On 01/12/2015 05:00 PM, Alan Gauld wrote:
<SNIP>
__str__methodf of the grid.
Then the draw method becomes print(self)

And you can also just use print(aGrid) etc.
<SNIP>

Implemented with some other improvements using the same idea but applied to several of the other functions, that provide output.

Now I am going to try and add the ability to have the table generated but with a set number of rows empty or pre-set to zero.

#CODE BELOW
import random


class GameTile():
    def __init__(self, col, row, values=None, value=None, **kwargs):
        # values is not required because the value can be directly set.
        # This is to support a future feature that will allow me to build a
        # board off of a list.
        # id is grid(X,Y) which is equal to grid(col,row)
        self.id = str(col) + ',' + str(row)
        self.col = col
        self.row = row
        if value is None:
            value = random.choice(values)
        self.value = value
        self.eliminated = False
        # hide_anim = hidden for animation purposes
        self.hide_anim = False
        # drop_value = value to be dropped during animation
        self.drop_value = None
        # drop_to could have inversely been a drop_from
        # drop_to = the id of where the value should be dropped too.
        self.drop_to = None

    def __str__(self):
        return "%2d" % self.value


class GameGrid():
    def __init__(self, cols=8, rows=7, **kwargs):
        if cols < 3 or rows < 3:
raise ValueError("Minimum board size is 3x3! %sx%s is too small."
                 % (cols, rows))
        self.cols = cols
        self.rows = rows
        self.values = [5, 6, 11, 19, 20]
        self.make_grid()

    def __str__(self):
        output = []
        for row in self.transposed_grid:
            s = '| '
            for node in row:
                s += str(node) + ' | '
            output.append(s)
        return '\n'.join(output)

    def make_grid(self):
        # grid is 2d array as x, y ie [x][y].
        # transposed_grid is 2d array as y, x ie [y][x]
        self.transposed_grid = []
        for row_num in range(self.rows):
            row = [GameTile(col_num, row_num, self.values)
                   for col_num in range(self.cols)]
            self.transposed_grid.append(row)
        self.grid = list(zip(*self.transposed_grid))

    def draw(self):
        print(self)

    def draw_by_id(self):
        # Why does this one use self.transposed_grid instead of self.grid ?
        output = []
        for row in self.transposed_grid:
            s = '| '
            for node in row:
                s += str(node.id) + ' | '
            output.append(s)
        return '\n'.join(output)

    def draw_by_id_proc(self):
        # Draw Procedurally
        output = []
        for row_num in range(self.rows):
            s = '| '
            for col_num in range(self.cols):
s += (str(self.grid[col_num][row_num].id) + '(' + str(col_num) +
                    ',' + str(row_num) + ')' + ' | ')
            output.append(s)
        return '\n'.join(output)

    def draw_by_id_trans(self):
        # Why does this one use self.grid instead of self.transposed_grid ?
        output = []
        for col in self.grid:
            s = '| '
            for node in col:
                s += str(node.id) + ' | '
            output.append(s)
        return '\n'.join(output)

    def draw_by_id_trans_proc (self):
        # Draw Transposed & Procedurally
        output = []
        for col_num in range(self.cols):
            s = '| '
            for row_num in range(self.rows):
s += (str(self.transposed_grid[row_num][col_num].id) + '(' +
                    str(col_num) + ',' + str(row_num) + ')' + ' | ')
            output.append(s)
        return '\n'.join(output)

    def find_eliminations(self):
        #First Down the columns.
        i = 0
        for col_list in self.grid:
            while True:
                try:
                    if self.check_total(col_list[i: i + 3]):
                        self.eliminate(col_list[i: i + 3])
                    i += 1
                except ValueError:
                    i = 0
                    break
        # Now across the rows.
        for row_list in self.transposed_grid:
            while True:
                try:
                    if self.check_total(row_list[i: i + 3]):
                        self.eliminate(row_list[i: i + 3])
                    i += 1
                except ValueError:
                    i = 0
                    break
        # Set all eliminated nodes to a value of 0.
        for col in self.transposed_grid:
            for node in col:
                if node.eliminated is True:
                    node.eliminated = False
                    node.value = 0

    def check_total(self, slices):
        first, second, third = slices
        if first.value == second.value or second.value == third.value:
            total = first.value + second.value + third.value
            return total in (17, 21, 28, 29, 31, 42, 45, 46, 49, 58)

    def eliminate(self, slices):
        first, second, third = slices
        first.eliminated = True
        second.eliminated = True
        third.eliminated = True

    def drop_floating_nodes0(self):
        i = self.rows
# first_zero_row serves as memory for how far to drop non-zero values
        first_zero_row = None
        for col_list in self.grid:
            while True:
# Low is on Top it is low because it is the lower numbered row # High is on Bottom it is high because it is the higher numbered
                low, high = col_list[i - 2: i]  # Goes Up the Rows
                if high.value == 0:
                    if low.value != 0:
                        if first_zero_row is None:
                            high.value = low.value
                            low.value = 0
                            first_zero_row = low
                        else:
                            first_zero_row.value = low.value
                            low.value = 0
                            try:
                                row = first_zero_row.row - 1
                                col = first_zero_row.col
                                first_zero_row = self.grid[col][row]
                            except:
                                i = self.rows
                                print('broke', col, row)
print(first_zero_row.col, first_zero_row.row)
                                first_zero_row = None
                                break
                    else:
                        if first_zero_row is None:
                            first_zero_row = high
                i -= 1
                if i == 1:
                    i = self.rows
                    first_zero_row = None
                    break




grid = GameGrid(4, 8)
print(grid)
grid.find_eliminations()
print('After Eliminations')
print(grid)
grid.drop_floating_nodes0()
print('After Drops')
print(grid)
print('By ID')
print(grid.draw_by_id())
print('By ID & Procedurally')
print(grid.draw_by_id_proc())
print('Transposed')
print(grid.draw_by_id_trans())
print('Transposed & Procedurally')
print(grid.draw_by_id_trans_proc())

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