def genRandDestination(): users = cm.user.objects.all() if users: randomUser = randomChoice(users) randomPretendAccountType = randomChoice(pretendAccountTypes) randomUser.addRecievingAccount(randomPretendAccountType) print("{} - destination added".format(randomUser.destination_set.last()))
def replace(self, value): if isinstance(value, list): for index in range(0, len(value)): if isinstance(value[index], str): while -1 != value[index].find("*"): value[index] = value[index].replace( "*", randomChoice(self.passData), 1) while -1 != value[index].find("$"): value[index] = value[index].replace( "$", randomChoice(self.passData_num), 1) elif isinstance(value[index], dict): self.radom_replace(value[index]) else: pass elif isinstance(value, (int, float)): pass return value elif value is None: pass return value elif isinstance(value, dict): self.radom_replace(value) else: while -1 != value.find("*"): value = value.replace("*", randomChoice(self.passData), 1) while -1 != value.find("$"): value = value.replace("$", randomChoice(self.passData_num), 1) return value
def genRandSource(): users = cm.user.objects.all() if users: randomUser = randomChoice(users) randomPretendAccountType = randomChoice(pretendAccountTypes) randomUser.addGivingAccount(randomPretendAccountType) print("{} - source added".format(randomUser.source_set.last()))
def plot_random_faces(dataSetPath, jsonLabelsPath, numberToDisplay): fig = plt.figure(figsize=(20, 20)) rows = floor(numberToDisplay / 5) + 1 colums = 4 with open(jsonLabelsPath) as jsonLabelFile: jsonData = jsonLoad(jsonLabelFile) dirs = [ dir for dir in listdir(dataSetPath) if path.isdir(path.join(dataSetPath, dir)) ] for i in range(numberToDisplay): # getting random dir for dictionary randomDir = randomChoice(dirs) dirPath = path.join(dataSetPath, randomDir) # getting files from randomed dir, then getting random file files = [ file for file in listdir(dirPath) if path.isfile(path.join(dirPath, file)) and file.endswith(".jpg") ] randomFile = randomChoice(files) img = plt.imread(path.join(dirPath, randomFile)) fig.add_subplot(rows, colums, i + 1).axis("Off") plt.imshow(img) # getting correct label for randomed file fx = jsonData[randomDir][randomFile]["x"] fy = jsonData[randomDir][randomFile]["y"] plt.scatter(x=[fx], y=[fy], c="r", s=5) plt.show()
def handle(self, *args, **kwargs): ## These are functions below that modify the ## network in some way. Hopefully self explanitory. doables = [genRandUser, genRandChannel, genRandDestination, genRandSource, ] for i in range(0,kwargs['iterations']): print(i) randomChoice(doables)()
def getpwd(len): password = [] for i in range(0,int(len)): password.append(randomChoice(passData)) password.append(randomChoice(passData1)) password.append(randomChoice(passData2)) password.append(randomChoice(passData3)) x = 0 p = '' while x != int(len): p = p + str(password[x]) x += 1 return p
def radom_replace_sum(self, json_params): if isinstance(json_params, dict): self.json_params = self.radom_replace(json_params) else: while -1 != json_params.find("*"): json_params = json_params.replace("*", randomChoice(self.passData), 1) while -1 != json_params.find("$"): json_params = json_params.replace( "$", randomChoice(self.passData_num), 1) self.json_params = json_params return self.json_params
def stringKeyGenerator(length=16, use_alpha=False): key_set = '0123456789' if use_alpha: key_set = '0123456789ABCDEF' return ''.join(randomChoice(key_set) for x in range (length))
def genpwd(): password = [] number = 2 count = 0 while count != number: password.append(randomChoice(passData)) password.append(randomChoice(passData1)) password.append(randomChoice(passData2)) password.append(randomChoice(passData3)) count += 1 x = 0 p = '' while x != len(password): p = p + str(password[x]) x += 1 #print(p) return p
def chooseAction(epsilone, curr_state_idx, queue_model, Q): possible_jobs = queue_model.states_dict[curr_state_idx].jobs tmp = Q[curr_state_idx, possible_jobs] best_action = possible_jobs[np.argmin(Q[curr_state_idx, possible_jobs])] chosen_action = randomChoice( possible_jobs) if random() < epsilone else best_action return chosen_action, best_action
def __init__(self, language="english", max_wrong=5): self.max_wrong = max_wrong self.language = language.lower().strip() with open("./dictionaries/{}.txt".format(self.language)) as f: wordList = f.readlines() self.answer = randomChoice(wordList).upper().strip() self.blanks = ''.join(["_ "] * len(self.answer)).strip() self.guesses = set() self.wrong = frozenset(list(validLetters)).difference(list( self.answer))
def genpwd(): if get_management_configuration(): pwdlengt = get_management_configuration()['lengthpwd'] else: pwdlengt = 4 password = [] password.append(randomChoice(passData)) password.append(randomChoice(passData1)) password.append(randomChoice(passData2)) password.append(randomChoice(passData3)) for i in range(int(pwdlengt) - 4): password.append(randomChoice(seed)) salt = ''.join(password) # x = 0 # p = '' # while x != len(password): # p = p + str(password[x]) # x += 1 return salt
def generate(number): """Generate a random password, with the characters from characterlist """ password = [] number = int(number) count = 0 while count != number: password.append(randomChoice(characters)) count += 1 #Turn password list into string and return return ''.join(password)
def createRandomString(amount, chars, string=""): # Function to create a random string # Inputs: # amount = integer | Defines the target length of the random string # chars = string | Defines the useable characters for the random string for i in range(charAmount): string += randomChoice(useableChars) return string
def generate_answer(text): # NLU intent = get_intent(text) if intent is not None: return randomChoice(BOT_CONFIG['intents'][intent]['responses']) # Generative model get_random_answer = generate_random_answer(text) if get_random_answer is not None: return get_random_answer # Return failure phrase return get_failure_phrase()
def compumoved(Board,currentPMark,otherPMark): moveOrigins = [] moveDests = [] for square in Board: if Board[square] == ' ': moveDests.append(square) elif Board[square] == currentPMark: moveOrigins.append(square) else: pass corners1 = {1,9} corners2 = {3,7} while True: moveOrigin = randomChoice(moveOrigins) moveDest = randomChoice(moveDests) moveSpace = moveDest - moveOrigin cornerJumps = {moveOrigin,moveDest} == corners1 or {moveOrigin,moveDest} == corners2 normalJumps = (abs(moveSpace) == 6 or abs(moveSpace) == 2) and moveOrigin != 5 ambitious = abs(moveSpace) == 7 or abs(moveSpace) == 5 if ambitious: continue elif (normalJumps or cornerJumps) and Board[(moveDest + moveOrigin)/2] == otherPMark: continue else: Board[moveDest] = currentPMark Board[moveOrigin] = " " break del(corners1,corners2) return moveOrigin
def transformText(text): new_text = "" # Prüfe jeden Buchstaben for letter in text: # Prüfe ob Buchstabe in Umwandlungstabelle vorhanden ist if letter in transformations.keys() and len( transformations[letter]) > 0: # Wähle eineen zufälliges Zeichen für den Buchstabem aus der Umwandlungstabelle new_text += randomChoice(transformations[letter]) else: # Ist kein Zeichen für den Buchstaben vorhanden, lasse diesen stehen. new_text += letter return new_text
async def _launch(self): await channelSend("MATCH_INIT", self.__id, " ".join(self.playerPings)) self.__accounts = AccountHander(self) self.__mapSelector = MapSelection(self) for i in range(len(self.__teams)): self.__teams[i] = Team(i, f"Team {i+1}", self) key = randomChoice(list(self.__players)) self.__teams[i].addPlayer(TeamCaptain, self.__players.pop(key)) self.__teams[0].captain.isTurn = True self.__status = MatchStatus.IS_PICKING await channelSend("MATCH_SHOW_PICKS", self.__id, self.__teams[0].captain.mention, match=self)
def gen(number): password = [] number = int(number) count = 0 print "\nGenerating password..." while count != number: password.append(randomChoice(passData)) count += 1 x = 0 p = '' while x != len(password): p = p + str(password[x]) x += 1 print "Password generated.", print "Here's your %s character password. Note that there may be spaces: %s" % (len(password), p)
def getNewName(length): picList = [] choiceData = [ 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0' ] count = 0 while count != length: picList.append(randomChoice(choiceData)) count += 1 picNewName = string.join(picList).replace(" ", "") return picNewName
def gen(number): password = [] number = int(number) count = 0 print "\nGenerating password..." while count != number: password.append(randomChoice(passData)) count += 1 x = 0 p = '' while x != len(password): p = p + str(password[x]) x += 1 print "Password generated.", print "Here's your %s character password. Note that there may be spaces: %s" % ( len(password), p)
def start(self): # Starts the Game self.clearScreen() print(""" █▀▀ █░░ █▀▀ █░░█ █▀▀ ░▀░ █▀▀ █▀▀ █░█ █▀▀█ █▀▀█ █▀▀ █▀▀ █▀▀ █▀▀ █░░ █▀▀ █░░█ ▀▀█ ▀█▀ ▀▀█ █▀▀ ▄▀▄ █░░█ █▄▄▀ █▀▀ ▀▀█ ▀▀█ ▀▀▀ ▀▀▀ ▀▀▀ ░▀▀▀ ▀▀▀ ▀▀▀ ▀▀▀ ▀▀▀ ▀░▀ █▀▀▀ ▀░▀▀ ▀▀▀ ▀▀▀ ▀▀▀ """) print("©2018 Matt Fan") print( "\nThanks for playing my game! Eleusis is a game designed by Robert Abbott in 1956, where there's a secret rule, and players take turns placing cards onto a MAIN LINE that they think obey that rule." ) print( "My implementation is a streamlined, multi-player version (based on Eleusis Express variant) where players take turns placing cards to match a rule that's procedurally generated at the beginning of the round." ) print("More info in the README. Enjoy!\n") print( "First, let's figure out who's playing. One at a time, have each player type their name below." ) players = [] addingPlayers = True while addingPlayers: playerName = input("Name: ") if playerName not in players: players.append(playerName) else: print('Sorry, that name is already taken.') makingChoice = True while makingChoice: choice = input('Do you want to add another player? (y/n)') if choice == 'y' or choice == 'Y': makingChoice = False elif choice == 'n' or choice == 'N': makingChoice = False addingPlayers = False else: print("I didn't recognize that command.") print("Great! Let's get started!") self.players = Players(players) self.initializeRound(randomChoice( self.rules)) # recursively calls new rounds until players quit self.clearScreen() print('\nThanks for playing Eleusis!') # exit program sleep(2)
def _createWarpEffectEmitter(self) -> Emitter: """ Random particle textures """ texture0 = self._warpEffectTextures[0] texture2 = self._warpEffectTextures[2] e: Emitter = Emitter( center_xy=self._centerPosition, emit_controller=EmitterIntervalWithTime(DEFAULT_EMIT_INTERVAL, DEFAULT_EMIT_DURATION), particle_factory=lambda emitter: LifetimeParticle( filename_or_texture=randomChoice((texture0, texture2)), change_xy=rand_on_circle((0.0, 0.0), PARTICLE_SPEED_FAST), lifetime=DEFAULT_PARTICLE_LIFETIME, scale=DEFAULT_SCALE ) ) return e
def compquick(): # general loop for quick match game mode while True: # player one loop + error catching while True: player_one = input("Play rock, paper, or scissors: ").lower() if player_one == "leave": # forcequit in quick match mode player one input print("The programme will finish now.") quit() elif player_one != "rock" and player_one != "scissors" and player_one != "paper": print("Oops! Try again!") continue else: break # computer loop + error catching player_two = randomChoice(["rock", "paper", "scissors"]) print("Computer played", player_two, "!") # general loop victory conditions + messages if player_one == "rock" and player_two == "paper": print("Paper beats rock! Computer won.") break if player_one == "rock" and player_two == "scissors": print("Rock beats scissors! You won.") break if player_one == "paper" and player_two == "rock": print("Paper beats rock! You won.") break if player_one == "paper" and player_two == "scissors": print("Scissors beat paper! Computer won.") break if player_one == "scissors" and player_two == "rock": print("Rock beats scissors! Computer won.") break if player_one == "scissors" and player_two == "paper": print("Scissors beat paper! You won.") break if player_one == player_two: print("It's a draw!") break
def initializeRound(self, rule): self.roundActive = True self.winner = None self.rule = rule self.deck = Deck( int(len(self.players) * self.STARTING_HAND_SIZE / 40) + 1) # Determine how many decks to fold in to start self.line = Line() Rule.setLine(self.line) for player in self.players: player.hand = Hand() for n in range(0, self.STARTING_HAND_SIZE): player.hand.addCard(self.deck.deal()) self.line.addToMain(self.deck.deal()) while True: # Keep cycling player turns until someone wins self.playTurn(self.players.nextPlayer()) if self.roundActive == False: self.clearScreen() print( f"\n{self.winner.name} has WON this round!\nThe rule was {self.rule.name}\n" ) print('Cumulative scores for the entire game:') ranked = sorted(self.players.getPlayers(), key=lambda k: k.score, reverse=True) for player in ranked: print(f" {player.name} : {player.score}") print( f"\n{ranked[0].name} is leading for the game, with {ranked[0].score} points\n" ) makingChoice = True while makingChoice: choice = input('Do you want to play another round? (y/n)') if choice == 'y' or choice == 'Y': self.initializeRound(randomChoice( self.rules)) # Call a new round. makingChoice = False # Otherwise, exit. elif choice == 'n' or choice == 'N': return None else: print("I didn't recognize that command.") return None
#!/bin/env python from random import choice as randomChoice from time import sleep from subprocess import call notes = ['A', 'B', 'C', 'D', 'E', 'F', 'G'] noteMods = ['sharp', 'flat'] while True: note = randomChoice(notes) mod = randomChoice(noteMods) if randomChoice([True, False]): note = "%s-%s" % (note, mod) call(['say', note]) sleep(3)
def compround(): # general loop in normal game mode round rc = 1 # round counter plonesc = 0 # player one score pltwosc = 0 # player one score print( "If you want to finish and get results before completing all rounds, type 'get results'." ) # info about early results while True: # player one loop + error catching if rc > usr_round_nmb: break while True: while True: print("Round", rc) # print round number player_one = input( "Play rock, paper, or scissors: ").lower() if player_one == "get results": # break if early results requested break if player_one == "leave": # forcequit in normal game mode player one input print("The programme will finish now.") quit() if player_one != "rock" and player_one != "scissors" and player_one != "paper": print("Oops! Try again!") continue else: break # go straight to results, ignore computer if player_one == "get results": break # computer loop + error catching player_two = randomChoice(["rock", "paper", "scissors"]) print("Computer played", player_two, "!") # general loop scoring conditions + messages if rc > usr_round_nmb or player_one == "Get results" or player_one == "get results": break if player_one == "rock" and player_two == "paper": print("Paper beats rock! Computer scores.") pltwosc += 1 # computer scores round break if player_one == "rock" and player_two == "scissors": print("Rock beats scissors! You score.") plonesc += 1 # you score round break if player_one == "paper" and player_two == "rock": print("Paper beats rock! You score.") plonesc += 1 break if player_one == "paper" and player_two == "scissors": print("Scissors beat paper! Computer scores.") pltwosc += 1 break if player_one == "scissors" and player_two == "rock": print("Rock beats scissors! Computer scores.") pltwosc += 1 break if player_one == "scissors" and player_two == "paper": print("Scissors beat paper! You score.") plonesc += 1 break if player_one == player_two: print("It's a draw! Nobody scores.") break return plonesc, pltwosc rc += 1 # increments round number # evaluate scores after all rounds if rc > usr_round_nmb or player_one == "Get results" or player_one == "get results": if plonesc > pltwosc: print("Congratulations! You won", str(plonesc), "to", str(pltwosc) + "!") elif pltwosc > plonesc: print("Tough luck! Computer won", str(pltwosc), "to", str(plonesc) + "!") else: print("You're both equally skilled. Draw!") break
for square in Board: if Board[square] == ' ': moveDests.append(square) elif Board[square] == currentPMark: moveOrigins.append(square) else: pass corners1 = {1, 9} corners2 = {3, 7} print('thinking...') while True: moveOrigin = randomChoice(moveOrigins) print('mvorig: ' + str(moveOrigin)) moveDest = randomChoice(moveDests) print('mvDst: ' + str(moveDest)) moveSpace = moveDest - moveOrigin cornerJumps = {moveOrigin, moveDest} == corners1 or {moveOrigin, moveDest } == corners2 print('cornerJumps: ' + str(cornerJumps)) normalJumps = abs(moveSpace) == 6 or abs(moveSpace) == 2 print('normalJumps: ' + str(normalJumps)) ambitious = abs(moveSpace) == 7 or abs(moveSpace) == 5 print('ambitious: ' + str(ambitious)) if ambitious: print('can\'t move this far!')
def get_failure_phrase(): return randomChoice(BOT_CONFIG['failure_phrases'])
def genId(length=7): return ''.join(randomChoice(ascii_lowercase) for _ in range(length))
def getCompMove(self): """Pseudo-randomly generates a computer move and stores it as _compMove""" if self._compMove is not None: raise GameSequenceError("Computer has already gone!") self._compMove = randomChoice([move for move in self.Moves])
def __randomDirection_(self) -> Direction: """ Returns: A random direction """ return randomChoice(list(Direction))
def generate(self) -> MazeProtocol: # start our maze generator in the top left of the maze start = XY(0, 0) # init positionsStack to a new empty stack of type int self.__positionsStack = Stack[int]() # Convert the `start` position to the same cell's index in the maze, and push to the positions stack self.__positionsStack.push( # get the index of the `start` posotion self.__maze.getIndexFromCoordinates(start)) # set the starting cell as visited self.__visitedOrNotCells[self.__positionsStack.peek()] = True # while the positions stack is not empty, so we automatically exit the loop when visited all cells and back at start while not self.__positionsStack.isEmpty(): randomCellChoice: Optional[int] = None # this loop tries to find a random cell to visit out of the unvisited neighbours of the current cell while randomCellChoice is None: # if we've ran out of positions to backtrack to, and therefore made the entire maze if self.__positionsStack.isEmpty(): break # get a list of unvisited adjacent cells neighbourCells = self.__maze.getNeighboursOfCell( # get the current position by peeking the stack. # don't pop because we want the item to remain on the stack, # so we can backtrach through it. self.__positionsStack.peek()) # Filter the neighbourCells by whether they've been visited or not # create a lambda to return whether or not a cell at index has been visited, but return the inverse because we are _filtering_ the cells! checkIsVisited: Callable[ [int], bool] = lambda cellIndex: not self.__visitedOrNotCells[ cellIndex] # …and filter the neighbourCells by this lambda, and put it into the list `unvisitedWalls` unvisitedWalls = list(filter(checkIsVisited, neighbourCells)) # check that there are unvisited walls if len(unvisitedWalls) > 0: # choose a random wall randomCellChoice = randomChoice(unvisitedWalls) # set the next cell to visited self.__visitedOrNotCells[randomCellChoice] = True else: # all the cells here have been visited # so back up to the last cell, by popping the positionsStack self.__positionsStack.pop() # if the cell hasn't been chosen, and therefore we've explored the whole maze if randomCellChoice is None: # break so we can return the completed maze break # carve a passage through to the adjacent cell self.__maze.removeWallBetween( cellAIndex=self.__positionsStack.peek(), cellBIndex=randomCellChoice, ) # push the choice to the positionsStack so it is our next one self.__positionsStack.push(randomCellChoice) return self.__maze