Chess in Python: list indices must be integers, not str - python

I wrote early version of chess in python. I have a problem with this:
File "C:/Users/Goldsmitd/PycharmProjects/CHESS/chess_ver0.04.py", line 39, in move
self.board[destination_x][destination_y] = 1
TypeError: list indices must be integers, not str
my code:
class Chess_Board:
def __init__(self):
self.board = self.create_board()
def create_board(self):
board_x=[]
for x in range(8):
board_y =[]
for y in range(8):
if (x==7 and y==4):
board_y.append('K')
elif (x== 7 and y == 3):
board_y.append('Q')
else:
board_y.append('.')
board_x.append(board_y)
return board_x
class WHITE_KING(Chess_Board):
def __init__(self):
Chess_Board.__init__(self)
self.symbol = 'K'
self.position_x = 7
self.position_y = 4
def move (self):
print ('give x and y cordinates fo white king')
destination_x = input()
destination_y = input()
self.board[destination_x][destination_y] = 'K'
I don't know what does not work

The value recieved from input() has a 'string' type (even if it looks like number), so you should convert it to integer.
self.board[int(destination_x)][int(destination_y)] = 'K'
The code above will fail if you enter something else than digits, so it is better to add an additional check before:
def move (self):
destination_x = None
destination_y = None
while not (destination_x and destination_y):
print ('give x and y cordinates fo white king')
try:
destination_x = int(input())
destination_y = int(input())
except ValueError as e:
pass
self.board[destination_x][destination_y] = 'K'

Related

How do I create a Set method for a class with a variable-dimension container?

If I have a list class that can be initialized with a variable number of dimensions, how do I set an entry at the lowest level of the list with an element? (Also would like to know if my get method should work in theory)
I'm trying to simulate board games that use multiple dimensions (Can you even imagine 5-th dimensional chess? How about 17th?)
class Board():
DIMENSIONS = [8, 8]
#board and pieces have their respective rules.
def __init__(self, D=[8,8]):
if len(D) <= 0:
board = [None for i in range(D)]
else:
board = [None for i in range(D[0])]
for j in range(1,len(D)):
board = [board for i in range(D[j])]
def get(self, location):
try:
for coordinate in location:
result = board[coordinate]
return result
except:
print('Error: Cannot get coordinate')
return None
def set(self, location, piece):
try:
for coordinate in location:
result = self.board[coordinate]
result = piece
except:
print('Error: Cannot set coordinate')
def move(self, start, end):
x = self.get(start)
if x is not None:
for m, r in x.moves, x.rules:
if self.get(is_legitimate(self, start, m, r)) == end:
= x
pass
#Check alignment and position, if it's transformable react according to board rules.
#returns false if not, but returns location if legit.
def is_legitimate(self, start, move, rule):
location = start
forwardback = True
while move != 1:
primes = [2]
while move % primes[-1] == 0:
if forwardback:
location[len(primes) // 2]+=1
else:
location[len(primes) // 2]-=1
move = move % primes[-1]
if not self.bounds(location):
return False
primes.append(next_prime(primes))
forwardback = not forwardback
def bounds(self, location):
for coordinate, d in location, self.DIMENSIONS:
if coordinate < 0 or coordinate > d:
return False
return True
#using prime numbers?
def next_prime(primes):
if len(primes) == 0:
return 2
prev_result = 1
result = 2
while prev_result != result:
prev_result = result
for x in primes:
if result == x or result % x == 0:
result += 1
break
return result
Code is mostly rough draft, don't play just look.

How to call attributes from outside classes?

Updated 2.0
Currently updated it so every old "function" has been moved beneath my class. Now it seems like one of my only problems is figuring out all these drawBoard() takes 1 positional argument but 2 were given
This is just the start of my current class, just to show you what I am currently dealing with
Update based on:
Every run of the program will give the option which size the board
should be ...
every board in the code shall be the same size
We make size a class variable and only prompt for a size if it isn't already set. All subsequent board creations will use the same size as the first board:
class BoardHandler:
size = None
def __init__(self):
self.board = None
if BoardHandler.size is None:
self.ask_size()
self.getNewBoard()
def ask_size(self): # no self use, method could be a function
while True:
try:
BoardHandler.size = int(input("Which size would you want? "))
break
except ValueError:
print("Wrong! try again")
def getNewBoard(self):
self.board = []
for _ in range(BoardHandler.size):
self.board.append([' '] * BoardHandler.size)
def resetBoard(self):
for x in range(BoardHandler.size):
for y in range(BoardHandler.size):
self.board[x][y] = ' '
n = int(BoardHandler.size / 2 - 1)
self.board[n][n] = 'B'
self.board[n + 1][n] = 'W'
self.board[n][n + 1] = 'W'
self.board[n + 1][n + 1] = 'B'
def drawBoard(self):
HLINE = ' ' + '-' * (4 * BoardHandler.size) + '-'
print(HLINE)
for y in range(BoardHandler.size):
print("{:2d}".format(y + 1), end=' ')
for x in range(BoardHandler.size):
print('| {}'.format(self.board[x][y]), end=' ')
print('|')
print(HLINE)
handler = BoardHandler()
handler.resetBoard()
handler.board[0][0] = 'W'
handler.drawBoard()
print(BoardHandler.size)
handler2 = BoardHandler()
handler2.drawBoard() # empty board but same size as first
As I said in a comment, I think you should make the two functions in methods of class BoardHandler. This will give you better encapsulation and it's fairly easy to do, here's how:
class BoardHandler:
def __init__ (self, size, board):
self.size = size
self.board = board
def ask_size(self):
try:
self.size = int(input("Which size would you want?"))
except ValueError:
print("Wrong! try again")
ask_size()
def getNewBoard(self):
board=[]
for i in range(self.size):
board.append([' ']* self.size)
self.board = board
def resetBoard(self):
for x in range(self.size):
for y in range(self.size):
self.board[x][y] = ' '
n=int(size/2-1)
self.board[n][n] = 'B'
self.board[n+1][n] = 'W'
self.board[n][n+1] = 'W'
self.board[n+1][n+1] = 'B'
def drawBoard(self):
HLINE = ' ----------------------------------------'
for y in range(self.size):
print(y+1, end=' ')
for x in range(Q):
print('| %s' % (self.board[x][y]), end=' ')
print('|')
print(HLINE)
If you want to keep them outside the class for some reason, you will need to modify each of them to accept a BoardHandler class instance as an argument:
def resetBoard(board_handler):
for x in range(board_handler.size):
for y in range(board_handler.size):
board_handler.board[x][y] = ' '
n=int(board_handler.size/2-1)
board[n][n] = 'B'
board[n+1][n] = 'W'
board[n][n+1] = 'W'
board[n+1][n+1] = 'B'
def drawBoard(board_handler):
HLINE = ' ----------------------------------------'
for y in range(board_handler.size):
print(y+1, end=' ')
for x in range(Q):
print('| %s' % (board_handler.board[x][y]), end=' ')
print('|')
print(HLINE)
This assumes your program creates a single BoardHandler class instance, and does all operations to that object.

Python input statement

I have created a battleship like game, and have it all completed except for one detail.
I have the following input statement:
x, y = input("Enter two numbers here: ").split()
with the 2 numbers being entered corresponding to the players chosen coordinates. I also need to be able to handle the entry of 'q' or 'h' for the quit or help options. However, since i am taking two variables from this statement when only a q or h is entered i get the error that the statement needs 2 elements to unpack, which makes sense. Any pointers on how to get around this?
import random, math
class oceanTreasure:
def __init__(self):
self.board = self.board()
self.found = 0
self.left = 3
self.sonarsLeft = 20
self.chests= []
self.chest()
def board(self):
board = []
for x in range(16): # the main list is a list of 60 lists
board.append([])
for y in range(61): # each list in the main list has 15 single-character strings.
board[x].append('~')
return board
def chest(self):
chest1 = [random.randint(0,60), random.randint(0,15)]
chest2 = [random.randint(0,60), random.randint(0,15)]
chest3 = [random.randint(0,60), random.randint(0,15)]
self.chests = [chest1, chest2, chest3]
def getChestsLeft(self):
return self.found
def getChests(self):
return self.chests
def getTreasuresLeft(self):
return self.left
def getSonarsLeft(self):
return self.sonarsLeft
def dropSonar(self,x,y):
ySonar = ['a','b','c','d','e','f','g']
whichAxis, axis = self.checkDistance(x,y)
if whichAxis == True:
sonar = axis
if whichAxis == 'xaxis':
sonar = axis
elif whichAxis == 'yaxis':
sonar = ySonar[axis-1]
elif whichAxis == None:
sonar = axis
self.board[int(y)][int(x)] = sonar
self.sonarsLeft -=1
return axis
def checkDistance(self,x,y):
closest = self.chests[0]
distance = 100
for chest in self.chests:
temp = math.sqrt(math.pow((chest[0]-int(x)),2) + math.pow((chest[1]-int(y)),2))
if temp < distance:
closest = chest
distance = temp
xaxis =math.fabs((closest[0] - int(x)))
yaxis = math.fabs((closest[1]-int(y)))
if yaxis == 0 and xaxis == 0:
self.chests.remove(closest)
self.found +=1
self.left -=1
return True, 'X'
elif xaxis <= 9 and yaxis <=5 :
if yaxis == 0 :
return 'xaxis',int(math.fabs(xaxis))
if xaxis == 0 :
return 'yaxis',int(math.fabs(yaxis))
if min(xaxis//2,yaxis) ==(xaxis//2) :
return 'xaxis', int(math.fabs(xaxis))
elif min(xaxis//2,yaxis) == (yaxis) or xaxis == 0 :
return 'yaxis', int(math.fabs(yaxis))
else: return None,0
def drawBoard(self):
firstLine = ' '
for i in range(1,7):
firstLine += (' '*9) + str(i)
print(firstLine)
secondLine = ' '
secondLine += ('0123456789' *6)
print(secondLine)
print()
i = 0
for i in range(0,16):
boardRow = ''
for x in range(0,61):
boardRow += str(self.board[i][x])
if i < 10:
print(str(i) +' ' + str(boardRow) + str(i))
if i >= 10:
print(str(i) +' ' + str(boardRow) + str(i))
print()
print(secondLine)
print(firstLine)
device = 'devices'
if self.sonarsLeft ==1:
device = 'device'
print('You have %s sonar %s availabe. You have found %s treasures and have %s left' %(self.sonarsLeft, device, self.found, self.left))
ocean = oceanTreasure()
ocean.drawBoard()
gameOver = False
instructionsList = ['This is a treasure hunting game.' , 'You begin the game with 20 sonar devices available (each device has a range of 9 units in the x axis and 5 in the y axis).','When you place a device, if an "O" is displayed that means there are no chests in range.', 'If a number from 1-9 is displayed, the closest chest is within n units away on the X axis.', 'If a letter from a-e is displayed, the closest chest is n units away on the Y axis (a =1, b =2 and so on...).', 'The game ends when you run out of sonar devices, all the treasure is found or you enter "q" to quit.', 'Thanks for playing and happy hunting!']
while ocean.getTreasuresLeft() != 0 and ocean.getSonarsLeft() >0 and gameOver == False:
response = False
coordinate = False
while response == False:
inputString = input("Enter two numbers seperated by a space (X Y): ")
if inputString == 'q':
gameOver = True
response = True
elif inputString == 'h':
for instruction in instructionsList:
print(instruction)
response = True
else:
try:
x,y = inputString.split()
assert int(x) <=60 and int(y) <=15
response = True
coordinate = True
except AssertionError:
print('Please enter a valid move')
if gameOver == True:
break
#whichAxis, axis =ocean.checkDistance(x,y)
#print(axis)
if coordinate == True:
axis = ocean.dropSonar(x,y)
ocean.drawBoard()
if axis == 'X':
print('Congratulations, you have found a treasure!')
if ocean.getTreasuresLeft() == 0:
print('Congratulations, you found all the treasure')
elif ocean.getSonarsLeft() == 0:
print('Sorry, you ran out of sonar devices, the remaining chests were: %s ' % str(ocean.getChests()))
How about separating the tests to be a little clearer:
input_string = input("Enter two numbers here: ")
if input_string == 'q':
do_quit()
elif input_string == 'h':
do_help()
else:
x,y = input_string.split()
That way you can test for your special cases, and process the x and y if they are not found.
may be this, for example:
a = input("text")
b = a.split()
if len(b) == 1:
if b[0] == 'q':
return
elif b[0] == 'h':
print 'it is help ... '
elif len(b) == 2:
# process for two inputted numbers
You can just separate the input:
# get the input
ipt = input("Enter two numbers here: ")
# check if your option is entered
if ipt == 'q' or ipt == 'h':
# do something
else:
x,y = ipt.split()

ValueError: too many values to unpack (expected 2), listcomp

Been trying to learn python and therefore using a pre-made minesweeper and the exercise was to make a class of some functions. But i seem to fet the error:
line 66, in <listcomp>
values = [grid[r][c] for r,c in self.getneighbors(grid, rowno, colno)]
ValueError: too many values to unpack (expected 2)
And i have no idea how to fix it, tried .items but i have no idea what to do. Hopefully i can get some help/tips. Thank you!
import string
import random
gridsize = int(input('SIZE:'))
numberofmines = int(input('MINES:'))
def setupgrid(gridsize,start,numberofmines):
grid = [['0' for i in range(gridsize)] for i in range(gridsize)]
mines = generatemines(grid,start,numberofmines)
p = omringande(grid)
p.getnumbers(grid)
return (grid,mines)
def showgrid(grid):
gridsize = len(grid)
horizontal = ' '+4*gridsize*'-'+'-'
# Print top column letters
toplabel = ' :) '
for i in string.ascii_lowercase[:gridsize]:
toplabel = toplabel+i+' '
print (toplabel,'\n',horizontal)
# Print left row numbers
for idx,i in enumerate(grid):
row = '{0:2} |'.format(idx+1)
for j in i:
row = row+' '+j+' |'
print (row+'\n'+horizontal)
print ('')
def getrandomcell(grid):
gridsize = len(grid)
a = random.randint(0,gridsize-1)
b = random.randint(0,gridsize-1)
return (a,b)
class omringande(object):
def __init__(self,grid):
self.grid = grid
def getneighbors(self,grid,rowno,colno):
gridsize = len(grid)
row = grid[rowno]
column = grid[rowno][colno]
neighbors = []
for i in range(-1,2):
for j in range(-1,2):
if i == 0 and j == 0: continue
elif -1<rowno+i<gridsize and -1<colno+j<gridsize:
neighbors.append((rowno+i,colno+j))
return (row,column)
def getnumbers(self,grid):
gridsize = len(grid)
for rowno,row in enumerate(grid):
for colno,col in enumerate(row):
if col!='X':
# Gets the values of the neighbors
values = [grid[r][c] for r,c in self.getneighbors(grid, rowno, colno)]
# Counts how many are mines
grid[rowno][colno] = str(values.count('X'))
# Generate mines
def generatemines(grid,start,numberofmines):
gridsize = len(grid)
mines = []
for i in range(numberofmines):
cell = getrandomcell(grid)
while cell==(start[0],start[1]) or cell in mines:
cell = getrandomcell(grid)
mines.append(cell)
for i,j in mines: grid[i][j] = 'X'
return mines
def showcells(grid,currgrid,rowno,colno):
# Exit function if the cell was already shown
if currgrid[rowno][colno]!=' ':
return
# Show current cell
currgrid[rowno][colno] = grid[rowno][colno]
# Get the neighbors if the cell is empty
if grid[rowno][colno] == '0':
for r,c in omringande.getneighbors(grid,rowno,colno):
# Repeat function for each neighbor that doesn't have a flag
if currgrid[r][c] != 'F':
showcells(grid,currgrid,r,c)
def playagain():
choice = input('Play again? (y/n): ')
return choice.lower() == 'y'
def playgame():
currgrid = [[' ' for i in range(gridsize)] for i in range(gridsize)]
showgrid(currgrid)
grid = []
flags = []
helpmessage = "Type the column followed by the row (eg. a5).\nTo put or remove a flag, add 'f' to the cell (eg. a5f)\n"
print (helpmessage)
while True:
while True:
lastcell = str(input('Enter the cell ({} mines left): '.format(numberofmines-len(flags))))
print ('\n\n')
flag = False
try:
if lastcell[2] == 'f': flag = True
except IndexError: pass
try:
if lastcell == 'help':
print (helpmessage)
else:
lastcell = (int(lastcell[1])-1,string.ascii_lowercase.index(lastcell[0]))
break
except (IndexError,ValueError):
showgrid(currgrid)
print ("Invalid cell.",helpmessage)
if len(grid)==0:
grid,mines = setupgrid(gridsize,lastcell,numberofmines)
rowno,colno = lastcell
if flag:
# Add a flag if the cell is empty
if currgrid[rowno][colno]==' ':
currgrid[rowno][colno] = 'F'
flags.append((rowno,colno))
# Remove the flag if there is one
elif currgrid[rowno][colno]=='F':
currgrid[rowno][colno] = ' '
flags.remove((rowno,colno))
else: print ('Cannot put a flag there')
else:
# If there is a flag there, show a message
if (rowno,colno) in flags:
print ('There is a flag there')
else:
if grid[rowno][colno] == 'X':
print ('Game Over\n')
showgrid(grid)
if playagain(): playgame()
else: exit()
else:
showcells(grid,currgrid,rowno,colno)
showgrid(currgrid)
if set(flags)==set(mines):
print ('You Win')
if playagain(): playgame()
else: exit()
playgame()
I keep getting the error when the player is supposed to make their move. Tried using (mentioned in other forums) the ".items" but without success.

code optimization for memory game

I made this memory card matching game for class and feel like I wrote more code than I had to. Is there any way to optimize this? The assignment was just to get a working program but I feel like I need to learn a little bit of optimization.
import random
class Card(object):
""" A card object with value but not suit"""
def __init__(self, value):
"""Creates a card with the given value and suit."""
self.value = value
self.face = 0
def showFace(self):
'''flips the card over'''
self.face = 1
def __str__(self):
"""Returns the string representation of a card."""
return str(self.value)
class Deck(object):
""" A deck containing cards."""
def __init__(self, rows, columns):
"""Creates a full deck of cards."""
self._cards = []
self._rows = rows
self._columns = columns
for value in range(1,(int((self._rows*self._columns)/2))+1):
c = Card(value)
self._cards.append(c)
self._cards.append(c)
def shuffle(self):
"""Shuffles the cards."""
random.shuffle(self._cards)
def deal(self):
"""Removes and returns the top card or None
if the deck is empty."""
if len(self) == 0:
return None
else:
return self._cards.pop(0)
def __len__(self):
"""Returns the number of cards left in the deck."""
return len(self._cards)
def __str__(self):
"""Returns the string representation of a deck."""
self.result = ''
for c in self._cards:
self.result = self.result + str(c) + '\n'
return self.result
class Game(Deck,Card):
'''Runs the memory game'''
def __init__(self, rows, columns):
'''gets rows and columns for the game'''
self._rows = rows
self._columns = columns
def play(self):
'''starts the game'''
self._deck = Deck(self._rows, self._columns)
self._deck.shuffle()
Game.populateBoard(self)
matches = 0
#While the game is not finished
while True:
while True: #The First Card
try:
coor1 = input("Enter coordinates for first card ")
coor1 = coor1.split(' ') # Removes spaces
coor1 = [x for x in coor1 if x != ' '] # puts in list
coor1 = [int(x)-1 for x in coor1 if x == x] # converts
except IndexError:
print('***Invalid coordinates! Try again.***')
except ValueError:
print('***Invalid coordinates! Try again.***')
else:
try: #Check if coordinates are valid
if 0 > coor1[0] or coor1[0] > self._rows\
or 0 > coor1[1] or coor1[1] > self._columns:
print('***Invalid coordinates! Try again.***')
else:
guess1 = self._gameboard[coor1[0]][coor1[1]]
break
except IndexError:
print('***Invalid coordinates! Try again.***')
while True: # The Second Card
try:
coor2 = input("Enter coordinates for second card ")
coor2 = coor2.split(' ') # Removes Spaces
coor2 = [x for x in coor2 if x != ' '] # puts in list
coor2 = [int(x)-1 for x in coor2 if x == x]# converts
except IndexError:
print('***Invalid coordinates! Try again.***')
except ValueError:
print('***Invalid coordinates! Try again.***')
else:
try: #Check if coordinates are valid
if 0 > coor2[0] or coor2[0] > self._rows\
or 0 > coor2[1] or coor2[1] > self._columns:
print('***Invalid coordinates! Try again.***')
else:
guess2 = self._gameboard[coor2[0]][coor2[1]]
break
except IndexError:
print('***Invalid coordinates! Try again.***')
if guess1 == guess2\
and coor2[0]-coor1[0] == 0\
and coor2[1]-coor1[1] == 0:#User enters same input for 1 and 2
print("***That's the same card! Try again.***")
elif guess1 == guess2:
guess1.showFace()
Game.showBoard(self)
matches += 1
if matches == ((self._rows * self._columns)/2):
break
else:
Game.showBoard(self)
print('Not an identical pair. Found',guess1,'at ('+
str(coor1[0]+1)+','+ str(coor1[1]+1)+') and', guess2,
'at ('+str(coor2[0]+1)+','+str(coor2[1]+1)+')')
def populateBoard(self):
'''populates the game board'''
self._gameboard = []
for row in range(self._rows):
self._gameboard.append([0] * self._columns)
for row in range(len(self._gameboard)):
for column in range(len(self._gameboard[row])):
self._gameboard[row][column] = self._deck.deal()
Game.showBoard(self)
def showBoard(self):
'''shows the board'''
for row in self._gameboard:
for card in row:
if card.face == 0:
print('*', end =" ")
else:
print(card, end= " ")
print()
def main():
while True:
# Force user to enter valid value for number of rows
while True:
rows = input("Enter number of rows ")
if rows.isdigit() and ( 1 <= int(rows) <= 9):
rows = int(rows)
break
else:
print (" ***Number of rows must be between 1 and 9! Try again.***")
# Adding *** and indenting error message makes it easier for the user to see
# Force user to enter valid value for number of columns
while True:
columns = input("Enter number of columns ")
if columns.isdigit() and ( 1 <= int(columns) <= 9):
columns = int(columns)
break
else:
print (" ***Number of columns must be between 1 and 9! Try again.***")
if rows * columns % 2 == 0:
break
else:
print (" ***The value of rows X columns must be even. Try again.***")
game = Game(rows, columns)
game.play()
if __name__ == "__main__":
main()
Here is a couple of places the code can be simplified
def populateBoard(self):
'''populates the game board'''
self._gameboard = [self._deck.deal() for row in self._rows
for column in self._columns]
self.showBoard()
and
def showBoard(self):
'''shows the board'''
for row in self._gameboard:
print(*(card if card.face else '*' for card in row))
coor1[0] is computed many times over. Consider assigning the result to a local variable and then using this local variable.

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