Exemple #1
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 def has_seven_of_hearts(self) -> bool:
     return Card(Mark.HEARTS, Value.SEVEN) in self.cards
Exemple #2
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sents_with_chunks = []
for sentence in sentences:
    sents_with_chunks.append([sentence, chunker.get_chunks(sentence)])

# Make a list of cards
translator = Translator()
cards = []
for sent in sents_with_chunks:
    whole_sentence = sent[0]
    # Here we iterate over the chunks for each sentence and create a card for each.
    for chunk in sent[1]:
        # check if suitable
        chunk_length = len(chunk.split(' '))
        if chunk_length >= 4 and chunk_length <= 8:
            cards.append(
                Card(whole_sentence, chunk, translator.get_translation(chunk),
                     chunker.get_labels(chunk)))

# Shuffle the cards
shuffle(cards)

# print("!!!!!!!!!!!!!!")
# print(sents_with_chunks[0])


def select_next_question(card, cards):
    '''
	This takes a card and a list of cards
	'''
    comp = Comparer()
    labels = card.labels
Exemple #3
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 def containsAce(self):
     return Card(1) in self.getCards()
Exemple #4
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 def test_ace_diamonds(self):
     card_test = Card(1, Suit.DIAMONDS)
     self.assertEqual("A♦", str(card_test))
root = tk.Tk()
HEIGHT = 500
WIDTH = 600

canvas = tk.Canvas(root, height = HEIGHT, width = WIDTH)
canvas.pack()

background_image = tk.PhotoImage(file='bg.png')
background_label = tk.Label(root, image=background_image)
background_label.place(relwidth=1, relheight=1)

button_confirm = tk.Button(root, text = "Confirm", command=confirm)
button_confirm.place(relx=0.45, rely=0.45, relwidth = 0.1, relheight=0.1)
button_cancel = tk.Button(root, text = "Cancel", command=cancel)
button_cancel.place(relx=0.65, rely=0.65, relwidth = 0.1, relheight=0.1)
hand = [Card("ATT"), Card("DOD")]
buttons = []
count = 0
def blitHand():
    global buttons
    isCardSelected = False
    for i in range(len(buttons)):
        buttons[i].place_forget()
    buttons = []
    for i in range(len(hand)):
        global count
        button = tk.Button(root, text = hand[i].full_name, command=lambda x=i:selectCard(x))
        buttons.append(button)
    for i in range(len(buttons)):
        buttons[i].place(relx=0.35+i*0.15, rely=0.7, relwidth=0.1, relheight=0.1)
Exemple #6
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 def test_ten_spades(self):
     card_test = Card(10, Suit.SPADES)
     self.assertEqual("T♠", str(card_test))
Exemple #7
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 def test_queen_spades(self):
     card_test = Card(12, Suit.SPADES)
     self.assertEqual("Q♠", str(card_test))
Exemple #8
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def create_card(name):
    return Card(name, "cards/" + name + "/data.json")
Exemple #9
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 def generate(self):
     for i in range(1, 14):
         for j in range(4):
             self.cards.append(Card(i, j))
Exemple #10
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 def __init__(self, user_names):
     #self.__players = [PcPlayer(Card(), 'ddd'), PcPlayer(Card()),PcPlayer(Card(), 'player 1'), PcPlayer(Card(), 'player 2')]
     self.__players = [PcPlayer(Card())]
     for user_name in user_names:
         self.__players.append(UserPlayer(user_name, Card()))
     self.__arbiter = Arbiter(self.__players)
Exemple #11
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 def __init__(self):
     self.cards = []
     for suit in range(4):
         for rank in range(1, 14):
             card = Card(suit, rank)
             self.cards.append(card)
Exemple #12
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 def populate(self):
     suits = ["hearts", "clubs", "diamonds", "spades"]
     numbers = [str(n) for n in range(2, 11)] + ["J", "Q", "K", "A"]
     self._cards = [Card(suit, num) for suit in suits for num in numbers]
Exemple #13
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 def reset_decks(self):
     self._decks = [Card(i) for i in range(NUM_CARDS)] * self._num_decks
     self.shuffle()
Exemple #14
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 def __init__(self):
     self._cards = [ ]
     for suit in ["C", "D", "H", "S"]:
         for rank in range(2, 15):
             self._cards.append(Card(rank, suit))
Exemple #15
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 def test_two_clubs(self):
     card_test = Card(2, Suit.CLUBS)
     self.assertEqual("2♣", str(card_test))
Exemple #16
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 def __init__(self):
     for suit in Card.suits:
         for value in Card.values:
             self.deck.append(Card(Card.values[value], suit, value))
Exemple #17
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 def test_nine_hearts(self):
     card_test = Card(9, Suit.HEARTS)
     self.assertEqual("9♥", str(card_test))
Exemple #18
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 def test_length(self):
     self.assertEqual(len(Pile()), len(Value) * len(Suit))
     self.assertEqual(len(Pile([])), 0)
     self.assertEqual(len(Pile([Card(Value.TWO, Suit.SPADES)])), 1)
Exemple #19
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 def test_jack_spades(self):
     card_test = Card(11, Suit.SPADES)
     self.assertEqual("J♠", str(card_test))
Exemple #20
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 def _init_powerups():
     stack = Stack()
     nums = [1, 2, 3, 4, 5]
     for _ in range(100):
         stack.push(Card(random.choice(nums)))
     return stack
Exemple #21
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 def test_king_spades(self):
     card_test = Card(13, Suit.SPADES)
     self.assertEqual("K♠", str(card_test))
from card import Card
from double_linked_list import DoublyLinkedList

list = DoublyLinkedList()

valid_rank = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K']
valid_suit = ['Diamond', "Club", "Heart", "Spade"]

for s in valid_suit:
    for r in valid_rank:
        list.insert_at_end(Card(s, r))
        list.display_list(list.head)
element = Card('Diamond', '8')
list.find_node(element)
Exemple #23
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 def setUp(self):
     self.card = Card(Colour.RED, 10)
Exemple #24
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    cards = Cards()

    for c in cardsList:
        if c in constants.pokerNames:
            cards.add(Card(c))
        else:
            return None

    cards.sort()
    return cards


if __name__ == '__main__':

    a = Card('3')
    b = Card('4')
    c = Card('5')
    d = Card('6')

    e = Card('7')
    f = Card('8')
    g = Card('9')
    h = Card('10')

    cs = Cards()
    cs.add(b)
    cs.add(a)
    cs.add(c)
    cs.add(d)
    print(cs)
Exemple #25
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 def it_should_have_a_value_and_a_suit(self):
     card = Card('J', 'spades')
     card.value | should | equal_to('J')
     card.suit | should | equal_to('spades')
Exemple #26
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 def __init__(self):
     self.cards = [Card(rank, suit) for rank in Rank for suit in Suit]
Exemple #27
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 def _create_deck(self):
     self.deck = list()
     for suit in SUIT:
         for rank in RANK:
             self.deck.append(Card(suit, rank))
     return self.deck
Exemple #28
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def dict_to_card(d):
    return Card(Symbol[d['symbol']], Rank[d['rank']])
Exemple #29
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 def softSum(self):
     return sum(
         [card.bjValue() for card in self.getCards() if card != Card(1)])
Exemple #30
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 def skill_using(self, hero, enemy_hero=None):
     is_use = True
     if hero.hero_class == 'warrior':
         hero.armor += 2
         print("英雄技能:全副武装")
     elif hero.hero_class == 'hunter':
         if enemy_hero.armor > 2:
             enemy_hero.armor -= 2
         elif enemy_hero.armor <= 2:
             enemy_hero.remain_health -= (2 - enemy_hero.armor)
             enemy_hero.armor = 0
         print("英雄技能:稳固射击")
     elif hero.hero_class == 'warlock':
         self.draw_card()
         if hero.armor > 2:
             hero.armor -= 2
         elif hero.armor <= 2:
             hero.remain_health -= (2 - hero.armor)
             hero.armor = 0
         print("英雄技能:生命分流")
     elif hero.hero_class == 'pastor':
         if self.myturn:
             world = [self.enemyhero] + self.enemyworldcards + [
                 self.myhero
             ] + self.myworldcards
         else:
             world = [self.enemyhero] + self.enemyworldcards
         for i in range(len(world)):
             print("{0}-{1}({2}-{3}".format(i + 1, world[i].name,
                                            world[i].damage,
                                            world[i].remain_health),
                   end='')
             if world[i].armor > 0:
                 print("[{0}]".format(world[i].armor), end='')
             print("/{0})".format(world[i].health), end=' ')
         print('')
         if self.myturn:
             choose_num = choose_object_num(world, "请选择加血对象序号:")
         else:
             choose_num = -1
             for i in range(len(world)):
                 if world[i].remain_health != world[i].health:
                     choose_num = i + 1
                     break
         if choose_num == -1:
             print("己方没有受伤单位!")
             is_use = False
         else:
             if not self.myturn:
                 print(">>>>>>>目标序号:{0}".format(choose_num))
             world[choose_num - 1].add_health(2)
             print("英雄技能:次级治疗术->{0}".format(world[choose_num - 1].name))
             print("{0}-{1}({2}-{3}/{4})".format(
                 choose_num, world[choose_num - 1].name,
                 world[choose_num - 1].damage,
                 world[choose_num - 1].remain_health,
                 world[choose_num - 1].health))
     elif hero.hero_class == 'mage':
         if self.myturn:
             world = [self.enemyhero] + self.enemyworldcards + [
                 self.myhero
             ] + self.myworldcards
         else:
             world = [self.myhero] + self.myworldcards
         for i in range(len(world)):
             print("{0}-{1}({2}-{3}".format(i + 1, world[i].name,
                                            world[i].damage,
                                            world[i].remain_health),
                   end='')
             if world[i].armor > 0:
                 print("[{0}]".format(world[i].armor), end='')
             print("/{0})".format(world[i].health), end=' ')
         print('')
         if self.myturn:
             choose_num = choose_object_num(world, "请选择火焰冲击对象序号:")
         else:
             choose_num = -1
             for i in range(len(world)):
                 if world[i].remain_health == 1:
                     choose_num = i + 1
                     break
             if choose_num == -1:
                 choose_num = randint(1, len(world))
             print(">>>>>>>目标序号:{0}".format(choose_num))
         world[choose_num - 1].reduce(1)
         print("英雄技能:火焰冲击->{0}".format(world[choose_num - 1].name))
         world[choose_num - 1].show()
     elif hero.hero_class == 'roguer':
         hero.weapon_damage = 1
         hero.weapon_durability = 2
         print("英雄技能:匕首精通")
     elif hero.hero_class == 'druid':
         hero.hero_damage += 1
         hero.armor += 1
         print("英雄技能:变形")
     elif hero.hero_class == 'knight':
         soldier = Card('白银新兵', '', '', 1, 1, 1)
         if self.myturn:
             if len(self.myworldcards) < 7:
                 print("英雄技能:援军")
                 self.myworldcards.append(soldier)
             else:
                 is_use = False
         if not self.myturn:
             if len(self.enemyworldcards) < 7:
                 print("英雄技能:援军")
                 self.enemyworldcards.append(soldier)
             else:
                 is_use = False
     elif hero.hero_class == 'shaman':
         if self.myturn:
             if len(self.myworldcards) < 7 and len(self.myhero.totem) > 0:
                 random_index = randint(0, len(self.myhero.totem) - 1)
                 self.myworldcards.append(self.myhero.totem[random_index])
                 print("英雄技能:{0}".format(
                     self.myhero.totem[random_index].name))
                 self.myhero.totem.remove(self.myhero.totem[random_index])
             else:
                 is_use = False
         if not self.myturn:
             if len(self.enemyworldcards) < 7 and len(
                     self.enemyhero.totem) > 0:
                 random_index = randint(0, len(self.enemyhero.totem) - 1)
                 self.enemyworldcards.append(
                     self.enemyhero.totem[random_index])
                 print("英雄技能:{0}".format(
                     self.enemyhero.totem[random_index].name))
                 self.enemyhero.totem.remove(
                     self.enemyhero.totem[random_index])
             else:
                 is_use = False
     return is_use