async def word_quiz(words, limited=None): # Perform a test, to check they wrote them down # Return X if they cancel early. # Can just pick a subset # of words, with limited arg. wl = len(words) # 24 or 12, etc. if limited is not None: # truncate to some N randomly-selected words in the list # and always the last word order = list(range(wl-1)) shuffle(order) order = order[0:limited-1] order.append(wl-1) else: order = list(range(wl)) shuffle(order) for o in order: # always 3 choices: right answer, wrong from correct set, random word right = words[o] choices = [right] while 1: n = words[rng() % wl] if n in choices: continue choices.append(n) break while 1: n = tcc.bip39.lookup_nth(rng() % 0x800) if n in choices: continue choices.append(n) break while 1: shuffle(choices) msg = '\n'.join(' %d: %s' % (i+1, choices[i]) for i in range(3)) msg += '\n\nWhich word is right?\n\nX to give up, OK to see all the words again.' ch = await ux_show_story(msg, title='Word %d is?' % (o+1), escape='123', sensitive=True) if ch == 'x': # user abort return 'x' elif ch == 'y': await show_words(words) continue if ch in '123': n = ord(ch) - ord('1') if choices[n] == right: break await ux_dramatic_pause('Wrong!', 2) return
def encrypt_message(message, delta=rng(1, 5)): alphabet, encrypted = 'qwertzuiopasdfghjklyxcvbnm', '' for letter in message.upper(): encrypted += letter for i in range(delta): # Add delta amount of random letters behind each letter encrypted += alphabet[rng(0, len(alphabet) - 1)].upper() return encrypted
def file_generator(): for file_name in os.listdir(target_dir): if file_name.endswith('png'): os.remove(target_dir + '\\' + file_name) for i in range(50): # Erstelle 50 zufällig gefärbte Bilder mit der Grösse 500px x 500px new_image = Image.new('RGBA', (500, 500), (rng(0, 255), rng(0, 255), rng(0, 255))) new_image.save(target_dir + '\\picture' + str(i) + '.png')
def game_turn_seed(game_seed, game_turn, min=0, max=100): seed(game_seed) iteration = 0 while True: while iteration < game_turn: r_seed = rng(min, max) iteration += 1 r_seed = rng(min, max) yield r_seed
def shuffle_deck(): card_deck = gen_card_deck() rng_range = rng(50, 150) for i in range(rng_range): while True: random_1 = rng(0, len(card_deck) - 1) random_2 = rng(0, len(card_deck) - 1) if random_1 != random_2: break card_deck[random_1], card_deck[random_2] = card_deck[ random_2], card_deck[random_1] return card_deck
def get_content(current_seed): seed(current_seed) intros=[ ["You enter a dark cavern. ","Du betritts eine dunkle Kammer. ",{"luck":0.2,"gear_chance":-0.3, "danger":0.3}], ["There's a big mess here. Dirt and stones everywhere. ","Es herrscht ein totales Chaos hier. Dreck und Steine überall. ", {"luck":-0.5,"gear_chance":0.5, "danger":-0.2}], ["I see some light over there. I might check this!","Da drüben ist Licht! Ich sollte das untersuchen!",{"luck":0.5, "gear_chance":0.6}], ["It's an empty room. It doesn't look like there is something interesting here. ","Ein leerer Raum. Es sieht nicht so aus als wäre hier etwas. ",{"gear_chance":0.5}], ["There is a strange smell in this Room. Where does it come from? ","In diesem Raum riecht es sehr komisch. Woher könnte das kommen? ",{"luck":0.2,"gear_chance":-0.3, "danger":0.3}] # ["","",{}] ] random=rng(0,len(intros)-1) intro=intros[random] # items=[] room_items=[ ["There is a wooden chair with restraints in the middle of the room. ","Da ist ein hölzerner Stuhl mit angebrachten Fesseln in der mitte des Raums. ",{"danger":0.2,"gear_chance":0.4}], ["There is no furniture in this room. ","Es gibt keine Möbel in diesem Raum. ",{"luck":-0.4, "gear_chance":-1}], ["A dark wooden table is pushed away from the wall. Seems like someone was searching something behind. ","Ein dunkler hölzerner Tisch wurde von der Wand weggestossen. Sieht so aus als ob da jemand etwas gesucht hat. ",{"luck":-0.1, "danger":0.2, "gear_chance":0.5}], ["There is a weird looking book on the floor. ","Es liegt ein komisch aussehendes Buch auf dem Boden. ",{"luck":0.3,"gear_chance":-0.2}], ["A rusty old shelve is attached to the left wall of the room. ","Eine rostige Ablage ist an der linken Wand im Raum befestigt. ",{"luck":0.6,"gear_chance":0.7}] # ["","",{}], # ["","",{}] ] random=rng(0,len(room_items)-1) # items+=[room_items[random]] items=[room_items[random]] directions=[["left", "linken"], ["right", "rechten"]] choosable_directions=[directions[0][lang], directions[1][lang]] cnt=0 for direction in choosable_directions: doors=[ ["On the {} side is a door made of metal. ".format(direction),"Auf der {} Seite ist eine Tür aus metall. ".format(direction),{}], ["There is a wooden door on the {} side. ".format(direction),"{} befindet sich ein hölzernes Tor. ".format((direction.capitalize()).rstrip("en")+"s"),{}], ["A loud scratching noise comes from the {} door. Something wants to get out. ".format(direction),"Ein lautes Kratzen ist hinter der {} Tür zu hören. Etwas möchte da raus. ".format(direction),{}], ["On the {} side is a small inconspicuous door. ".format(direction),"Auf der {} Seite ist eine kleine unscheinbare Türe. ".format(direction),{}], ["Through the crack of the {} door a little light shines out. What could be behind it? ".format(direction),"Unter der {} Türe scheint etwas licht hervor. Was könnte dahinter sein? ".format(direction),{}], ["There is a door made out of glass on the {} side. It seems like there is nothing behind of it. ".format(direction),"Auf der {} Seite ist eine Türe aus Glas. Es scheint nichts dahiter zu sein. ".format(direction),{}] # ["","",{}] ] random=rng(0,len(doors)-1) if cnt == 0: left_door=doors[random] right_door=doors[random] cnt=1 else: while left_door == right_door: right_door=doors[random] random=rng(0,len(doors)-1) return intro, items, left_door, right_door
def rest(): global days global health global food health +=1 attack = rng(0,1) if attack == 0: food-=rng(50,150) print("You were robbed in the night and lost some food") days=-rng(2,5) else: food-=25 days-=1
def travel(): global days global dist global health global food trvdist = rng(100,250) damage = rng(0,1) if trvdist > 150 and damage == 1: print("Your wagon was damaged...") health-=1 dist -= trvdist days -= 1 food -= rng(50,100)
def numeric(md5_prefix): for i in range(max_tries_seq): if i % log_frequency == 0: print("--- ", i, " ---") s = string_prefix + str(rng(1, numeric_max_value)) numeric_worker_task(None, s, string_prefix, md5_prefix)
def randomString(stringLength=10): """Generate a random string of fixed length """ letters = alphabetic_characters s = "" for i in range(stringLength): s += letters[rng(0, len(letters) - 1)] return s
def rand_array_search(max_guesses): size = 1000 array_range = 100000 a = [] for i in range(0, size): a.append(rng(0, array_range)) search_int = a[rng(0, size - 1)] i = 0 while i < max_guesses: search_index = rng(0, size - 1) if a[search_index] == search_int: break i += 1 return i
def gen_num(): country_codes = [ "D", "E", "H", "J", "M", "N", "P", "R", "S", "T", "U", "V", "W", "X", "Y", "Z" ] random_serial_number = rng(10**9, 10**10 - 1) country_code = country_codes[rng(0, len(country_codes) - 1)] serial_number = str(ord(country_code) - 64) + str(random_serial_number) cross_sum = 0 for i in range(0, len(serial_number)): cross_sum += int(serial_number[i]) if 8 - cross_sum % 9 == 0: check_number = 9 else: check_number = 8 - cross_sum % 9 return country_code + str(random_serial_number) + str(check_number)
def rand_test(): i = 0 hits = [0] * 20 while i < 10000000: hits[rng(0, 19)] += 1 i += 1 print(hits)
def back_tracking_rand_start(self, num_queens): self.init_board() for i in range(0, num_queens): while True: if self.add_queen(i, rng(0, 7)): break self.back_tracking_rec(num_queens, 0)
def game(): goal = rng(1, maxcnt) for runde in range(rounds): try: if runde != 0: print('Du darfst noch', rounds - runde, 'mal raten.') global wahl wahl = int(input()) except ValueError: print('Das ist keine gültige Nummer!') continue if wahl < (goal / 2) or wahl > (goal * 2): print('Ganz weit weg!') elif wahl < (goal - 7) or wahl > (goal + 7): print('Es wird Wärmer!') elif wahl <= (goal - 2) or wahl >= (goal + 2): print('Es ist Warm!') elif wahl == (goal - 1) or wahl == (goal + 1): print('HEISS!') elif wahl == goal: print('Du hast meine Zahl erraten! Es war', str(goal) + '. \nDafür hast du nur', runde + 1, 'Runden gebraucht!') break else: print('Da ging was schief!') break try: if wahl != goal: print( 'Du hast es leider nicht geschafft. \nDie Zahl an welche ich gedacht habe ist', goal) except NameError: print('Offensichtlich willst du gar nicht spielen!')
def __init__(self): pygame.init() pygame.display.set_caption("Game Of Life v0.1") self.generation = 1 self.cell_arr = {} # Array with the cells and their states self.screen = pygame.display.set_mode(SCREEN_SIZE) self.board = pygame.Surface(BOARD_SIZE) self.board_bg = pygame.Surface(BOARD_BG_SIZE) self.text_surface = pygame.Surface(TEXT_SIZE) self.font = pygame.font.SysFont(FONTFACE, FONTSIZE) self.update_text() for nx, x in enumerate(range(0, BOARD_W, CELL_W)): for ny, y in enumerate(range(0, BOARD_H, CELL_H)): self.cell_arr[(nx, ny)] = self.create_cell(x, y, CELL_W, CELL_H, rng(0, 2)) self.screen.fill(BG_COLOR) self.board.fill(BORDER_COLOR) self.board_bg.fill(BORDER_COLOR) self.text_surface.fill(BG_COLOR) self.screen.blit(self.board_bg, BOARD_BG_POS) self.screen.blit(self.board, BOARD_POS) self.screen.blit(self.text_surface, TEXT_POS) pygame.display.flip()
def alphabetic(md5_prefix): for i in range(max_tries_seq): if i % log_frequency == 0: print("--- ", i, " ---") str_len = rng(7, alphabetic_max_length) s = string_prefix + randomString(str_len) alphabetic_worker_task(None, s, string_prefix, md5_prefix)
def getitem(): global message num=rng(1, maxrng)-1 message=(items[num]+' erhalten.') if items[num] not in inventory: inventory.setdefault(items[num], 1) else: inventory[items[num]]+=1
def randrange(seq): """ Yields random values from @seq until @seq is empty """ seq = seq.copy() choose = rng().choice remove = seq.remove for x in range(len(seq)): y = choose(seq) remove(y) yield y
def prime_test(divisors_to_try, prime_range): non_prime = gen_non_prime(prime_range) root = int(non_prime**(.5)) for i in range(0, divisors_to_try): if non_prime % rng(2, root) == 0: return False return True
def makeDungeon(numberOfCells): dungeon = [] stack = [] beginningCell = Cell([0, 0]) dungeon.append(beginningCell) while len(dungeon) < numberOfCells: stack = lookForOptions(dungeon, stack) newCell = Cell(stack.pop(rng(len(stack)))) dungeon.append(newCell) drawCells(dungeon, 15)
def alphabetic_parallel(md5_prefix): try: pool = ThreadPool(thread_pool_size) pool.schedule_tasks(*[ lambda: alphabetic_worker_task( pool, randomString(rng(1, alphabetic_max_length)), string_prefix, md5_prefix) for i in range(max_tries) ]) except: pool.stop()
def frageblock(): global fragebogen counter = 0 while len(fragebogen) != 5: r = rng(0, len(antworten) - 1) if antworten[r] not in fragebogen: fragebogen += [antworten[r]] counter += 1 shuffle(fragebogen) output() return
def output(): r2 = rng(0, 4) file.write(((' Frage ' + str(fragenummer) + ' ').center(100, '#')) + '\n') file.write((testfrage).center(100) + '\n') for i in range(len(fragebogen)): if i != r2: file.write(('[]'.rjust(20)) + ' ' + fragebogen[i] + '\n') else: file.write(('[x]'.rjust(20)) + ' ' + fragebogen[i] + '\n') file.write('\n\n\n') return
def hunt(): prey = input("What are you hunting for?\nBison | Rabbits | Deer | People") hunt = True while hunt == True: if prey.lower() == "people": print("Well that is unlawful.") loot = rng(100,200) global family global health if loot >= 170: victim = family[rng(1,len(family))] family = family.remove(victim) print("In the attack, "+str(victim)+" was found dead....") hunt = False elif prey.lower() == "bison": print("You spot some bison in the distance.") loot = rng(150,200) hunt = False elif prey.lower() == "rabbits": print("You find rabbit droppings nearby and set out some snares.") loot = rng(50,150) hunt = False elif prey.lower() == "deer": print("You spotted some deer in the distance.") loot = rng(100,150) hunt = False print("You loot "+str(loot)+" from your hunt.") global food food += loot if food >= 500: food = 500 global days days -=rng(2,5) return food
def numeric_parallel(md5_prefix): try: pool = ThreadPool(thread_pool_size) while 1: tasks = [ lambda: numeric_worker_task(pool, rng(1, numeric_max_value), string_prefix, md5_prefix) for i in range(max_tries) ] pool.schedule_tasks(*tasks) while not all([t.idle for t in pool.threads]): pass except: pool.stop()
return left, right def get_flag(password, p): p.send('\n') p.recvline() salt = p.recvline()[:-1].decode('hex') response = ph.combo_hash(salt, password, ph.h_list, ph.no_rounds) p.send(response.encode('hex') + '\n') print p.recvuntil('}') # interactive() quit() left_dict, right_dict = {}, {} seed = rng(102400) for i in range(seed, seed+1024): left, right = make_salt_halves(i) p.send(left + right + '\n') h = p.recvline()[:-1].decode('hex') right_plain = xor(h[32:44], h[-12:]) left_plain = xor(xor(h[:12], h[20:32]), left.decode('hex')) left_overlap = left_plain[-4:] right_overlap = right_plain[:4] left_dict[left_overlap] = left_plain right_dict[right_overlap] = right_plain
def game(screen, window_size, background_color, colors, gamemode, highscores_list): #objects speeds player_speed = 4 ball_speed = 4 ball_incremental_factor = 0.3 #game_over endgame = False #text_color_setup text_color = colors["white"] text_bg = colors["black"] #singleplayer vs multiplayer if gamemode == 0: enemy_speed = 3 else: enemy_speed = 4 #score_display player_score = 0 enemy_score = 0 #font score_font = Font('LCD.ttf', 42) #define fps clock = pygame.time.Clock() #game loop + object preset while True: #setting up scene #game happens in the sub loop #images & objects player = pygame.image.load("paddle.png") player_object = player.get_rect() player_object = player_object.move(100, 230) player_pos = [100, 230] ball = pygame.image.load("ball.png") ball_object = ball.get_rect() ball_object = ball_object.move(500, 290) ball_pos = [500, 290] enemy = pygame.image.load("paddle.png") enemy_object = enemy.get_rect() enemy_object = enemy_object.move(900, 230) enemy_pos = [900, 230] vertical_left_wall = pygame.image.load("vertical_wall.png") vertical_left_wall_object = vertical_left_wall.get_rect() vertical_left_wall_object = vertical_left_wall_object.move(0, 0) vertical_right_wall = pygame.image.load("vertical_wall.png") vertical_right_wall_object = vertical_right_wall.get_rect() vertical_right_wall_object = vertical_right_wall_object.move(999, 0) horizontal_up_wall = pygame.image.load("horizontal_wall.png") horizontal_up_wall_object = horizontal_up_wall.get_rect() horizontal_up_wall_object = horizontal_up_wall_object.move(0, 0) horizontal_down_wall = pygame.image.load("horizontal_wall.png") horizontal_down_wall_object = horizontal_down_wall.get_rect() horizontal_down_wall_object = horizontal_down_wall_object.move(0, 599) separator = pygame.image.load("separator.png") separator_object = separator.get_rect() separator_object = separator_object.move(499, 0) name_box = pygame.image.load("name_box.png") name_box_object = name_box.get_rect() name_box_object = name_box_object.move(300, 250) #text_name_settings text_color = colors["white"] text_bg = colors["black"] text_name_font = Font('LCD.ttf', 32) #text_name text_name = text_name_font.render("", True, text_color, text_bg) text_name_object = text_name.get_rect() text_name_object.center = (310, 260) #define_ball_start_velocity start_vel_rng = int(rng() * 100) if start_vel_rng % 4 == 0: #down right v> #takes 6 turns for the player to win (4-4-3) speed start_vel = ball_speed, ball_speed ball_mode = 0 elif start_vel_rng % 4 == 1: #up right ^> #takes 16 turns for the player to win (4-4-3) speed start_vel = ball_speed, -ball_speed ball_mode = 1 elif start_vel_rng % 4 == 2: #down left <v #takes 69 turns for the player to win (4-4-3) speed start_vel = -ball_speed, ball_speed ball_mode = 2 elif start_vel_rng % 4 == 3: #up left <^ #takes 59 turns for the player to win (4-4-3) speed start_vel = -ball_speed, -ball_speed ball_mode = 3 else: pass #reset_turn (turn is used for debug purposes) turn = 1 #debug #print("") #if ball_mode == 0: print("Starting ball direction: Down Right (v>)") #if ball_mode == 1: print("Starting ball direction: Up Right (^>)") #if ball_mode == 2: print("Starting ball direction: Down Left (<v)") #if ball_mode == 3: print("Starting ball direction: Up Left (<^)") #print("") #game loop while True: #set fps clock.tick(60) #fill_background_color screen.fill(background_color) #array of all keys pressed keys_pressed = pygame.key.get_pressed() #utility keys for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() if ((keys_pressed[pygame.K_RALT] or keys_pressed[pygame.K_LALT]) and keys_pressed[pygame.K_F4] ) or keys_pressed[pygame.K_ESCAPE]: sys.exit() #player_movement elif keys_pressed[pygame.K_w]: if not player_object.colliderect(horizontal_up_wall_object): player_object = player_object.move(0, -player_speed) elif keys_pressed[pygame.K_s]: if not player_object.colliderect(horizontal_down_wall_object): player_object = player_object.move(0, player_speed) #enemy_movement elif gamemode == 1: #multiplayer if keys_pressed[pygame.K_UP]: if not enemy_object.colliderect(horizontal_up_wall_object): enemy_object = enemy_object.move(0, -enemy_speed) elif keys_pressed[pygame.K_DOWN]: if not enemy_object.colliderect( horizontal_down_wall_object): enemy_object = enemy_object.move(0, enemy_speed) else: pass else: pass #ball_movement #collide_left_wall if ball_object.colliderect(vertical_left_wall_object): if gamemode == 2: endgame = True #endless enemy_score += 1 break #collide_right_wall if ball_object.colliderect(vertical_right_wall_object): player_score += 1 break #singleplayer or multiplayer game over if player_score == 7 or enemy_score == 7 and gamemode != 2: endgame = True break if ball_mode == 0: #down right v> if ball_object.colliderect(horizontal_down_wall_object): ball_mode = 1 if ball_object.colliderect(enemy_object): ball_mode = 2 #print("Turn: " + str(turn)) turn += 1 #increase ball speed for multiplayer if gamemode == 1: ball_speed += ball_incremental_factor #add point for endless if gamemode == 2: player_score += 1 #print(ball_speed) else: ball_object = ball_object.move(ball_speed, ball_speed) if gamemode == 0 or gamemode == 2: enemy_object = enemy_object.move(0, enemy_speed) #player_object = player_object.move(0, player_speed) #debug if ball_mode == 1: #up right ^> if ball_object.colliderect(horizontal_up_wall_object): ball_mode = 0 if ball_object.colliderect(enemy_object): ball_mode = 3 #print("Turn: " + str(turn)) turn += 1 #increase ball speed for multiplayer if gamemode == 1: ball_speed += ball_incremental_factor #add point for endless if gamemode == 2: player_score += 1 #print(ball_speed) else: ball_object = ball_object.move(ball_speed, -ball_speed) if gamemode == 0 or gamemode == 2: enemy_object = enemy_object.move(0, -enemy_speed) #player_object = player_object.move(0, -player_speed) #debug if ball_mode == 2: #down left <v if ball_object.colliderect(horizontal_down_wall_object): ball_mode = 3 if ball_object.colliderect(player_object): ball_mode = 0 #print("Turn: " + str(turn)) turn += 1 #increase ball speed for multiplayer if gamemode == 1: ball_speed += ball_incremental_factor #print(ball_speed) #debug else: ball_object = ball_object.move(-ball_speed, ball_speed) if gamemode == 0 or gamemode == 2: enemy_object = enemy_object.move(0, enemy_speed) #player_object = player_object.move(0, player_speed) #debug if ball_mode == 3: #up left <^ if ball_object.colliderect(horizontal_up_wall_object): ball_mode = 2 if ball_object.colliderect(player_object): ball_mode = 1 #print("Turn: " + str(turn)) turn += 1 #increase ball speed for multiplayer if gamemode == 1: ball_speed += ball_incremental_factor #print(ball_speed) #debug else: ball_object = ball_object.move(-ball_speed, -ball_speed) if gamemode == 0 or gamemode == 2: enemy_object = enemy_object.move(0, -enemy_speed) #player_object = player_object.move(0, -player_speed) #debug #score system #display_player_score player_score_display = score_font.render(str(player_score), True, text_color, text_bg) player_score_display_object = player_score_display.get_rect() player_score_display_object.center = (window_size[0] // 2 - 200, 75) #display_enemy_score enemy_score_display = score_font.render(str(enemy_score), True, text_color, text_bg) enemy_score_display_object = enemy_score_display.get_rect() enemy_score_display_object.center = (window_size[0] // 2 + 200, 75) #render UI elements screen.blit(separator, separator_object) screen.blit(player_score_display, player_score_display_object) if gamemode != 2: screen.blit(enemy_score_display, enemy_score_display_object) #render entities screen.blit(player, player_object) screen.blit(enemy, enemy_object) screen.blit(ball, ball_object) #render walls screen.blit(vertical_left_wall, vertical_left_wall_object) screen.blit(vertical_right_wall, vertical_right_wall_object) screen.blit(horizontal_up_wall, horizontal_up_wall_object) screen.blit(horizontal_down_wall, horizontal_down_wall_object) #pygame.display.update() pygame.display.flip() #out of game loop, inside setup loop if endgame == True: if gamemode != 2: break #end the game, return to menu #endless else: get_me_out = False #break while name = "" #final name cell = ["", "", ""] #name cells cell_index = 0 #cell index backspace = 0 #number of backspaces issued print(highscores_list) print("player score: " + str(player_score)) print("hs list: " + str(highscores_list[12][1])) #if the player is in top 10, do the thing if player_score >= int(highscores_list[12][1]): print("player score higher than least high score thing") while True: print("in while") for event in pygame.event.get(): print("in events for") #print(str(chr(event.key))) if event.type == pygame.KEYDOWN: if event.key == pygame.K_BACKSPACE: if cell_index != 0: backspace += 1 event_key = str(chr(event.key)) if cell_index == 0: if event_key >= 'a' and event_key <= 'z': cell[cell_index] = str( ord(event_key) - 32) cell_index += 1 if event_key >= 'A' and event_key <= 'Z': cell[cell_index] = event_key cell_index += 1 if cell_index == 1 or cell_index == 2: if event_key >= 'a' and event_key <= 'z': cell[cell_index] = str( ord(event_key) - 32) cell_index += 1 if event_key >= 'A' and event_key <= 'Z': cell[cell_index] = event_key cell_index += 1 if cell_index != 0 and backspace >= 1: backspace -= 1 cell_index -= 1 if event.key == 13 and cell_index == 3: get_me_out = True name += cell[0] + cell[1] + cell[2] break #break for loop text_name = text_name_font.render( name, True, text_color, text_bg) text_name_object = text_name.get_rect() #print name input box screen.blit(name_box, name_box_object) screen.blit(text_name, text_name_object) pygame.display.flip() x = getche() if get_me_out == True: break highscores_list.append([name, player_score]) for i in range(1, len(highscores_list) - 3): for j in range(i + 1, len(highscores_list) - 2): if highscores_list[i][1] > highscores_list[j][i]: tmp = highscores_list[i][1] highscores_list[i][1] = highscores_list[j][1] highscores_list[j][1] = tmp highscores_list.remove(highscores_list[13]) file = open("highscores.yml", "w") for i in range(0, len(highscores_list) - 2): file.write(highscores_list[i][0] + ":" + highscores_list[i][1] + "\n") file.close() #break setup loop and return to main menu break
product_index = 0 while (page_index <= page_index_max): print("Scraping " + product_category + " page: " + str(page_index)) products_waiter = WebDriverWait(driver, 900) wait_products = products_waiter.until( EC.presence_of_all_elements_located( (By.XPATH, '//div[@id="products_list"]//tr'))) products_table = driver.find_element_by_xpath('//div[@id="products_list"]') products = products_table.find_elements_by_xpath('.//tr') for product in products: if (rng() < 0.1): if (debug_mode_on): print("random log-normal wait") wait_log_normal(wait_mean, wait_sd) product_index += 1 print("Capturing product #" + str(product_index)) date_time = datetime.now() title = product.find_element_by_xpath( './/div[@class="product_title"]/a').text.encode('ascii', 'ignore') link = product.find_element_by_xpath( './/div[@class="product_title"]/a').get_attribute('href') ASIN = re.search("([A-Za-z0-9]+)[?]", link).group(1) breadcrumbs = product.find_elements_by_xpath( './/div[@class="breadcrumbs"]/a') group = "" category = "" manufacturer = ""
print('Das ist keine Zahl') continue ziel=int(ziel) break # Führe Loop solange durch bis winner definiert ist. while 'winner' not in locals(): print('Wähle: Schere (1), Stein(2) oder Papier(3)?') choose=input() if not choose.isdecimal() or int(choose) > 3: print('Gib eine Zahl zwischen 1 und 3 ein.') continue else: choose=int(choose) print() pc=rng(0,2) print(('Spieler:['+objekte[choose-1]+']').ljust(15)+' VS '+('['+(objekte[pc]+']:Computer')).rjust(15)) if objekte[choose-1] == objekte[pc]: print('Unentschieden') elif pc == 0 and choose == 3 or pc == 1 and choose == 1 or pc == 2 and choose == 2: print('PC Gewinnt diese Runde') pcp+=1 else: print('Player gewinnt diese Runde') plp+=1 if plp == ziel: winner='Player' elif pcp == ziel: winner='PC' else: print('Der Punktestand lautet:')