Mastermind Python coding - python

Ok I have a feeling that this is a simple simple issue but I have been staring at this code for about 10 hours now.
The issue I am having is in mastermind is that once I get it to recognize that I have the correct colors in the right spot I can get it to display the right spots with X and the wrong spots with O. I need to be able to convert that so instead of X and O I need it to tell the user that he/she has 2 blacks and one white
For example: The secret code is RGYB The user enters RGOY so then Python relays "You have 2 blacks(The R and G spots) and one 1 White (The Y because it's the right color just in the wrong index) As of right now I got it to display X for the right color in the right spot and anything else it is an O
I will post what I have been working with now but today I am at my wit's end
https://pastebin.com/HKK0T7bQ
if correctColor != "XXXX":
for i in range(4):
if guess[i] == tempCode[i]:
correctColor += "X"
if guess[i] != tempCode[i] in tempCode:
correctColor += "O"
print (correctColor + "\n")
if correctColor == "XXXX":
if attempts == 1:
print ("You think you are sweet because you got it right on the first try? Play me again!")
else:
print ("Well done... You needed " + str(attempts) + " attempts to guess.")
game = False

A few comments
X and O
you use X and 0 to denote the success, it will be easier and faster to use a list or tuple or booleans for this, that way you can use sum() to count how many colors and locations were correct. Then whether you represent that with X and O or red and white pins is a matter for later
compartmentalization
Your game logic (guess input, input validation, do you want to continue, etc) is mixed with the comparison logic, so it would be best to separate the different functions of your program into different methods.
This is an fineexample to introduce object oriented programming, but is so simple it doesn't need OO, but it can help. What you need is a method which takes a series of colours and compares it to another series of colours
Standard library
Python has a very extended standard library, so a lot of stuff you want to do probably already exists
Correct colours
to count the number of letters which occur in 2 strings, you can use collections.Counter
guess = "RGOY "
solution = "RGYB"
a = collections.Counter(guess)
b = collections.Counter(solution)
a & b
Counter({'G': 1, 'R': 1, 'Y': 1})
correct_colours = sum((a & b).values())
3
So the user guessed 3 colours correctly
Correct locations
can be solved with an easy list comprehension
[g == s for g, s in zip(guess, solution)]
[True, True, False, False]
sum(g == s for g, s in zip(guess, solution))
2
so the used put 2 colours on the correct location

This is a MasterMind I made in Python. Hope you like it and it helped you! :)
import random
import time
from tkinter import *
def select_level():
global level
level = level_selector.get()
root.destroy()
root = Tk()
level_selector = Scale(root, from_=1, to=3, tickinterval=1)
level_selector.set(0)
level_selector.pack()
Button(root, text="Select a difficulty level", command=select_level).pack()
mainloop()
cpc_1_digit = 0
cpc_2_digit = 0
cpc_3_digit = 0
cpc_4_digit = 0
p_1_digit = 0
p_2_digit = 0
p_3_digit = 0
p_4_digit = 0
correct_correct = 0
correct_wrong = 0
chances = 0
if level == 1:
chances = 15
elif level == 2:
chances = 10
else:
chances = 7
cpc_1_digit = random.randint(0, 9)
while cpc_2_digit == cpc_1_digit or cpc_2_digit == cpc_3_digit or cpc_2_digit ==
cpc_4_digit:
cpc_2_digit = random.randint(0, 9)
while cpc_3_digit == cpc_1_digit or cpc_3_digit == cpc_2_digit or cpc_3_digit ==
cpc_4_digit:
cpc_3_digit = random.randint(0, 9)
while cpc_4_digit == cpc_1_digit or cpc_4_digit == cpc_2_digit or cpc_4_digit ==
cpc_3_digit:
cpc_4_digit = random.randint(0, 9)
while chances > 0:
correct_correct = 0
correct_wrong = 0
answer = input("Enter a four-digit number with different digits (e.g 1476): ")
p_1_digit = int(answer[0])
p_2_digit = int(answer[1])
p_3_digit = int(answer[2])
p_4_digit = int(answer[3])
if p_1_digit == cpc_1_digit:
correct_correct = int(correct_correct) + 1
elif p_1_digit == cpc_2_digit or p_1_digit == cpc_3_digit or p_1_digit ==
cpc_4_digit:
correct_wrong = int(correct_wrong) + 1
else:
pass
if p_2_digit == cpc_2_digit:
correct_correct = correct_correct + 1
elif p_2_digit == cpc_1_digit or p_2_digit == cpc_3_digit or p_2_digit ==
cpc_4_digit:
correct_wrong = int(correct_wrong) + 1
else:
pass
if p_3_digit == cpc_3_digit:
correct_correct = int(correct_correct) + 1
elif p_3_digit == cpc_1_digit or p_3_digit == cpc_2_digit or p_3_digit ==
cpc_4_digit:
correct_wrong = int(correct_wrong) + 1
else:
pass
if p_4_digit == cpc_4_digit:
correct_correct = int(correct_correct) + 1
elif p_4_digit == cpc_1_digit or p_4_digit == cpc_3_digit or p_4_digit ==
cpc_2_digit:
correct_wrong = int(correct_wrong) + 1
else:
pass
print("")
if int(correct_correct) == 4:
print("Congratsulations! You found the computer's number!")
break
elif int(correct_wrong) > 0 or int(correct_correct) >= 1 and int(correct_correct)
< 4:
print("You got " + str(correct_correct) + " correct digit(s) in the correct
place, and " + str(correct_wrong) + " correct digit(s) but in wrong place.")
elif int(correct_correct) == 0 and int(correct_wrong) == 0:
print("You didn't guess any number, try again!")
else:
raise Exception("CheckError: line 69, something went wrong with the
comparings.")
exit()
print("")
chances = chances - 1
if chances == 0:
print("You lost... The secret number was " + str(cpc_1_digit) + str(cpc_2_digit)
+ str(cpc_3_digit) + str(cpc_4_digit) + ". Try again by rerunning the program.")
time.sleep(4)

Related

Why am I not breaking out of a try loop with a break statement?

My code for now works as desired where the user can input a level 1-3 depending on how hard they would like it to be (1-3 being the amount of digits the numbers will have in the math equation), and then must solve math equations. Those math equations will output EEE if the answer is incorrect and everything works as planned if you correctly answer the question as it exits the function and adds one total_correct_answers variable at the bottom, then will prompt you with another equation. However, if you input an incorrect answer and then a correct answer, you will just be prompted with the same question over and over again without the try loop being truly broken out of and total_correct_answers not being incremented positively by 1. The incrementation block of code is at lines 61-65, and the equation code is lines 30-49.
import random
def main():
ten_questions()
def get_level():
while True:
try:
level_input = int(input("Level: "))
if level_input in [1,2,3]:
return level_input
except:
pass
def integer_generator(level):
if level == 1:
x = random.randint(0,9)
y = random.randint(0,9)
elif level == 2:
x = random.randint(10, 99)
y = random.randint(10, 99)
else:
x = random.randint(100, 999)
y = random.randint(100, 999)
return x, y
def question_generator(x, y):
real_answer = x + y
wrong_counter = 0
while True:
try:
answer_given = input(str(x) + " + " + str(y) + " = ")
if int(answer_given) == real_answer:
if wrong_counter == 0:
return True
elif int(answer_given) == real_answer and wrong_counter != 0:
break
else:
while wrong_counter < 2:
print("EEE")
wrong_counter +=1
break
else:
print(str(x) + " + " + str(y) + " = " + str(real_answer))
print("False, that was last attempt")
break
except:
print("EEE")
pass
def ten_questions():
num_of_questions = 0
total_correct_answers = 1
my_level = get_level()
correct_answers = question_generator(*integer_generator(my_level))
while num_of_questions <= 8:
question_generator(*integer_generator(my_level))
num_of_questions +=1
if correct_answers == True:
total_correct_answers +=1
print("Score: " + str(total_correct_answers))
if __name__ == "__main__":
main()
Because of your line 36:
if int(answer_given) == real_answer: happens when someone answers correctly, wether they are right or wrong. So it enters the if, and then faces if wrong_counter == 0: which discards wrong answers. So just replace those two lines with if int(answer_given) == real_answer and wrong_counter == 0: and you are good to go.

How to move my character on my generated board?

A few days ago a started making my simple board game. First of all, I generate a board for the game. It looks like this:
the gameboard generated for 13x13
Secondly, I place my character on the board, which is 'A':
The player placed
I made a dice for it which generates numbers from 1 to 6.
My goal right now is to get the 'A' character moving around by the dice on the '*' symbols, until it gets at the top left corner:
I need to get here by the dice
So here is my code that I tried:
import math
import random
import os
board= []
def generator(boardsize):
for row in range(boardsize+1):
brow = []
for column in range(boardsize+1):
if row == column == 0:
brow.append(' ')
elif row==0:
brow.append(str(column-1)[-1])
elif column==0:
brow.append(str(row-1)[-1])
elif ((math.ceil(boardsize/2)-1 )<= column) and(column <= (math.ceil(boardsize/2)+1)) or ((math.ceil(boardsize/2)-1 )<= row) and(row <= (math.ceil(boardsize/2)+1)):
if row == 1 or column == 1 or row == boardsize or column == boardsize:
brow.append('*')
else:
if row == (math.ceil(boardsize/2)) and column == (math.ceil(boardsize/2)):
brow.append('X')
elif row == (math.ceil(boardsize/2)) or column == (math.ceil(boardsize/2)):
brow.append('D')
else:
brow.append('*')
else:
brow.append(' ')
board.append(brow)
return board
def print_table(x):
os.system('cls')
for x in board:
print(' '.join(x))
number_from_dice= []
def dice():
min = 1
max = 6
x = random.randint(min, max)
number_from_dice[:]= [x]
return number_from_dice
def player1(x):
generator(x)
prev_char_y = 1
prev_char_x = math.ceil(x/2)+1
char_y= 1
char_x= math.ceil(x/2)+1
board[char_y][char_x] = "A"
print_table(x)
dice()
f = number_from_dice[0]
for i in range(f):
if(char_y<x):
if (board[char_y+1][char_x]) == '*':
char_y= char_y +1
board[char_y][char_x] = "A"
board[prev_char_y][prev_char_x] = '*'
prev_char_x = char_x
prev_char_y = char_y
print_table(x)
else:
if(char_x!=x):
char_x2 = char_x
if (board[char_y][char_x+1]=='*'):
char_x = char_x +1
board[char_y][char_x] = "A"
board[prev_char_y][prev_char_x] = '*'
prev_char_x = char_x
prev_char_y = char_y
print_table(x)
else:
if (board[char_y+1][char_x]) == '*':
char_y= char_y +1
board[char_y][char_x] = "A"
board[prev_char_y][prev_char_x] = '*'
prev_char_x = char_x
prev_char_y = char_y
print_table(x)
else:
if (board[char_y][char_x2-1]) == '*':
char_x2 = char_x2 -1
board[char_y][char_x2] = "A"
board[prev_char_y][prev_char_x] = '*'
prev_char_x = char_x2
prev_char_y = char_y
print_table(x)
else:
if (board[char_y+1][char_x2]) == '*':
char_y = char_y +1
board[char_y][char_x2] = "A"
board[prev_char_y][prev_char_x] = '*'
prev_char_x = char_x2
prev_char_y = char_y
print_table(x)
print('Number from dice: ', end='')
print(f)
player1(13)
Does the technic I used have potential? Or is it too complicated? How would you do it?
Just in a generic sense you've made it overly complicated.
Consider this - the board, as far as movement is concerned, is just a set of ordered spaces.
But right now you have information about how the board is created as part of the player code.
Best to separate this, and you will find that things get simpler.
Instead, have the player simply track it's progress, in other words, what numbered space is it on.
Then you can generate the board and, knowing the space numbers, you can see if it matches the player location.
And then take it one step further (and simpler still) and just draw the board on a 2D array, and then output that, instead of trying to figure out the board as you go line-by-line.

Monty Hall simulation not working as intended

I've been trying out to solve the monty hall problem in Python in order to advance in coding, which is why I tried to randomize everything. The thing is: I've been running into some trouble. As most of you probably know the monty problem is supposed to show that changing the door has a higher winrate (66%) than staying on the chosen door (33%). For some odd reason though my simulation shows a 33% winrate for both cases and I am not really sure why.
Here's the code:
from random import *
def doorPriceRandomizer():
door1 = randint(0,2) #If a door is defined 0, it has a price in it
door2 = randint(0,2) #If a door is defined either 1 or 2, it has a goat in it.
door3 = randint(0,2)
while door2 == door1:
door2 = randint(0,2)
while door3 == door2 or door3 == door1:
door3 = randint(0,2)
return door1,door2,door3 #This random placement generator seems to be working fine.
while True:
loopStart = 0
amountWin = 0
amountLose = 0
try:
loopEnd = int(input("How often would you like to run this simulation: "))
if loopEnd < 0:
raise ValueError
doorChangeUser = int(input("[0] = Do not change door; [1] = Change door: "))
if doorChangeUser not in range(0,2):
raise ValueError
except ValueError:
print("Invalid input. Try again.\n")
else:
while loopStart != loopEnd:
gameDoors = doorPriceRandomizer()
inputUser = randint(0,2)
if doorChangeUser == 0:
if gameDoors[inputUser] == 0:
amountWin += 1
loopStart += 1
else:
amountLose += 1
loopStart += 1
elif doorChangeUser == 1:
ChangeRandom = 0
while gameDoors[ChangeRandom] == gameDoors[inputUser]:
ChangeRandom = randint(0,2)
if gameDoors[ChangeRandom] == 0:
amountWin += 1
loopStart += 1
else:
amountLose += 1
loopStart += 1
print("Win amount: ",amountWin,"\tLose amount: ",amountLose)
What am I doing wrong? I really appreciate all help! Thanks in advance!
ChangeRandom = 0
while gameDoors[ChangeRandom] == gameDoors[inputUser]:
ChangeRandom = randint(0,2)
This doesn't do what you think it does. Instead of checking if the ChangeRandom door is the same as the inputUser door, this checks if the ChangeRandom door and the inputUser door have the same value -- that is to say they're either both winners or both losers.
That said, that's not even what you want to do. What you want to do is to find a door that's not the user's input that IS a loser door, then switch to the OTHER one that isn't the user's input. This could be implemented with minimal change to your code as:
other_wrong_door = next(c for c, v in enumerate(gameDoors) if v != 0 and c != inputUser)
new_door = next(c for c, _ in enumerate(gameDoors) if c != inputUser and c != other_wrong_door)
But honestly this merits a re-examining of your code's structure. Give me a few minutes to work something up, and I'll edit this answer to give you an idea of how I'd implement this.
import random
DOORS = [1, 0, 0]
def runonce(switch=False):
user_choice = random.choice(DOORS)
if user_choice == 1:
# immediate winner
if switch:
# if you won before and switch doors, you must lose now
return False
else:
new_doors = [0, 0] # remove the user-selected winner
new_doors = [0] # remove another loser
return bool(random.choice(new_doors))
# of course, this is always `0`, but
# sometimes it helps to show it. In production you
# wouldn't bother writing the extra lines and just return False
else:
if switch:
new_doors = [1, 0] # remove the user-selected loser
new_doors = [1] # remove another loser
return bool(random.choice(new_doors))
# as above: this is always True, but....
else:
return False # if you lost before and don't switch, well, you lost.
num_trials = int(input("How many trials?"))
no_switch_raw = [run_once(switch=False) for _ in range(num_trials)]
switch_raw = [run_once(switch=True) for _ in range(num_trials)]
no_switch_wins = sum(1 for r in no_switch_raw if r)
switch_wins = sum(1 for r in switch_raw if r)
no_switch_prob = no_switch_wins / num_trials * 100.0
switch_prob = switch_wins / num_trials * 100.0
print( " WINS LOSSES %\n"
f"SWITCH: {switch_wins:>4} {num_trials-switch_wins:>6} {switch_prob:.02f}\n"
f"NOSWITCH:{no_switch_wins:>4} {num_trials-no_switch_wins:>6} {no_switch_prob:.02f}")
You have gotten the mechanics of the problem wrong so you are getting the wrong result. I have rewritten the choice mechanics, but I am leaving the user input stuff to you so that you can continue to learn python. This is one of many ways to solve the problem, but hopefully it demonstrates some things to you.
def get_choices():
valid_choices = [0, 1, 2] # these are the values for a valid sample
shuffle(valid_choices) # now randomly shuffle that list
return valid_choices # return the shuffled list
def get_door(user_choice):
return user_choice.index(0)
def monty_sim(n, kind):
"""
:param n: number of runs in this simulation
:param kind: whether to change the door or not, 0 - don't change, 1 = change door
:return: (win_rate, 1 - win_rate)
"""
wins = 0
for i in range(0, n):
game_doors = get_choices()
user_choice = get_door(get_choices()) # use the same method and find user door choice
# so there are two branches.
# In both, a door with a goat (game_door = 1) is chosen, which reduce the result to
# a choice between two doors, rather than 3.
if kind == 0:
if user_choice == game_doors.index(0):
wins += 1
elif kind == 1:
# so now, the user chooses to change the door
if user_choice != game_doors.index(0):
wins += 1
# Because the original choice wasn't the right one, then the new
# must be correct because the host already chose the other wrong one.
win_rate = (wins / n) * 100
return win_rate, 100 - win_rate
if __name__ == '__main__':
n = 1000
kind = 1
wins, loses = monty_sim(n, kind)
print(f'In a simulation of {n} experiments, of type {kind} user won {wins:02f} of the time, lost {loses:02f} of the time')

Dice Poker Scoring System (Function producing NoneType)

So in my coding class we are required to make a "Dice Poker" game. We need to implement a scoring system, however, mine keeps returning a "None", therefore causing issues when I want to add the accumulated score to the base score of 100, since NoneTypes and integers can not be added. I'm aware that I need to fix whatever is causing the None, but I'm not sure how. I believe the problem could be in the "scoring" function, but perhaps it is more lurking in the later parts (After the #Choosing Last Roll or #Scoring output comments) of the function "diceGame". I'm very new to coding, and after hours of looking at this thing I'm not really sure what I'm looking at anymore. Thank you so much for your help!
Text-based dice game
from random import randint
def rollFiveDie():
allDie = []
for x in range(5):
allDie.append(randint(1,6))
return allDie
def outputUpdate(P, F):
print(P)
print(F)
def rollSelect():
rollSelected = input("Which die would you like to re-roll? (Choose 1, 2, 3, 4 and/or 5 from the list) ")
print(" ")
selectList = rollSelected.split()
return selectList
def rollPicked(toRollList, diceList):
for i in toRollList:
diceList[int(i) - 1] = randint(1,6)
def scoring(dList):
counts = [0] * 7
for value in dList:
counts[value] = counts[value] + 1
if 5 in counts:
score = "Five of a Kind", 30
elif 4 in counts:
score = "Four of a Kind", 25
elif (3 in counts) and (2 in counts):
score = "Full House", 15
elif 3 in counts:
score = "Three of a Kind", 10
elif not (2 in counts) and (counts[1] == 0 or counts[6] == 0):
score = "Straight", 20
elif counts.count(2) == 2:
score = "Two Pair", 5
else:
score = "Lose", 0
return score
def numScore(diList):
counts = [0] * 7
for v in diList:
counts[v] = counts[v] + 1
if 5 in counts:
finScore = 30
elif 4 in counts:
finScore = 25
elif (3 in counts) and (2 in counts):
finScore = 15
elif 3 in counts:
finScore = 10
elif not (2 in counts) and (counts[1] == 0 or counts[6] == 0):
finScore = 20
elif counts.count(2) == 2:
finScore = 5
else:
finScore = 0
return finScore
def printScore(fscore):
print(fscore)
print(" ")
def diceGame():
contPlaying = True
while contPlaying:
playPoints = 30
if playPoints > 9:
playPoints -= 10
else:
print("No more points to spend. Game Over.")
contPlaying = False
playing = input("Would you like to play the Dice Game? (Answer 'y' or 'n'): ")
print(' ')
if playing == 'y':
#First Roll
fiveDie = rollFiveDie()
outputUpdate("Your roll is...", fiveDie)
#Choosing Second Roll/Second Roll execution
pickDie = input("Which die would you like to re-roll? (Choose 1, 2, 3, 4 and/or 5 from the list) ")
print(" ")
pickDie = pickDie.split()
rollPicked(pickDie, fiveDie)
outputUpdate("Your next roll is...", fiveDie)
#Choosing Last Roll
pickDie = rollSelect()
rollPicked(pickDie, fiveDie)
outputUpdate("Your final roll is...", fiveDie)
#Scoring output
scoring(fiveDie)
finalScore = numScore(fiveDie)
playPoints += finalScore
print(playPoints)
else:
contPlaying = False
def main():
diceGame()
main()

List object occurrence checker python

I was working on a small project, and I've run across a little error in my programming. It's a basic battleship game, and so far I have two "ships" set, and I have the game to end when both on either my side or the enemy side is hit.
def enemy_board():
global enemy_grid
enemy_grid = []
for i in range (0,10):
enemy_grid.append(["="] * 10)
def random_row_one(enemy_grid):
return randint(0, len(enemy_grid) - 1)
def random_col_one(enemy_grid):
return randint(0, len(enemy_grid) - 1)
def random_row_two(enemy_grid):
return randint(0, len(enemy_grid) - 1)
def random_col_two(enemy_grid):
return randint(0, len(enemy_grid) - 1)
global x_one
x_one = random_row_one(enemy_grid)
global y_one
y_one = random_col_one(enemy_grid)
global x_two
x_two = random_row_two(enemy_grid)
global y_two
y_two = random_col_two(enemy_grid)
print(x_one)
print(y_one)
print(x_two)
print(y_two)
So that's the basis of my list, but later on in the code is where it's giving me a little trouble.
elif enemy_grid.count("H") == 2:
print("\nYou got them all!\n")
break
Update
Sorry I was a little unclear about what I meant.
def my_board():
global my_grid
my_grid = []
for i in range (0,10):
my_grid.append(["O"] * 10)
def my_row_one(my_grid):
int(input("Where do you wish to position your first ship on the x-axis? "))
def my_col_one(my_grid):
int(input("Where do you wish to position your first ship on the y-axis? "))
global x_mio
x_mio = my_row_one(my_grid)
global y_mio
y_mio = my_col_one(my_grid)
def my_row_two(my_grid):
int(input("\nWhere do you wish to position your other ship on the x-axis? "))
def my_col_two(my_grid):
int(input("Where do you wish to position your other ship on the y-axis? "))
global x_mit
x_mit = my_row_two(my_grid)
global y_mit
y_mit = my_col_two(my_grid)
def enemy_board():
global enemy_grid
enemy_grid = []
for i in range (0,10):
enemy_grid.append(["="] * 10)
def random_row_one(enemy_grid):
return randint(0, len(enemy_grid) - 1)
def random_col_one(enemy_grid):
return randint(0, len(enemy_grid) - 1)
def random_row_two(enemy_grid):
return randint(0, len(enemy_grid) - 1)
def random_col_two(enemy_grid):
return randint(0, len(enemy_grid) - 1)
global x_one
x_one = random_row_one(enemy_grid)
global y_one
y_one = random_col_one(enemy_grid)
global x_two
x_two = random_row_two(enemy_grid)
global y_two
y_two = random_col_two(enemy_grid)
print(x_one)
print(y_one)
print(x_two)
print(y_two)
title()
my_board()
enemy_board()
m = 20
guesses = m
while guesses > 0:
def printmi_board(my_grid):
for row in my_grid:
print(" ".join(row))
def printyu_board(enemy_grid):
for row in enemy_grid:
print (" ".join(row))
print(printmi_board(my_grid))
print(printyu_board(enemy_grid))
try:
guess_x = int(input("Take aim at the x-xalue: "))
except ValueError:
print("\nI SAID TAKE AIM!\n")
guess_x = int(input("Take aim at the x-xalue: "))
try:
guess_y = int(input("Take aim at the y-value: "))
except ValueError:
print("\nDo you have wax in your ears?? AIM!\n")
guess_y = int(input("Take aim at the y-value: "))
comp_x = randint(0, len(my_grid) - 1)
comp_y = randint(0, len(my_grid) - 1)
if x_one == guess_x and y_one == guess_y:
print("\nYou hit one! \n")
enemy_grid[guess_x - 1][guess_y - 1] = "H"
continue
elif x_two == guess_x and y_two == guess_y:
enemy_grid[guess_x - 1][guess_y - 1] = "H"
print("\nYou hit one! \n")
continue
elif enemy_grid[guess_x - 1][guess_y - 1] == "O":
print("\nYou've tried there before! Here's another round.\n")
print("You have " + str(guesses) + " rounds left, cadet.\n\n")
continue
elif enemy_grid.count("H") == 2:
print("\nYou got them all!\n")
break
else:
if guess_x not in range(10) or guess_y not in range(10):
print("\nThat's not even in the OCEAN!! Take another free round then.\n")
print("You have " + str(guesses) + " rounds left, cadet.\n\n")
continue
elif enemy_grid[guess_x][guess_y] == "O":
print("\nYou've tried there before! Here's another round.\n")
print("You have " + str(guesses) + " rounds left, cadet.\n\n")
continue
else:
print("\nYou missed, soldier!\n")
guesses = guesses - 1
print("You have " + str(guesses) + " rounds left, cadet.\n\n")
enemy_grid[guess_x - 1][guess_y - 1] = "O"
if comp_x == x_mio and comp_y == y_mio:
my_grid[comp_x - 1][comp_y - 1] = "H"
print("\nThe enemy hit you! \n")
continue
elif comp_x == x_mit and comp_y == y_mit:
my_grid[comp_x - 1][comp_y - 1] = "H"
print("\nThe enemy hit you! \n")
continue
elif my_grid.count("H") == 2:
print("We have to retreat! They've sunken all of your ships...")
break
else:
my_grid[comp_x - 1][comp_y - 1] = "="
continue
I'm using python 3 if that makes any difference. So it's that if the player hits the correct spot on the grid, then it'll show as "H" and not as "=" or "O". So I was just wondering about if I could count those "H"'s to use to end the IF loop.
You haven't really explained the problem, and so much of the code is missing that it's very hard to tell you what's wrong, I'm going to guess at it though.
My guess is that you create an '=' grid to represent a player's board, and then if their ship is 'hit' you replace the '=' in that position with an 'H'.
The structure you create (enemy_grid) seems to look something like:
[[====]
[====]
[====]
[....]]
in which case your test, enemy_grid.count("H") doesn't make sense as enemy_grid is a list that contains other lists (so the count of Hs will always be 0 - they're deeper down in the 2nd layer of lists).
You probably want a test more along the lines of:
[cell for row in enemy_grid for cell in row].count('H')

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