game_over:
                break
            # increasing difficulty by increasing speed as the game process
            if score > 450:
                speed = 10
            elif score > 250:
                speed = 50
            elif score > 150:
                speed = 100
            if score > 10000:
                break
            # create the next tetromino to enter the game grid
            # by using the create_tetromino function defined below
            current_tetromino = create_tetromino(grid_h, grid_w)
            grid.current_tetromino = current_tetromino

        # display the game grid and as well the current tetromino
        grid.display(score, speed)

    # finish the game and display game over
    finish_game(grid_h, grid_w)
    print("Game over")
Example #6
0
 def clear_all_ship_placements(self, locations_grid: GameGrid):
     for row_idx in range(self.num_rows):
         for col_idx in range(self.num_cols):
             locations_grid.update_grid(row_idx,
                                        col_idx,
                                        new_value=SHIP_LOCATION_EMPTY)
Example #7
0
class BattleshipGameState:
    def __init__(
        self,
        num_rows: int = 10,
        num_cols: int = 10,
        is_my_turn: bool = True,
        our_ship_locations: Optional[List[List]] = None,
        opponent_ship_locations: Optional[List[List]] = None,
        our_guesses: Optional[List[List]] = None,
        opponent_guesses: Optional[List[List]] = None,
        ships_dimensions: Optional[List[Tuple[int, int]]] = None,
    ):
        self.is_my_turn = is_my_turn
        self.is_game_over = False
        self.num_rows = num_rows
        self.num_cols = num_cols

        self.our_ship_locations = GameGrid(num_rows=num_rows,
                                           num_cols=num_cols,
                                           initial_value=SHIP_LOCATION_EMPTY)
        if our_ship_locations is not None:
            self.our_ship_locations.update_entire_grid(our_ship_locations)
        self.opponent_ship_locations = GameGrid(
            num_rows=num_rows,
            num_cols=num_cols,
            initial_value=SHIP_LOCATION_EMPTY)
        if opponent_ship_locations is not None:
            self.opponent_ship_locations.update_entire_grid(
                opponent_ship_locations)

        self.our_guesses = GameGrid(num_rows=num_rows,
                                    num_cols=num_cols,
                                    initial_value=LOCATION_NOT_GUESSED)
        if our_guesses is not None:
            self.our_guesses.update_entire_grid(our_guesses)
        self.opponent_guesses = GameGrid(num_rows=num_rows,
                                         num_cols=num_cols,
                                         initial_value=LOCATION_NOT_GUESSED)
        if opponent_guesses is not None:
            self.opponent_guesses.update_entire_grid(opponent_guesses)

        # track which ships are still alive for us and our opponent
        if ships_dimensions is None:
            ship_dimensions_to_use = STANDARD_SHIP_DIMENSIONS
        else:
            ship_dimensions_to_use = ships_dimensions

        # lists of tuples: ship value in the grid, and the dimensions of the ship
        self.our_ships = []
        self.opponent_ships = []
        next_ship_number = 1
        for ship_dims in ship_dimensions_to_use:
            self.our_ships.append((next_ship_number, ship_dims))
            self.opponent_ships.append((next_ship_number, ship_dims))
            next_ship_number += 1

        self.ships_placed = self.check_placements_ready()

    def place_ship(
        self,
        top_row_idx: int,
        left_col_idx: int,
        ship_width: int,
        ship_height: int,
        ship_value,
        is_our_ship: bool,
    ) -> bool:
        # ship dimensions must not be 0
        assert ship_width > 0 and ship_height > 0

        # check that (ship value, ship dims) match the expected ship values
        if is_our_ship and ((ship_value,
                             (ship_height, ship_width)) not in self.our_ships
                            and
                            (ship_value,
                             (ship_width, ship_height)) not in self.our_ships):
            return False
        elif not is_our_ship and (
            (ship_value,
             (ship_height, ship_width)) not in self.opponent_ships and
            (ship_value,
             (ship_width, ship_height)) not in self.opponent_ships):
            return False

        # if the ship wasn't already placed, clear its old position first before placing again
        if is_our_ship and self._is_valid_ship_placement(
                self.our_ship_locations, ship_value,
            (ship_height, ship_width)):
            self.clear_ship_placement(self.our_ship_locations, ship_value,
                                      (ship_height, ship_width))
        elif not is_our_ship and self._is_valid_ship_placement(
                self.opponent_ship_locations, ship_value,
            (ship_height, ship_width)):
            self.clear_ship_placement(self.opponent_ship_locations, ship_value,
                                      (ship_height, ship_width))

        # check if the ship placement overlaps with a buffer! (can do neighboring check for each)
        bottom_row_idx = top_row_idx + ship_height - 1
        right_col_idx = left_col_idx + ship_width - 1

        # check if ship placement has an invalid coordinates
        for row_idx in range(top_row_idx, bottom_row_idx + 1):
            for col_idx in range(left_col_idx, right_col_idx + 1):
                if is_our_ship and not self.our_ship_locations.are_indexes_valid(
                        row_idx, col_idx):
                    return False
                elif (not is_our_ship
                      and not self.opponent_ship_locations.are_indexes_valid(
                          row_idx, col_idx)):
                    return False

        top_buffer_row_idx = max(0, top_row_idx - 1)
        bottom_buffer_row_idx = min(self.num_rows - 1, bottom_row_idx + 1)
        left_buffer_row_idx = max(0, left_col_idx - 1)
        right_buffer_row_idx = min(self.num_cols - 1, right_col_idx + 1)
        for row_idx in range(top_buffer_row_idx, bottom_buffer_row_idx + 1):
            for col_idx in range(left_buffer_row_idx,
                                 right_buffer_row_idx + 1):
                if is_our_ship:
                    ship_loc_value = self.our_ship_locations.read_grid(
                        row_idx, col_idx)
                else:
                    ship_loc_value = self.opponent_ship_locations.read_grid(
                        row_idx, col_idx)

                if ship_loc_value != SHIP_LOCATION_EMPTY:
                    # can't place ship because another ship is overlapping with the buffer
                    return False

        # now that the ship placement is verified, we can safely update the locations grid
        for row_idx in range(top_row_idx, bottom_row_idx + 1):
            for col_idx in range(left_col_idx, right_col_idx + 1):
                if is_our_ship:
                    self.our_ship_locations.update_grid(row_idx,
                                                        col_idx,
                                                        new_value=ship_value)
                else:
                    self.opponent_ship_locations.update_grid(
                        row_idx, col_idx, new_value=ship_value)

        self.ships_placed = self.check_placements_ready()
        return True

    def check_placements_ready(self) -> bool:
        # not only check if placements are valid, but check that both players have placed all available ships
        for ship_value, ship_dims in self.our_ships:
            if not self._is_valid_ship_placement(self.our_ship_locations,
                                                 ship_value, ship_dims):
                return False
        for ship_value, ship_dims in self.opponent_ships:
            if not self._is_valid_ship_placement(self.opponent_ship_locations,
                                                 ship_value, ship_dims):
                return False
        return True

    def _is_valid_ship_placement(self, ship_locations_grid: GameGrid,
                                 ship_value, ship_dims: Tuple[int, int]):
        # ship dimensions must not be 0
        assert ship_dims[0] > 0 and ship_dims[1] > 0

        # make sure the ship is located, and the dimensions match
        # 1. check the count of locations vs. dimensions
        # 2. check the bounds of dimensions (min and max, x and y)
        min_row_idx, max_row_idx = None, None
        min_col_idx, max_col_idx = None, None
        count_ship_value = 0
        for row_idx in range(self.num_rows):
            for col_idx in range(self.num_cols):
                if ship_locations_grid.read_grid(row_idx,
                                                 col_idx) == ship_value:
                    count_ship_value += 1
                    if min_row_idx is None or row_idx < min_row_idx:
                        min_row_idx = row_idx
                    if max_row_idx is None or row_idx > max_row_idx:
                        max_row_idx = row_idx
                    if min_col_idx is None or col_idx < min_col_idx:
                        min_col_idx = col_idx
                    if max_col_idx is None or col_idx > max_col_idx:
                        max_col_idx = col_idx

        # make sure the correct number of squares are labeled as the ship and the dimension boundaries match
        return ship_dims[0] * ship_dims[1] == count_ship_value and (
            (max_row_idx - min_row_idx + 1 == ship_dims[0]
             and max_col_idx - min_col_idx + 1 == ship_dims[1]) or
            (max_row_idx - min_row_idx + 1 == ship_dims[1]
             and max_col_idx - min_col_idx + 1 == ship_dims[0]))

    def clear_ship_placement(self, locations_grid: GameGrid, ship_value,
                             ship_dims: Tuple[int, int]):
        print(
            f"clearing ship placement: value = {ship_value}, dims = {ship_dims}"
        )
        for row_idx in range(self.num_rows):
            for col_idx in range(self.num_cols):
                if locations_grid.read_grid(row_idx, col_idx) == ship_value:
                    locations_grid.update_grid(row_idx,
                                               col_idx,
                                               new_value=SHIP_LOCATION_EMPTY)

    def clear_all_ship_placements(self, locations_grid: GameGrid):
        for row_idx in range(self.num_rows):
            for col_idx in range(self.num_cols):
                locations_grid.update_grid(row_idx,
                                           col_idx,
                                           new_value=SHIP_LOCATION_EMPTY)

    def randomize_ship_placements(
        self,
        ship_dims: List[Tuple[int, int]],
        our_ships: bool,
    ):
        available_squares = []
        for r in range(self.num_rows):
            row = []
            for c in range(self.num_cols):
                row.append(True)
            available_squares.append(row)
        random_ship_placements = random_ships_placement(
            ship_dims,
            available_squares=available_squares,
            num_rows=self.num_rows,
            num_cols=self.num_cols,
            rotate_allowed=True,
        )
        for idx in range(len(random_ship_placements)):
            ship_placement = random_ship_placements[idx]
            top_row_idx, left_col_idx, ship_height, ship_width = ship_placement
            self.place_ship(
                top_row_idx=top_row_idx,
                left_col_idx=left_col_idx,
                ship_width=ship_width,
                ship_height=ship_height,
                ship_value=idx + 1,
                is_our_ship=our_ships,
            )
            print(
                f"placed ship {idx + 1}, dims {ship_height}, {ship_width} at {top_row_idx}, {left_col_idx}"
            )

    def rotate_ship_placement(self, locations_grid: GameGrid,
                              ship_value) -> bool:
        """
        Rotate the ship around its top left corner.
        Returns False if the rotation isn't possible (and doesn't change the game state).
        """
        min_row_idx, max_row_idx = None, None
        min_col_idx, max_col_idx = None, None
        count_ship_value = 0
        for row_idx in range(self.num_rows):
            for col_idx in range(self.num_cols):
                if locations_grid.read_grid(row_idx, col_idx) == ship_value:
                    count_ship_value += 1
                    if min_row_idx is None or row_idx < min_row_idx:
                        min_row_idx = row_idx
                    if max_row_idx is None or row_idx > max_row_idx:
                        max_row_idx = row_idx
                    if min_col_idx is None or col_idx < min_col_idx:
                        min_col_idx = col_idx
                    if max_col_idx is None or col_idx > max_col_idx:
                        max_col_idx = col_idx

        ship_width, ship_height = (
            max_col_idx - min_col_idx + 1,
            max_row_idx - min_row_idx + 1,
        )
        self.clear_ship_placement(locations_grid,
                                  ship_value,
                                  ship_dims=(ship_width, ship_height))

        rotate_success = self.place_ship(
            min_row_idx,
            min_col_idx,
            ship_width=ship_height,
            ship_height=ship_width,
            ship_value=ship_value,
            is_our_ship=True,
        )
        if not rotate_success:
            self.place_ship(
                min_row_idx,
                min_col_idx,
                ship_width=ship_width,
                ship_height=ship_height,
                ship_value=ship_value,
                is_our_ship=True,
            )
            return False
        else:
            return True

    def check_ship_alive(self, locations_grid: GameGrid,
                         opponents_guesses_grid: GameGrid, ship_value):
        assert ship_value != SHIP_LOCATION_EMPTY
        for row_idx in range(self.num_rows):
            for col_idx in range(self.num_cols):
                if (locations_grid.read_grid(row_idx, col_idx) == ship_value
                        and opponents_guesses_grid.read_grid(
                            row_idx, col_idx) != LOCATION_GUESS_HIT):
                    return True
        return False

    def any_ships_alive(self, locations_grid: GameGrid,
                        opponents_guesses_grid: GameGrid):
        for row_idx in range(self.num_rows):
            for col_idx in range(self.num_cols):
                if (locations_grid.read_grid(row_idx,
                                             col_idx) != SHIP_LOCATION_EMPTY
                        and opponents_guesses_grid.read_grid(
                            row_idx, col_idx) != LOCATION_GUESS_HIT):
                    return True
        return False

    def get_player_home_grid(self) -> List[List]:
        grid_symbols = []
        for row_idx in range(self.num_rows):
            grid_row = []
            for col_idx in range(self.num_cols):
                ship_loc_value = self.our_ship_locations.read_grid(
                    row_idx, col_idx)
                opponent_guess_value = self.opponent_guesses.read_grid(
                    row_idx, col_idx)
                grid_symbol = " "
                if ship_loc_value != SHIP_LOCATION_EMPTY:
                    # check if opponent has struck our ship here:
                    if opponent_guess_value == LOCATION_GUESS_HIT:
                        # check if the ship is sunk
                        if self.check_ship_alive(
                                self.our_ship_locations,
                                self.opponent_guesses,
                                ship_loc_value,
                        ):
                            grid_symbol = "X"
                        else:
                            grid_symbol = "S"
                    else:
                        grid_symbol = str(ship_loc_value)
                else:
                    # check if opponent has missed here
                    if opponent_guess_value == LOCATION_GUESS_MISS:
                        grid_symbol = "."
                grid_row.append(grid_symbol)
            grid_symbols.append(grid_row)
        return grid_symbols

    def get_player_tracking_grid(self) -> List[List]:
        grid_symbols = []
        for row_idx in range(self.num_rows):
            grid_row = []
            for col_idx in range(self.num_cols):
                guess_value = self.our_guesses.read_grid(row_idx, col_idx)
                grid_symbol = " "
                if guess_value == LOCATION_GUESS_HIT:
                    # check if we struck a ship here:
                    ship_loc_value = self.opponent_ship_locations.read_grid(
                        row_idx, col_idx)
                    assert ship_loc_value != SHIP_LOCATION_EMPTY
                    # check if the ship is sunk
                    if self.check_ship_alive(
                            self.opponent_ship_locations,
                            self.our_guesses,
                            ship_loc_value,
                    ):
                        grid_symbol = "X"
                    else:
                        grid_symbol = "S"
                elif guess_value == LOCATION_GUESS_MISS:
                    grid_symbol = "."
                grid_row.append(grid_symbol)
            grid_symbols.append(grid_row)
        return grid_symbols

    def is_game_over(self):
        return self.any_ships_alive(
            self.our_ship_locations,
            self.opponent_guesses) or self.any_ships_alive(
                self.opponent_ship_locations, self.our_guesses)

    def attempt_strike(
        self,
        struck_locations_grid: GameGrid,
        strikers_guesses_grid: GameGrid,
        square_row_idx: int,
        square_col_idx: int,
    ) -> bool:
        """ Returns True if the guess hit a ship """
        # Did the guess hit a ship? (check struck_locations_grid)
        if (struck_locations_grid.read_grid(
                square_row_idx, square_col_idx) == SHIP_LOCATION_EMPTY):
            # The guess missed! (update strikers_guesses_grid with a miss)
            strikers_guesses_grid.update_grid(square_row_idx, square_col_idx,
                                              LOCATION_GUESS_MISS)
            return False

        # The guess hit! (update strikers_guesses_grid with a hit)
        strikers_guesses_grid.update_grid(square_row_idx, square_col_idx,
                                          LOCATION_GUESS_HIT)
        # Did the hit sink a ship? (check struck_locations_grid again)
        ship_that_was_hit = struck_locations_grid.read_grid(
            square_row_idx, square_col_idx)
        if not self.check_ship_alive(struck_locations_grid,
                                     strikers_guesses_grid, ship_that_was_hit):
            # The guess sunk an ship!
            # TODO update the struck player's alive ships

            # Did the guess end the game?
            if not self.any_ships_alive(struck_locations_grid,
                                        strikers_guesses_grid):
                print("game is now over!")
                self.is_game_over = True
        return True

    def call_square(self, square_row_idx: int, square_col_idx: int) -> bool:
        """ Returns True if the guess hit a ship """
        if self.is_my_turn:
            did_hit = self.attempt_strike(
                self.opponent_ship_locations,
                self.our_guesses,
                square_row_idx,
                square_col_idx,
            )
        else:
            did_hit = self.attempt_strike(
                self.our_ship_locations,
                self.opponent_guesses,
                square_row_idx,
                square_col_idx,
            )

        # if the guess missed, then the turn passes to the other player
        if not did_hit and not self.is_game_over:
            self.is_my_turn = not self.is_my_turn
        return did_hit