Exemple #1
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def combat (player, enemy):
    player_damage = random.range(*WEAPONS[player['weapon']])
    enemy_damage = random.range(*enemy['attack'])

    player_win = player_damage > enemy['health']
    enemy_win= enemy_damage  > player['health']

    return player_damage, player_win , enemy_damage, enemy_win
Exemple #2
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    def road(self):
        """ Faut qu'il donne la position de toute les cases du chemin gagnant,
		la position de MacGyver,
		la position de l'objectif intermeidaire,
		et la position de l'objectif final """

        start = (random.range(15), random.range(15))

        actual_position = start

        road_finish = False

        goal_middle_placed = False

        while road_finish != True:
            """ --- old model ---
			future_position = random(								# random x for this :
			( actual_position[0] - 1 , actual_position[1] + 0 ) ,	# 	 [X]
			( actual_position[0] + 1 , actual_position[1] + 0 ) ,	# [X][O][X]
			( actual_position[0] + 0 , actual_position[1] + 1 ) ,	#    [X]
			( actual_position[0] + 0 , actual_position[1] - 1 ) )	# (O actual_position)
			"""

            direction = random.random(  # random x like this :
                (+1, +0),  # 	 [X]
                (-1, +0),  # [X][O][X]
                (+0, +1),  #    [X]
                (+0, -1))  # (O actual_position)

            future_position = (actual_position[0] + direction[0],
                               actual_position[1] + direction[1])

            if check_point_in_grid(future_position):

                range = random.range(2, 4)

                future_position = (actual_position[0] + direction[0] * range,
                                   actual_position[1] + direction[1] * range)

                if check_point_in_grid(future_position):

                    actual_position = future_position

                    # fonction qui retien le tracé ( append(actual_postion) jusqu'a future_position)

                    if random.range(6) > 3:

                        if not goal_middle_placed:

                            # case = middle_goal here define = actual position

                            goal_middle_placed = True

                        else:

                            # case = final_goal here define = actual position

                            road_finish = True
Exemple #3
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def randomHoles(grid,holeCount=30,seed=-1):
	if seed == -1:
		random.seed()
	else:
		random.seed(seed)
	for hole in range(holeCount - 1):
		curTile = grid.nodes[random.range(0,grid.width-1)][random.range(0,grid.height-1)]
		hole = rand.range(4-1)

		while len(curTile.neighbors) < hole:
			hole = rand.range(4-1)

		curTile.makeHole(hole)
def move(
    my_history,
    their_history,
    my_score,
    their_score,
):
    ''' Arguments accepted: my_history, their_history are strings.
    my_score, their_score are ints.
    
    Make my move.
    Returns 'c' or 'b'. 
    '''
    answerChecker(their_history, colludeNumber, betrayNumber)
    if len(my_history) < 5:
        return 'c'
    else:
        if (colludeNumber + 5 > betrayNumber):
            return 'c'
        elif (colludeNumber < betrayNumber + 5):
            return 'b'
        else:
            guesser = random.range(0, 1, 1)
            if (guesser == 0):
                return 'c'
            if (guesser == 1):
                return 'b'

    return 'c'
Exemple #5
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 def generaClave(self, alphabet):
     clave = ""
     for x in range(0, 4):
         x = random.range(len(self.alphabet))
         clave += alphabet[x]
     print(clave)
     return (clave)
Exemple #6
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    def _generateConsommateurs(self):
        """ exploite population pour remplir le terrain 
        s'assure que obstacles et posObstacles sont conformes
        """
        if (self.obstacles > 0 and self.obstacles != len(self.__posObstacles)):
            self.__posObstacles = random.sample(range(self.__area),
                                                self.obstacles)

        if self.population == set([]): self.population = []
        pf = [1 for _ in range(self.firmes)]
        if self.clientPreference < 2: flag = True
        if self.clientPreference == 2: flag = False
        _c = []
        for x, i in self.population:
            _c.extend([
                x,
            ] * i)
        random.shuffle(_c)
        i = 0
        while i < self.__area:
            if i in self.__posObstacles:
                self.__terrain.append(None)
                i += 1
                continue
            klass = _c.pop()
            _0 = klass(self.clientCost, pf[:],
                       bool(random.range(2))\
                           if self.clientPreference == 3 else flag,
                           self.clientUtility, self.clientPM)
            self.__terrain.append(_0)
            i += 1
Exemple #7
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def new_game():
	global secret_number, low, high, guess_remaining
	secret_number = random.range(low,high)
	guess_remaining = int(math.ceil(math.log((high-low+1),2)))
	print " "
	print "New game. Range is from ", low + "to ", high
	print " Number of remaining guesses is", guess_remaining 
Exemple #8
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    def onUse(self,targetEntity):
        if self.cooldown > 0:
            return
        self.cooldown = speed
        targetEntity.hp-=random.range(damage,maxdamage)

        if targetEntity.hp <= 0:
            targetEntity.onDie()
Exemple #9
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def buildMaze(grid,seed=-1):
	if seed == -1:
		random.seed()
	else:
		random.seed(seed)
	side = random.range(1)
	cap = random.range(1)
	if cap == 1:
		startM = 0
	else:
		startM = grid.height - 1
	if side == 1:
		startN = 0
	else:
		startN = grid.width - 1
	curTile = grid.nodes[n][m]
	stack = []
	pathed = []
	stack.append(curTile)
	pathed.append(curTile)
	while len(stack) != 0:
		hasUnpathedNeighbor = False
		for neighbor in curTile.neighbors:
			if not neighbor in pathed:
				hasUnpathedNeighbor = True
		if hasUnpathedNeighbor:
			nextTile = random.range(len(curTile.neighbors)-1)
			while nextTile in pathed:
				nextTile = random.range(len(curTile.neighbors)-1)
			index = curTile.neighbors.index(nextTile)
			if index == 0:
				nextTile.addHole(2)
				curTile.addHole(0)
			elif index == 2:
				curTile.addHole(2)
				nextTile.addHole(0)
			elif index == 1:
				curTile.addHole(1)
				nextTile.addHole(3)
			elif index == 3:
				curTile.addHole(3)
				nextTile.addHole(3)
		else:
			curTile = pathed.pop(len(pathed)-1)
Exemple #10
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 def naive_match():
     Game_matcher.lock.acquire()
     r = len(Game_matcher.waiting_list)
     if r < 2:
         return
     t1 = random.range(r)
     c1 = Game_matcher.waiting_list.pop(t1)
     t2 = random.random(len(r - 1))
     c2 = Game_matcher.waiting_list.pop(t2)
     Game_matcher.lock.release()
     # outside the lock, since queue is already sync by python
     Game_matcher.matched_players.put([c1, c2])
Exemple #11
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    def restore(self, teamNum:int):
        if self.strength > 12 and self.strength < 18:
            randIncrease = random.range(1, 6)
            self.strength = self.strength + randIncrease

            if self.strength > 18:
                self.strength = 18
                print("Team %d Fighter: Vampire's strength has been restored to %d after the victory\n" % (teamNum, self.strength))
            else:
                print("Team %d Fighter: Vampire's strength has been restored to %d after the victory\n" % (teamNum, self.strength))

        elif self.strength < 13 and self.strength > 6:
            randIncrease = random.randrange(1, 6)
            self.strength = self.strength + randIncrease
            print("Team %d Fighter: Vampire's strength has been restored to %d after the victory\n" % (teamNum, self.strength))

        elif self.strength < 7 and self.strength > 0:
            randIncrease = random.range(1, 9)
            self.strength = self.strength + randIncrease

            print("Team %d Fighter: The vampires health was low after victory. After a blood feast his strength has been restored to %d\n" % (teamNum, self.strength))
Exemple #12
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def game_loop():
    global pause
    pygame.mixer.music.play(-1)
    x = display_width * 0.45
    y = display_height * 0.8
    x_change = 0

    thing_x = random.range(0,display_width)
    thing_y = -600
    thing_speed = 7
    thing_w = 100
    thing_h = 100
    
    gameExit = False
    while not gameExit:
        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_left:
                    x_change = -5
                if event.key == pygame.K_right:
                    x_change = 5 
                if event.key == py.game.K_p:
                    pause = True
                    paused () 
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_left or event.key == pygame.K_right:
                    x_change = 0



            print (event)
        pygame.display.update()
        clock.tick(60)
    x += x_change
    gamedisplay.fill(white)
    
    things (thing_x, thing_y,thing_w,thing_h, black)
    thing_y += thing_speed

    if x > display_width -car_width or x < 0 :
        crash()

    if thing_y > display_height:
        thing_y = 0 - thing_h
        thing_x = random.randrange(0,display_width)
    car (x,y)
Exemple #13
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def getRandomPipe():
    """
    Generate positions for two pipes (one bottom straight and one top rotated)
    for blitting in the screen
    """
    pipeHeight = GAME_SPRITES['pipe'][0].get_height()
    offset = SCREENHEIGHT/3
    y2 = offset + random.range(0,int(SCREENHEIGHT - GAME_SPRITES['base'].get_height() - 1.2 * offset))
    pipex = SCREENWIDTH + 10
    y1 = pipeHeight - y2 + offset
    pipe = [
        {'x': pipex, 'y': -y1}, #Upper Pipe
        {'x': pipey, 'y': y2}  #Lower Pipe

    ]
    return pipe
    def __init__(self, filas, columnas, territorio):
#Es una matriz con i filas y j columnas
        self.territorio=np.zeros(filas,columnas, dtype=int)
        """
Defino la distribucion inicial de los animales. Tengo tres opciones, que haya una presa,
que haya un predador, o que el espacio este vacio.
No voy a definir cantidades iguales de espacio vacio, presas y predadores.
El 50% del espacio va a estar vacio. El 30% van a ser presas, y el 20%Predadores.
    """
        for i in range (len(territorio)):
            for j in range(len(territorio[,:])):
                categ=random.range(1,10)
                if categ<=3:
                    self.territorio[i,j]="Presa"
                elif categ>5:
                    self.territorio[i,j]=0
                else:
                    self.territorio[i,j]="Predador"
def generation(population):
    #this vector will keep track of our fitness ratings
    scores = [0]*len(population)

    #every agent will play in up to this many games
    trialsLeft = 3

    matchupsBag = ShuffleBag(range(1,len(population)))

    while trialsLeft > 0:
        
        playerIndices = [matchupsBag.next(), matchupsBag.next(), \
                   matchupsBag.next()]
        
        (scores[playerIndices[0]],scores[playerIndices[1]],\
                scores[playerIndices[2]]) = \
                playGame(population[playerIndices[0]],\
                population[playerIndices[1]],population[playerIndices[2]])

        if len(matchupsBag.values) < 3:
            trialsLeft -= 1

    #now create new population based on scores
    #best individual automatically gets a pass
    newPopulation = population[scores.index(max(scores))]
    weightVectorLen = len(population[0])
    
    while len(newPopulation) < len(population):
        parentA = population[weighted_random(scores)]
        parentB = population[weighted_random(scores)]
        crossPoint = random.randrange(weightVectorLen)
        child = [parentA[0:crossPoint]].\
                             extend(parentB[crossPoint:weightVectorLen])
        while random.randrange(2) == 0:
            toMutate = random.range(weightVectorLen)
            child[toMutate] = max(0, child[toMutate] + random.gauss(0, 0.5))

        newPopulation.append(child)

    print("Generation Complete:")
    for child in newPopulation:
        print(child)

    return newPopulation
Exemple #16
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 async def askme(self, ctx):
     line_count = 0
     rownum = random.range(1, len(csv_reader))
     for row in csv_reader:
         if line_count == 0:
             await ctx.send(f'The quiz will be set up as ' + ''.join(row))
             line_count += 1
         elif line_count != rownum:
             line_count += 1
             continue
         else:
             await ctx.send(
                 f' The question is "{row[0]}" \n Is the answer  \n a) {row[1]}, \n b) {row[2]} \n c) {row[3]} \n d) {row[4]}.\n'
             )
             line_count += 1
             answer = input("Please enter a letter \n")
             if (answer.upper() == str(f'{row[5]}').upper()):
                 await ctx.send("Correct answer\n")
                 time.sleep(1)
             else:
                 await ctx.send(
                     f"Wrong answer.The correct answer is {row[5]} \n")
Exemple #17
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    def __getitem__(self, idx):
        label = Image.open(self.images_path[idx]).convert('RGB')

        label = label.rotate(self.random_rotate[random.randrange(0,4)])

        # randomly crop patch from training set
        crop_x = random.randint(0, label.width - self.patch_size)
        crop_y = random.randint(0, label.height - self.patch_size)
        label = label.crop((crop_x, crop_y, crop_x + self.patch_size, crop_y + self.patch_size))


        # additive jpeg noise
        buffer = io.BytesIO()
        label.save(buffer, format='jpeg', quality=random.range(self.jpeg_quality+1))

        input = Image.open(buffer).convert('RGB')

        if self.transforms is not None:
            input = self.transforms(input)
            label = self.transforms(label)

        return input, label
Exemple #18
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 def _gacha(self, size, lucksack=False):
     if lucksack:
         rates = []
         for rate_tup in self._gacha_rates:
             if category in ["6", "5sb", "5off"]:
                 rates.append((rate_tup[0], rate_tup[1] * 2))
             else:
                 rates.append(rate_tup)
     else:
         if random.range(10000) == 0:
             return [
                 "Nope, only <:salt:230150323069517824> here for you, kupo!"
             ]
         rates = self._gacha_rates
     result = []
     if size == 11:
         size -= 1
         g5 = weighted_choice(self._gacha_rates_g5)
         result.append(self._gacha_type_map[g5])
     for i in range(size):
         category = weighted_choice(rates)
         result.append(self._gacha_type_map[category])
     return result
Exemple #19
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    def hash():
        hset he name "小明"
        hset he age "年审"
        hset he name "喵喵"
        hgetall he
        hdel he age
        hget he name
        
if __name__ =="__main__":
   a= input("输入:")



input_data()


import time
import random
a = int(input("请输入百以内数字:"))
c= random.range(0,100)
while Ture:
    if a > c:
        print("你赢了结果是 %s" % a)
        time.sleep(2)
    elif a < c:
        print("我赢了结果是%s" % c)
        time.sleep(1)
    else:
        print('一样大结果是%s' % a)

Exemple #20
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def NavSystem():
	commdist = random.range(10, 100)
	return
Exemple #21
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def generateAccountNumber():
    return random.range(1111111111,9999999999)
Exemple #22
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 def instance_word(self):
     self.current_index = random.range(len(self.wordlist) - 1)
     self.current = self.wordlist[self.current_index]
     self.jumble_word = self.jumble(self.current)
Exemple #23
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def makeRandom():
    a = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
    for i in range(10):
        a[i] = random.range(100)
    return a
Exemple #24
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if# code:gbk
import random
total = 0
num = 0
num_1 = num//total
while total ==True:
    a = input()
    b = random.range(1,100)
    if a > b:
        print ’太大了‘
    if a < b:
        print '太小了'
     total += 0   
    else:
        print 'Bingo'
        num += 0
s = 0
if s > 1:
    cotinue
    s = '请问老师是这样提交的吗?'
    print s
    s = 0
    s += 0
    
Exemple #25
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def string_times_x(input_string, printing_number):
    i = 0
    while i < printing_number:
        input_string = random.range(input_string)
        sys.stdout.write(input_string)
        i = i + 1
Exemple #26
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def makeRandom2():
    a = [0] * 10
    for i in range(10):
        a[i] = random.range(100)
    return a
Exemple #27
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def d100():
    return random.range(100)
Exemple #28
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 def int rollDef():
     int valor = random.range(2,12)
     return valor
Exemple #29
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import time  # A
import random
x = (random.range(1, 100))

while x < 100:
    x = x + 20
    time.sleep(0.19)
    print(x)
    x = x + 12
    time.sleep(0.23)
    print(x)
    x = x + 4
    time.sleep(0.38)
    print(x)
    x = x + 70
    time.sleep(0.60)
    print(x)
    break
print("End of code")


def winScore():
    userName = input("Enter in you: ")
    print("Great job \n", userName)
    user_score = x


if x < 100:
    print("\nYour score is :", x)
    print("\nyou lose!\n")
else:
Exemple #30
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import random

class Vivi:
    def __init__(self, nome):
        self.nome=nome
        dano=0
        hp=9
   
      def int atackRapdo()
        int valor = random.range(1,3)
        return valor
    
    def int atackNomrl():
        int valor = random.range(1,5)
        return valor
  
    def int atackForte()
        int valor = random.range(1,9)
        return valor
    
    def int getDano():
        return dano 
    
    def String getPer():
        return per  
    
    def int rollDef():
        int valor = random.range(2,12)
        return valor
 
    def levarDano(int dano):
Exemple #31
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 def random_color(random):
     r = random.range(0, 256)
     g = random.range(0, 256)
     b = random.range(0, 256)
     return Color(r, g, b)
Exemple #32
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 def fn_range(self, pointer, tape, args):
     return random.range(args[0], args[1])
Exemple #33
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 def int atackNomrl():
     int valor = random.range(1,5)
     return valor
Exemple #34
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def chooseC(m):
    while (True):
        c = random.range(2, m)

        if (euclide(c, m) == 1):
            return c