def test_hit_check_miss(self):
        player = fy.Players("Player")
        ship = fy.Ship("Ship", 1, [(1, 2)])

        player.add_ship(ship)
        hit, kill = fy.hit_check(1, 1, player)
        self.assertFalse(hit)
        self.assertFalse(kill)
    def test_hit_check_hit_no_kill(self):
        player = fy.Players("Player")
        ship = fy.Ship("Ship", 2, [(1, 2), (2, 2)])

        player.add_ship(ship)
        hit, kill = fy.hit_check(1, 2, player)
        self.assertTrue(hit)
        self.assertFalse(kill)
示例#3
0
def shot(column: int, row: int):
    try:
        column_num = int(column)
        row_num = int(row)
    except ValueError:  # Catches if the value given is not a number
        return None
    # Decides which players ships to look through
    if 0 <= column_num < 10:
        player = player1
    else:
        player = player2

    # Creating the button to to show if a hit or miss
    if 0 <= column_num <= 20 and 1 <= row_num <= 10 and column_num != 10:
        hit, kill = fy.hit_check(column_num, row_num, player)
        if hit:
            relief_new, color_new = gui.button_state_all("hit")
            # Updating the score box if the shot results in a kill
            if player == player1:
                gui.score_box(player.get_score(), player2.get_score(),
                              player1.name, player2.name)
            else:
                gui.score_box(player1.get_score(), player.get_score(),
                              player1.name, player2.name)

            if kill:
                gui.shot_label("kill")
            else:
                gui.shot_label("hit")
        else:
            relief_new, color_new = gui.button_state_all("miss")
            gui.shot_label("miss")

        # Adding the button so that it shows if the shot hit or missed
        hit_button = gui.tkinter.Button(gui.mainWindow,
                                        text=f"({column},{row})",
                                        highlightbackground=color_new,
                                        relief=relief_new,
                                        state="disabled")
        hit_button.grid(row=row, column=column, sticky="nsew")

        # Resetting the entry widgets to be blank
        gui.resultRow.delete(0, 'end')
        gui.resultCol.delete(0, 'end')

    check_lost(player)
示例#4
0
def play(player_a: fy.AutoPlayers, player_b: fy.AutoPlayers, ships: int):
    global turns_a
    global turns_b
    global turns_list

    build_player_ships(player_a, player_b, ships)
    player_turn = "a"

    # Bounds for the player to shoot
    player_a_bounds = (11, 20, 1, 10)
    player_b_bounds = (0, 9, 1, 10)

    player_a_prev = "Miss"
    player_b_prev = "Miss"

    player_a_list_to_use = list()
    player_b_list_to_use = list()

    # Shoots a shot, based off strategy. Checks if the shot is a hit, then checks if the other player lost.
    # If the other player lost, winning players turns get added to turns list
    # The ratio of ships alive to total ships of the winning player gets added to ratio list
    while True:
        if player_turn == "a":
            first = player_a.get_init_hit()
            second = player_a.get_second_hit()

            if first:

                if not second:
                    player_a_list_to_use = player_a.around_init_hit()
                elif second and player_a_prev == 'Hit':
                    player_a_list_to_use = player_a.second_hit_direction()
                elif second and player_a_prev == 'Miss':
                    player_a_list_to_use = player_a.second_hit_anti_direction()
                    player_a.set_direction_list(player_a_list_to_use)

            x, y = strat.strategy_choose(player_a.get_strategy(),
                                         player_a_bounds, player_a_list_to_use)

            h, k = fy.hit_check(x, y, player_b)

            if h and not k:
                player_a_prev = "Hit"
                if not first:
                    player_a.an_init_hit((x, y))
                if first and not second:
                    player_a.a_second_hit((x, y))
            elif k:
                player_a_prev = "Miss"
                player_a.reset_auto()
                player_a_list_to_use = list()
            else:
                player_a_prev = "Miss"

            if lost(player_b):
                add_stats(player_a, ships)
                break

            player_turn = "b"

        else:
            first = player_b.get_init_hit()
            second = player_b.get_second_hit()

            if first:

                if not second:
                    player_b_list_to_use = player_b.around_init_hit()
                elif second and player_b_prev == 'Hit':
                    player_b_list_to_use = player_b.second_hit_direction()
                elif second and player_b_prev == 'Miss':
                    player_b_list_to_use = player_b.second_hit_anti_direction()

            x, y = strat.strategy_choose(player_b.get_strategy(),
                                         player_b_bounds, player_b_list_to_use)

            h, k = fy.hit_check(x, y, player_a)

            if h and not k:
                player_b_prev = "Hit"
                if not first:
                    player_b.an_init_hit((x, y))
                if first and not second:
                    player_b.a_second_hit((x, y))
            elif h and k:
                player_b_prev = "Miss"
                player_b.reset_auto()
                player_b_list_to_use = list()
            else:
                player_b_prev = "Miss"

            if lost(player_a):
                add_stats(player_b, ships)
                break

            player_turn = "a"

    # Resets these values so for bookkeeping
    turns_a = 0
    turns_b = 0
    strat.coordinates_shot = list()