Finding min of different counts in object - python

Im trying to write a python method that looks at Rarity and counts the different types and then returns what the smallest count is but i keep getting: 'MagicCard' object is not subscriptable. Im also wanting to check which colors are associated with the least rare cards. Any help would be appreciated:
Here is where the Json can be obtained from for testing: http://mtgjson.com/json/DTK.json
Card Object:
class MagicCard(object):
def __init__ (self, jsonCard):
self.name=jsonCard["name"]
if jsonCard.get("colors",""):
self.colors=jsonCard["colors"]
else:
self.colors=None
if jsonCard["rarity"]:
self.rarity=jsonCard["rarity"]
else:
self.rarity=None
def get_name(self):
"""Return the name of the card"""
return self.name
def get_colors(self):
"""Return the colors of the card"""
return self.colors
def get_rarity(self):
"""Return the rarity of the card"""
return self.rarity
Card Deck Object:
class MagicCardSet(object):
def __init__(self, DeckDict):
self.cardlist = [MagicCard(eachCard) for eachCard in DeckDict["cards"]]
def get_card_list(self):
Card_name_list=[]
for newCard in self.cardlist:
Card_name_list.append(newCard.get_name())
return(Card_name_list)
def get_card_color(self):
color_list=[]
for newCard in self.cardlist:
color_list.append(newCard.get_color())
return(color_list)
def get_card_rarity(self):
rarity_list=[]
for newCard in self.cardlist:
rarity_list.append(newCard.get_rarity())
return(rarity_list)
def get_rarest_card(self):
for eachCard in self.cardlist:
if eachCard["rarity"]=="Uncommon":
uncommon_counter = uncommon_counter + 1
elif eachCard["rarity"]=="Common":
common_counter=common_counter + 1
elif eachCard["rarity"]=="Rare":
rare_counter = rare_counter + 1
elif eachCard["rarity"]=="Mythic Rare":
mythic_rare_counter = mythic_rare_counter + 1
return(mythic_rare_counter)
error:

The
for eachCard in self.cardlist
returns a MagicCard instance. Call get_rarity() and get_name() and get_colors() on eachCard.
Also, to get the colors of the least rare (most common) cards:
unrare_colors = {}
for eachCard in self.cardlist:
if eachCard.get_rarity() == "Common":
for eachColor in eachCard.get_colors():
unrare_colors[eachColor] = 1
for color in unrare_colors.keys():
print(color)

Related

Python Class Always Return None

I am creating an object that represents the hand of a blackjack player. One of the methods of the hand is to add a new Card to it. However, my Hand object always returns None when I attempt to print it.
Here is my code of the Hand object.
class Hand:
'''An object representing the Card objects that the player has in their hands'''
def __init__(self, name):
self.name = name
self.list = []
def addCard(self, card):
self.list = self.list.append(card)
return self.list
def __str__(self):
return f'Your hand has {self.list}.'
myHand = Hand('Henry')
myHand.addCard(str(myCard))
print (myHand)
myCard is an object that returns "Four of Diamonds" I created previously. Below is the whole code if you are interested.
class Card:
''' A class for representing a single playing card. '''
def __init__(self, value, suit):
''' Creates Card object with given suit and value. '''
self.value = value
self.suit = suit
def getSuit(self):
''' Returns the suit of the Card. '''
return self.suit
def getValue(self):
''' Returns the value of the Card. '''
return self.value
def getBlackjackValues(self):
''' Get a list of possible Blackjack values for the card. '''
# IMPLEMENT ME
if 1 < self.value:
BlackjackValue = self.value
return [BlackjackValue]
else:
BlackjackValue = [self.value, 11]
return BlackjackValue
def __str__(self):
''' #Return a string representation of the Card. '''
# IMPLEMENT ME
# Convert numerical values into letters
if self.value == 2:
Value = 'Two'
elif self.value == 3:
Value = 'Three'
elif self.value == 4:
Value = 'Four'
elif self.value == 5:
Value = 'Five'
elif self.value == 6:
Value = 'Six'
elif self.value == 7:
Value = 'Seven'
elif self.value == 8:
Value = 'Eight'
elif self.value == 9:
Value = 'Nine'
elif self.value == 10:
Value = 'Ten'
elif self.value == 11:
Value = 'Jack'
elif self.value == 12:
Value = 'Queen'
elif self.value == 13:
Value = 'King'
elif self.value == 1:
Value = 'Ace'
# Convert suit values into letter
if self.suit == 'S':
Suit = 'Spades'
elif self.suit == 'H':
Suit = 'Hearts'
elif self.suit == 'D':
Suit = 'Diamonds'
elif self.suit == 'C':
Suit = 'Clubs'
# The card is
return f'Your card is {Value} of {Suit}.'
myCard = Card (4, 'D')
print (myCard)
class Hand:
'''An object representing the Card objects that the player has in their hands'''
def __init__(self, name):
self.name = name
self.list = []
def getName(self):
return self.name
def getList(self):
return self.list
def addCard(self, card):
self.list = self.list.append(card)
return self.list
def __str__(self):
return f'Your hand has {self.list}.'
myHand = Hand('Henry')
myHand.addCard(str(myCard))
print (myHand)
Here is the screenshot of the output:
Output
list.append() method works in place, i.e. it returns None. That is what you assign to self.list. Note that if you try to add second card it will raise an error, because None has no append attribute.
All I need to do is use .append() at the return statement in the addCard method.
Also, credits to #Nja for pointing out that I do not need to update myHand object again, but simply initiate the method.
Try this:
class Hand:
'''An object representing the Card objects that the player has in their hands'''
def __init__(self, name):
self.name = name
self.list = []
def addCard(self, card):
self.list.append(card)
def __str__(self):
return 'Your hand has ' + ' '.join(self.list)
myCard = "ciao"
myHand = Hand('Henry')
myHand.addCard(str(myCard))
print (myHand)

Python __iadd__ TypeError: unsupported operand type(s) for +=

I am building a battle simulation program. Running into TypeError. Unable to resolve. Any help would be appreciated. I can't seem to get the iadd function working. I'm trying to add new Pokemon objects to the existing PokemonTrainer object by using the iadd function in python. Anyone has any ideas on how to execute this?
main.py
name = input("State your name: ")
player = PokemonTrainer(name)
player += Pokemon("Staryu", ElementType.WATER, [
Move("water blast", ElementType.WATER, 5),
Move("water cyclone", ElementType.WATER, 6)
])
pokemon_trainer.py
For the iadd, I'm using type-based dispatch to deal with the parameter. If it is of type Pokemon, call the add_pokemon method on self and then return the self object. If it is of type Item, call the add_item method on self and then return the self object. Otherwise, raise a TypeError.
from pokemon import Pokemon
class PokemonTrainer:
def __init__(self, name, pokemon = [], items = [], current_active_pokemon = None):
self.name = name
self.pokemon = pokemon
self.items = items
self.current_active_pokemon = current_active_pokemon
def __iadd__(self, other):
self.pokemon.append(other)
if (type(other) == type(Pokemon)):
self.add_pokemon(other)
elif (type(other) == type(Item)):
self.add_item(other)
else:
raise TypeError("Only Pokemon or Item type are allowed")
return self
def add_pokemon(self, pkmn):
self.pokemon.append(pkmn)
if (self.current_active_pokemon == None):
self.current_active_pokemon = pkmn
def add_item(self, item):
self.items.append(item)
pokemon.py
class Pokemon:
def __init__(self, name, pokemon_type, moves):
self.name = name
self.pokemon_type = pokemon_type
self.moves = moves
self.level = 1
self.exp = 0
self.max_hp = 100
self.current_hp = self.max_hp
self.attack_power = 1
self.defense_power = 1
self.fainted = False
I guess you want isinstance(other, Pokemon) instead of type(other) == type(Pokemon).
https://docs.python.org/3/library/functions.html#isinstance
Also relevant here: What are the differences between type() and isinstance()?

How to handle the TypeError: 'int' object is not callable?

I want to implements a-star algorithm and the function (from Route_Algorithm.py) extends the nodes to get the next layor of f_value in the tree . The node can be regard as the station. And the self.settings.station_matrix is the numpy.matrix.
def voluation_station(self, successor, dest_location,bus_stations):
'''initilize all the f(g+h) to the specific nodes'''
length = len(self.settings.station_matrix[successor])
for end_element in range(length):
for station in bus_stations:
if int(station.name) == end_element:
station.get_g(self.settings.station_matrix[successor][end_element])
length_station = len(self.settings.station_matrix[end_element])
for element_station in range(length_station):
if element_station == dest_location:
station.get_h(self.settings.station_matrix[end_element][dest_location])
for element in bus_stations:
element.result_f()
return bus_stations
However, when I run the part of code. It reports the error like this:
Traceback (most recent call last):
File "/home/surface/Final-Year-Project/FYP/Main.py", line 4, in <module>
class main():
File "/home/surface/Final-Year-Project/FYP/Main.py", line 13, in main
new_route.busy_route_matrix()
File "/home/surface/Final-Year-Project/FYP/oop_objects/Route.py", line 87, in busy_route_matrix
self.route_algorithm.A_STAR_Algorithm(start_location,dest_location,self.bus_stations)
File "/home/surface/Final-Year-Project/FYP/Util/Route_Algorithm.py", line 40, in A_STAR_Algorithm
self.voluation_station(successor, dest_location,bus_stations)
File "/home/surface/Final-Year-Project/FYP/Util/Route_Algorithm.py", line 73, in voluation_station
station.get_g(self.settings.station_matrix[successor][end_element])
TypeError: 'int' object is not callable
I search the solution in the Internet, I think the problem may be in the end_element, maybe some inherient problem but I'm not sure. Can some one help me! Please!
Additional codes for other classes:
These classes are Util classes, which helps for handle oop_objects!
The class is for the Route_Algorithm:
from Util.Mergesort_algorithm import mergesort_algorithm
class route_algorithm():
'''generate the route to optimise the profiles'''
def __init__(self,settings):
# a* algorithm
self.open_list = []
self.close_list = []
self.route = []
self.settings = settings
self.flag_find = False
self.lines = []
# merge_sort algorithm
self.mergesort_algorithm = mergesort_algorithm()
def A_STAR_Algorithm(self, start_location, dest_location,bus_stations):
'''search the best route for each passenger to the destination'''
#self.clean_f(bus_stations)
# initial the value of f in start_location
for item in bus_stations:
if int(item.name) == start_location:
item.get_g = 0
for key, value in item.adjacent_station.items():
if int(key.name) == dest_location:
item.get_h = value
self.open_list.append(start_location)
#start_location is the name of station
while self.flag_find == False:
successor = self.open_list[0]
self.open_list.remove(successor)
self.route.append(successor)
self.voluation_station(successor, dest_location,bus_stations)
self.a_brain_judge_1(dest_location,bus_stations)
print(self.flag_find)
if self.flag_find == True:
#end the location
self.route.append(dest_location)
#add the line to the self.line
self.print_lines()
self.flag_find = False
self.open_list = []
else:
#continue to search the minimize
list = self.sort(bus_stations)
for item in list:
print(item.name)
print(item.f)
#疑问如果前两个的预估值一样该如何处理
self.open_list.append(int(list[0].name))
def voluation_station(self, successor, dest_location,bus_stations):
'''initilize all the f(g+h) to the specific nodes'''
length = len(self.settings.station_matrix[successor])
for end_element in range(length):
for station in bus_stations:
if int(station.name) == end_element:
station.get_g(self.settings.station_matrix[successor][end_element])
length_station = len(self.settings.station_matrix[end_element])
for element_station in range(length_station):
if element_station == dest_location:
station.get_h(self.settings.station_matrix[end_element][dest_location])
for element in bus_stations:
element.result_f()
return bus_stations
def a_brain_judge_1(self, dest_location,bus_stations):
'''whether the direct_line is the optimize'''
tmp_dest = bus_stations[0]
self.tmp_nodes = []
self.flag_find = True
for element in bus_stations:
if int(element.name) == dest_location:
tmp_dest = element
for element in bus_stations:
if element == tmp_dest:
pass
else:
if element.f < tmp_dest.f:
self.tmp_nodes.append(element)
self.flag_find = False
if self.flag_find == True:
self.route.append(tmp_dest.name)
return None
else:
return self.tmp_nodes
def sort(self,bus_stations):
'''sort all the f in the next stations'''
return self.mergesort_algorithm.Merge_Sort(bus_stations)
def print_lines(self):
#print(len(self.route))
for item in self.route:
print(item)
print("NEXT PASSENGER!---------")
def clean_f(self,stations):
for item in stations:
item.clean_data()
The class is Random_Algorithm, which helps for generate the random passengers.
import random
from Data.Settings import settings
from oop_objects.Bus_Station import bus_station
from oop_objects.Passenger import passenger
class random_algorithm():
'''generate the random bus-stations and passengers'''
def __init__(self):
self.setting = settings()
def random_passenger(self,number):
'''generate random passengers for bus-station,
and assumes there are 6 stations now. Furthermore, the data will be crawled by the creeper'''
passengers = []
for i in range(number):
new_passenger = passenger()
random.seed(self.setting.seed)
new_passenger.Change_Name(random.randint(1,self.setting.bus_station_number))
# generate the start-location
self.setting.seed +=1
end_location = random.randint(1,self.setting.bus_station_number)
# generate the end-location
while new_passenger.name == end_location:
self.setting.seed += 1
end_location = random.randint(1,self.setting.bus_station_number)
#judge whether the start-location same as the end-location
new_passenger.change_end_location(end_location)
passengers.append(new_passenger)
return passengers
def random_station(self,number):
'''generate the name of random stations '''
bus_stations = []
for i in range(number):
new_bus_station = bus_station()
new_bus_station.Name(str(i))
bus_stations.append(new_bus_station)
return bus_stations
def random_edge(self,bus_stations):
'''generate the edge information for the stations'''
for location1 in bus_stations:
#print("The information add in "+location1.name)
for location2 in bus_stations:
if location1 != location2:
#print("the "+location2.name+" was added in the "+location1.name)
if location2 not in location1.adjacent_station and location1 not in location2.adjacent_station:
random.seed(self.setting.seed)
edge = random.randint(1,self.setting.edge_distance)
location1.add_adjacent_station(location2,edge)
#print("the edge is "+str(edge))
self.setting.seed += 1
return bus_stations
The class is the mergesort_algorithm, which compare the f for different stations
class mergesort_algorithm():
def Merge_Sort(self,stations):
length = len(stations)
middle = int(length/2)
if length<=1:
return stations
else:
list1 = self.Merge_Sort(stations[:middle])
list2 = self.Merge_Sort(stations[middle:])
return self.Merge(list1,list2)
def Merge(self,list1,list2):
list3 = []
length1 = len(list1)
length2 = len(list2)
point1 = 0
point2 = 0
while point1<=length1-1 and point2<=length2-1:
if list1[point1].f<list2[point2].f:
list3.append(list1[point1])
point1 += 1
else:
list3.append(list2[point2])
point2 += 1
if point1>=length1:
for i in range(length2):
if i>=point2:
list3.append(list2[point2])
if point2>=length2:
for i in range(length1):
if i>=point1:
list3.append(list1[point1])
return list3
#def print_sort_result(self):
The following class are oop.classes
The class is for the Route:
from Util.Random_Algorithm import random_algorithm
from Data.Settings import settings
from Util.Route_Algorithm import route_algorithm
import numpy as np
class route():
def __init__(self):
self.bus_stations = []
self.passengers = []
self.settings = settings()
#random algorithm
self.random_algorithm = random_algorithm()
#route_algorithm
self.route_algorithm = route_algorithm(self.settings)
def start_route(self):
'''The raw route Information(TEXT) for bus_stations '''
stations = self.random_algorithm.random_station(self.settings.bus_station_number)
finsih_edge_stations = self.random_algorithm.random_edge(stations)
'''
for item in finsih_edge_stations:
print("\nthe information for " + item.name + " is: \t")
for key, value in item.adjacent_station.items():
print("the station is " + key.name)
print(" the distace is " + str(value))
'''
self.bus_stations = finsih_edge_stations
'''The raw route Information(Text) for passengers'''
self.passengers = self.random_algorithm.random_passenger(self.settings.passengers_number)
def bus_stations_matrix(self):
'''trasfer the raw text to the matrix'''
#create zero_matrix
length = len(self.bus_stations)
tmp_matrix = np.zeros(length*length)
station_matrix = tmp_matrix.reshape(length,length)
for item in self.bus_stations:
for key,value in item.adjacent_station.items():
station_matrix[int(item.name)][int(key.name)] = value
station_matrix[int(key.name)][int(item.name)] = value
print(station_matrix)
self.settings.station_matrix = station_matrix
def passengers_matrix(self):
'''trasfer the raw text to the matrix'''
length = len(self.bus_stations)
tmp_matrix = np.zeros(length*length)
passenger_matrix = tmp_matrix.reshape(length,length)
for item in self.passengers:
#print("the start location of passenger is "+str(item.name))
#print("the end location of passenger is "+str(item.end_location))
#print(" ")
passenger_matrix[item.name-1][item.end_location-1]+=1;
print(passenger_matrix)
self.settings.passenger_matrix = passenger_matrix
def busy_route_matrix(self):
'''generate the bus_busy_route matrix'''
#read the requirements of passengers
length = self.settings.bus_station_number
for start_location in range(length):
for dest_location in range(length):
if self.settings.passenger_matrix[start_location][dest_location] == 0:
pass
else:
magnitude = self.settings.passenger_matrix[start_location][dest_location]
#运行a*算法去寻找最短路径/run the a* algorithm to search the path
self.route_algorithm.A_STAR_Algorithm(start_location,dest_location,self.bus_stations)
print("------------------------------------")
def practice(self):
'''practice some programming'''
for element in self.bus_stations:
print((element.f))
The class is for the Passenger
class passenger():
def __init__(self):
self.name = 0
self.end_location = "null"
def Change_Name(self,name):
'''change the name of passenger'''
self.name = name
def change_end_location(self,location):
'''generate the end_location'''
self.end_location = location
The class for the bus_station
class bus_station():
'''the class represents the bus station'''
def __init__(self):
'''the attribute of name means the name of bus-station
the attribute of passenger means the passenger now in the bus-station'''
self.name = "null"
self.passenger = []
self.adjacent_station = {}
#A* algorithm
self.g = 0
self.h = 0
self.f = 0
def Name(self,name):
'''change the name of the station'''
self.name = name
def add_passengers(self,*passenger):
'''add the passenger in the bus-station'''
self.passenger.append(passenger)
def add_adjacent_station(self,station,edge):
'''add the adjacent station in the this station'''
self.adjacent_station[station] = edge
def get_g(self,value):
'''get the value of g (线路值)'''
self.g =self.g+ value
def get_h(self,value):
'''get the value of f (预估值)'''
self.h = value
def result_f(self):
'''print the value of f (实际值)'''
self.f = self.g+self.h
def add_self_cost(self):
self.add_adjacent_station()
The following class is storing the data.
The class is for the setting:
class settings():
def __init__(self):
self.seed = 5
self.bus_station_number = 10
self.passengers_number = 10
self.edge_distance = 50
self.station_matrix = None
self.passenger_matrix = None
And the main class to run the whole project:
from oop_objects.Route import route
class main():
new_route = route()
new_route.start_route()
print("The distance between different bus station :")
new_route.bus_stations_matrix()
print("The location information for passengers :")
new_route.passengers_matrix()
new_route.busy_route_matrix()
#new_route.practice()practice
#new_route.sort()bus_stations
You should avoid the station of successor because you have assigned the value by using the get_g
The result should be:
def voluation_station(self, successor, dest_location,bus_stations):
'''initilize all the f(g+h) to the specific nodes'''
length = len(self.settings.station_matrix[successor])
for end_element in range(length):
if end_element == successor:
pass
else:
for station in bus_stations:
if int(station.name) == end_element:
station.get_g(self.settings.station_matrix[successor][end_element])
length_station = len(self.settings.station_matrix[end_element])
for element_station in range(length_station):
if element_station == dest_location:
station.get_h(self.settings.station_matrix[end_element][dest_location])
for element in bus_stations:
element.result_f()
return bus_stations

trying to call a class attribute with a variable based on input

I am trying to call an object attribute with a variable based on user input. This is for a text game. The idea is the player types in 'hat', for example, and this function checks the player object's self.inventory = [] for Item objects named 'hat', and if such an object exists it will append the Item object to the player object's corresponding attribute, in this case self.helm = [].
To do this I am trying to have equipItem be a variable equal to the equipping item's class type which should be the same as one of the player objects' equipment attributes.
move = input("To equip, unequip, or an use item, type [item name]. To trade
in item for XP, type 't [item name]'. Type 'x' to exit inventory:
").lower().split()
print(move[0])
for i in currentPlayer.inventory:
print(i.name)
if i.name == move[0]:
print(i)
equipItem = i.itemClass
currentPlayer.equipItem.append(i)
currentPlayer.inventory.remove(i)
print(currentPlayer.equipItem)
But of course this throws an error because 'equipItem' in not a player attribute. So my question is how might I achieve the result I am after? Can I use a variable to call object attributes?
I understand this is all probably quite janky and I am not married to this approach by any means, so any suggestions other approaches are welcome as well!
Player class and Item class below:
class Player:
def __init__(self, name):
self.name = name
self.health = 10
self.maxHealth = 10
self.inventory = [Item(1, 1), Item(2, 2)]
self.weapon = [Item(0, 1)]
self.helm = [Item(1, 0)]
self.shield = [Item(5, 0)]
self.boots = [Item(3, 0)]
self.greaves = [Item(4, 0)]
self.gloves = [Item(6, 0)]
self.cuirass = [Item(2, 0)]
self.defaultPotion = []
self.attack = 5 + self.weapon[0].attack
armorClass = self.helm[0].defense + self.shield[0].defense +
self.boots[0].defense + self.greaves[0].defense +
self.gloves[0].defense
+ self.cuirass[0].defense
self.defense = 1 + armorClass
self.level = 1
self.experience = 0
self.offensiveMagic = 0
self.defenseiveMagic = 0
self.offensiveCombat = 0
self.weightClass = 10
def __str__(self):
return self.name
class Item:
def __init__(self, itemType, subType):
#denotes type of item (wepaon, gloves, etc)
self.itemType = allItems[itemType]
#denotes item name and stats (sword, attack value, etc)
self.subType = self.itemType[subType]
#denotes how item is used (euip, consume, etc)self.subType = 0:
if subType == 0:
self.itemClass = 'weapon'
elif subType == 1:
self.itemClass = 'helm'
elif subType == 2:
self.itemClass = 'cuirass'
elif subType == 3:
self.itemClass = 'boots'
elif subType == 4:
self.itemClass = 'greaves'
elif subType == 5:
self.itemClass = 'shield'
elif subType == 6:
self.itemClass = 'gloves'
self.name = self.subType['name']
self.attack = self.subType['attack']
self.defense = self.subType['defense']
# self.equip = 'no'
def __str__(self):
return self.itemType
return self.name
return self.attack
return self.defense
To get an object's attribute by name, use getattr builtin function. For example: getattr(currentPlayer, equipItem).append(i). To assign to an attribute, use setattr.

OO Black Jack Game - computing hand values

Running the program will cause an error message:
TypeError: unsupported operand type(s) for +=: 'int' and 'NoneType'
The problem is with the line value += values.get(card.get_rank)
I think there may be a problem with the get_rank method? Does it not return an integer?
ranks = ('A','2','3','4','5','6','7','8','9','10','J','Q','K')
values = {'A':1,'2':2,'3':3,'4':4,'5':5,'6':6,'7':7,'8':8,'9':9,'10':10,'J':10,'Q':10,'K':10}
suits = ('Diamonds','Hearts','Clubs','Diamonds')
class Card:
def __init__(self, suit, rank):
self.suit = suit
self.rank = rank
def __str__(self, suit, rank):
print (self.rank + 'of' + self.rank)
def get_rank(self):
return self.rank
class Hand:
def __init__(self):
self.hand = []
def __str__(self):
hand = ''
for card in self.hand:
hand = hand + str(card)
return hand
def get_value(self):
value = 0
aces = 0
for card in self.hand:
if card.get_rank == 'A':
aces += 1
value += values.get(card.get_rank)
if (aces>0) and (value + 10 <= 21):
value += 10
return value
values.get(card.get_rank) tries to use the instance method as the key for the dictionary. This is not a valid key in the dictionary, so dict.get() returns the default None.
Instead you want to call the method, and use the return value as the key:
value += values.get(card.get_rank())
or, as trivial getters and setters are unpythonic, just access the attribute directly:
value += values.get(card.rank)
Note that you can also pass a default to dict.get() to ensure you always get a sensible return value:
value += values.get(card.rank, 0)
Now if there is no value for that card rank in values, its value is assumed to be zero.
Also, it's not clear where values is coming from. I would suggest you make it a class attribute:
class Hand:
VALUES = {...}
...
def get_value(self):
...
value += self.VALUES.get(card.rank, 0)
...
Or an explicit argument to get_value:
class Hand:
...
def get_value(self, values):
...
value += self.values.get(card.rank, 0)
...

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