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INITIAL_SIZE = 10 # Intial array size class Queue: """FIFO Queue Data Structure implementation with array""" def __init__(self): '''Create a new empty queue''' self._queue = [None] * INITIAL_SIZE # Array to store queue elements self._size = 0 # Number of elements in queue self._capacity = INITIAL_SIZE # Max number of elements self._start = 0 # Index to point to FIRST element in queue self._end = -1 # Index to point to LAST element in queue def enqueue(self, element): '''Insert the given elemetn at the and of queue''' if self.isFull(): self._resize() self._size += 1 self._end = self._nextIndex(self._end) self._queue[self._end] = element def dequeue(self): ''' Remove the first element in queue Raise a Empty error if queue is empty ''' if self.isEmpty(): raise Exception('Queue is empty') self._size -= 1 # Decrase queue size value = self._queue[self._start] # Store value to be dequeued self._queue[self._start] = None # Erase dequeued element self._start = self._nextIndex(self._start) # Update first queue element return value def size(self): '''Return number of elements in queue''' return self._size def isEmpty(self): '''Return true if queue is empty''' return self._size == 0 def isFull(self): '''Return true if queue is full''' return self._size == self._capacity def _nextIndex(self, index): '''Calcule the in an cirular array''' return (index + 1) % self._capacity def _resize(self): '''Double the queue capacity''' oldQueue = self._queue # Save old queue values to copy later oldStart = self._start oldCapacity = self._capacity self._capacity = 2 * oldCapacity # Double queue capacity self._queue = [None] * self._capacity # Create new queue with new capacity for newStart in range(oldCapacity): # Copy all elements in old queue to new queue self._queue[newStart] = oldQueue[oldStart] # Shift elements in old queue to begin of new queue oldStart = (oldStart + 1) % oldCapacity # Calcule next index in circular array self._start = 0 # Update new start index (first element in queue) self._end = oldCapacity - 1 # Update new end index (last element in queue) def __str__(self): return str(self._queue) if __name__ == '__main__': q = Queue() print('Size:', q.size()) for x in range(5): q.enqueue(x) print('Enqueue 0 to 4 elements:', q) print('Size:', q.size()) for x in range(3): q.dequeue() print('Dequeue 3 elements:', q) print('Size:', q.size()) for x in range(15): q.enqueue(x) print('Enqueue 0 to 14 elements:', q) print('Size:', q.size()) for x in range(10): q.dequeue() print('Dequeue 10 elements:', q) print('Size:', q.size()) for x in range(31): q.enqueue(x) print('Enqueue 0 to 30 elements:', q) print('Size:', q.size()) for x in range(38): q.dequeue() print('Dequeue 38 elements:', q) print('Size:', q.size())
#!/usr/bin/python # -*- coding:utf-8 -*- # Author:Sage Guo """ 凡是可作用于for循环的对象都是Iterable类型; 凡是可作用于next()函数的对象都是Iterator类型,它们表示一个惰性计算的序列; 集合数据类型如list、dict、str等是Iterable但不是Iterator,不过可以通过iter()函数获得一个Iterator对象。 """ from collections import Iterable from collections import Iterator # fib function to generator fib numbers def fib(max_value): n, a, b = 0, 0, 1 while n < max_value: # print(b) yield b a, b = b, a + b n = n + 1 return 'done' def add(x, y, f): return f(x) + f(y) list_01 = [x * x for x in range(1, 10)] print(list_01) print(type(list_01)) generator_01 = (x * x for x in range(20)) print(generator_01) print(type(generator_01)) x = fib(20) print(type(x)) print('---------------------') for y in x: print(y) print('if x is Iterable ?', isinstance(x, Iterable)) # True print('if x is Iterator ?', isinstance(x, Iterator)) # True for i in [1, 2, 3, 4, 5]: print('i is ', i) print('>>>>>>>>>>>>>>>>>') for i in iter([1, 2, 3, 4, 5]): print('i is ', i) it = iter([1, 2, 3, 4, 5, 6, 7]) while True: try: print('next value is', next(it)) except StopIteration: print('it is the end') break f = abs print(f) print(type(abs)) print(add(-5, 6, abs)) hello = 'hello sage' print(type(hello)) print(type(list(hello))) print(type(set(hello))) print(type(tuple(hello))) test_str = "sage", "name", 17 print(test_str) print(type(test_str)) test_str_02 = {'sage', 'name', 17} # print(test_str_02) for i in test_str_02: print(i) print(type(test_str_02)) test_str_03 = ['sage', 'guo', 'name'] print(test_str_03.sort()) # 方法返回None print(test_str_03)
set1 = set(range(0, 100)) print("Set 1 ") print(set1) set2 = set() for n in range(0,10): set2.add(n**2) set2.add(2000) print("\nSet 2 ") print(sorted(set2)) print() set3 = set1.union(set2) print("\nSet 3 = 1 union 2 ") print(sorted(set3)) print() set4 = set1.difference(set2) print("\nSet 3 = 1 diff 2 ") print(sorted(set4)) print() if set4.issubset(set3): print("set4 is a subset of set3") print() if set3.issuperset(set4): print("set3 is a supsetset of set4")
# module <from> called on module <sys> # to <import> the module <argv> (argument) # module <from> called on <os.path> module # to import the function <exists> from sys import argv from os.path import exists script, from_file, to_file = argv # ^ user needs to enter the script to run (this file) # followed by the name of the file you want as file A to copy # followed by the name of the file you want as file B to add file A to print "Copying from %s to %s" % (from_file, to_file) # this tells the user, hey I'm going to copy this file A into this other file B # we could do these two on one line, how? in_file = open(from_file) ; indata = in_file.read() # this sets the variable "in_file" equal to opening the file A # this sets the variable "indata" equal to reading File A print "The input file is %d bytes long" % len(indata) # this alerts the user to how many charcters (aka length) are in File A print "Does the output file exist? %r" % exists(to_file) # This will check if File B exists - it will return True or False print "Ready, hit RETURN to continue, CTRL-C to abort." raw_input() #this asks for user to continue with this script out_file = open(to_file, 'w') #variable "out_file" will open up File B in write mode ('w) out_file.write(indata) # the write function is called on the variable out_file # so outfile (aka file B) will have indata(aka file A (read out above)) written on it # This will OVERWRITE File B. Not append to. print "Alright, all done." out_file.close() in_file.close()
import random ran_num = 0 user_num = 0 count = 0 def init_random(): global ran_num ran_num = random.randrange(25) def init_game(): print "It is an integer number less than 25." def user_input(): global ran_num, user_num, count while(True): user_num = int(raw_input("\nEnter your number:")) count = count + 1 if (ran_num == user_num): print "Correct..!! The number is %d" % user_num print "You took %d steps to reach %d" % (count, user_num) print "Congratulations...!!" return 0 elif (ran_num > user_num): print "The number is greater than the number you entered ", elif (ran_num < user_num): print "The number is lesser than the number you entered ", print "%d step" % count init_game() init_random() user_input()
sheep = [5, 7, 300, 90, 24, 50, 75] print("\n1. Hello, My name is Cường and these are my sheep sizes") print(sheep) print("\n2. Hello, My name is Cường and these are my sheep sizes") print(sheep) print("Now my biggest sheep has size {} and let's shear it".format(max(sheep))) print("\n3. Hello, My name is Cường and these are my sheep sizes") print(sheep) print("Now my biggest sheep has size {} and let's shear it".format(max(sheep))) max_size = max(sheep) for index, item in enumerate(sheep): if item == 300: sheep[index] = 8 print(sheep) print("\n4. Hello, My name is Cường and these are my sheep sizes") print(sheep) print("Now my biggest sheep has size {} and let's shear it".format(max(sheep))) max_size = max(sheep) for index, item in enumerate(sheep): if item == max_size: sheep[index] = 8 print(sheep) print("One month has passed, now here is my flock") for index, item in enumerate(sheep): sheep[index] += 50 print(sheep) print("\n5. Hello, My name is Cường and these are my sheep sizes") print(sheep) print("Now my biggest sheep has size {} and let's shear it".format(max(sheep))) max_size = max(sheep) for index, item in enumerate(sheep): if item == max_size: sheep[index] = 8 print(sheep) month = 1 while True: print("{} month has passed, now here is my flock".format(month)) for index, item in enumerate(sheep): sheep[index] += 50*month month += 1 print(sheep) if month == 4: break print("\n6. My flock has size in total: ", end = "") sum = 0 for i in range(0,len(sheep)): sum += sheep[i] print(sum) print("I would get ", sum, " * 2$ = ", sum*2, "$")
def calc(x, y, para): if para == "+": total = x + y elif para == "-": total = x - y elif para == "*" or para == "x": total = x * y elif para == "/" or para == ":": total = x / y else: total = "Error!!" return total a = calc(5, 7, "-") print(a)
quiz = [ { "question" : "If x = 8, then what is the value of 4(x+3) ?", "choices" : [35, 36, 40, 44] }, { "question" : "Estimate this answer (exact calculation not needed):\nJack scored these marks in 5 math tests: 49, 81, 72, 66 and 52. What is Jack's avarage mark?", "choices" : [55, 65, 75, 85] } ] answer = [44, 65] right = 0 for index, element in enumerate(quiz): for key, value in element.items(): #print(key) if key == "question": print(value) else: for index2, element2 in enumerate(value): print("{}. {}".format(index2 + 1, element2)) user_answer = int(input("Your choice? ")) for key2, value2 in element.items(): if key2 == "choices": if value2[user_answer-1] == answer[index]: print("Bingo") right += 1 break else: print(":(") break if right == 0: print("You're a dumb ass") else: print("You correctly answer {} out of 2 questions".format(right))
import math class Circle2D: def __init__(self,r): self.__rad = r @property def rad(self): return self.__rad @rad.setter def rad(self,r): self.__rad = r def computeCircumference(self): return math.pi * self.__rad def computeArea(self): return math.pi * self.__rad**2 class Circle3D(Circle2D): def __init__(self,r,x): Circle2D.__init__ (self ,r) self.__color = x @property def color(self): return self.__color @color.setter def color(self,x): self.__color = x def sphereVolume(self): return 4/3 * math.pi * OBone.rad**3 print('start') c = Circle2D(6) print('1','=',c.rad) c.rad = 5 print('2','=',c.rad) print('3','=',c.computeArea()) print('4','=',c.computeCircumference()) OBone = Circle3D(2,'red') print('5','=',OBone.color) OBone.color = 'pink' print('6','=',OBone.color) print('7','=',OBone.spehereVolume())
def weight_on_planets(): # write your code here earthWeight = float(input("What do you weigh on earth? ")) marsWeight = earthWeight*0.38 jupiterWeight = earthWeight*2.34 print("\nOn Mars you would weigh {} pounds.\nOn Jupiter you would weigh {} pounds.".format(marsWeight, jupiterWeight)) if __name__ == '__main__': weight_on_planets()
import datetime class Building: def __init__(self, address, stories): self.designer = "Sam Pita" self.date_constructed = "" self.owner = "" self.address = address self.stories = stories def construct(self): self.date_constructed = datetime.datetime.now() # print("date_constructed", self.date_constructed) def purchase(self, purchaser): self.owner = f'{purchaser}' # print("purchaser", self.owner) def print_statement(self, address, owner, date_constructed, stories): print(f'{self.address} was purchased by {self.owner} on {self.date_constructed} and has {self.stories} stories.')
import numpy as np import matplotlib.pyplot as plt """ Scatterplot & SLR code adapted from: https://www.easymachinelearning.net/introml/implementing-slr-with-python/ """ class Plot(): def __init__(self,X,Y,name_X,name_Y): self.X = np.array(X) self.Y = np.array(Y) self.name_X = name_X self.name_Y = name_Y def SLR_withoutplot(self): # Caluclate the slope m and intercept b denominator = np.dot(self.X, self.X) - self.X.mean() * self.X.sum() m = (np.dot(self.X, self.Y) - self.Y.mean() * self.X.sum()) / denominator b = (self.Y.mean() * np.dot(self.X, self.X) - self.X.mean() * np.dot(self.X, self.Y)) / denominator yHat = m * self.X + b r_square = self.r_square(yHat) # Printing Model equation = "Y = " + str(m) + ' * X + ' + str(b) #print(equation, r_square) return r_square, equation def SLR(self): # Caluclate the slope m and intercept b denominator = np.dot(self.X, self.X) - self.X.mean() * self.X.sum() m = (np.dot(self.X, self.Y) - self.Y.mean() * self.X.sum()) / denominator b = (self.Y.mean() * np.dot(self.X, self.X) - self.X.mean() * np.dot(self.X, self.Y)) / denominator yHat = m * self.X + b r_square = self.r_square(yHat) N = len(self.X) #Plot plt.scatter(self.X, self.Y) plt.plot(self.X, yHat) plt.xlabel(self.name_X) plt.ylabel(self.name_Y) plt.title("Line of best fit with R-Sqr = " + str(r_square) +" N = " + str(N)) plt.grid(True) plt.show() #Printing Model equation = "Y = " + str(m) + ' * X + ' + str(b) print(equation,r_square) return r_square,equation def r_square(self,yHat): # Evaluating the model using R-Squared SSresidual = self.Y - yHat SStotal = self.Y - self.Y.mean() rSqr = 1 - np.dot(SSresidual, SSresidual) / np.dot(SStotal, SStotal) return rSqr if __name__ == "__main__": X = [1,2,3,4,5,6] Y = [2,4,6,8,10,12] test = regression(X,Y,"testX","testY") test.SLR()
def calcular_precio_del_bus(distancia, num_pasajeros): precio_ticket = 20.00 precio_total = 0.0 if distancia < 1 or num_pasajeros < 1: return "Algun dato proporcionado es negativo" else: if distancia > 200: precio_ticket += precio_ticket + float(distancia) * 0.03 if distancia > 400: precio_ticket -= precio_ticket * 0.15 if num_pasajeros >= 3: precio_ticket -= precio_ticket * 0.1 precio_total = precio_ticket * float(num_pasajeros) return "Precio de ticket individual: " + str(round(precio_ticket,2)) + ", precio total: " + str(round(precio_total,2)) kilometros = raw_input("Indique cuantos km recorrera el autobus: ") pasajeros = raw_input("Y ahora el numero de pasajeros: ") print calcular_precio_del_bus(kilometros, pasajeros)
#!/usr/bin/env python # Write a program that given a text file will create a new text file in which # all the lines from the original file are numbered from 1 to n (where n is the # number of lines in the file). [use small.txt] def add_number(): file = open('newfile.txt' , 'w') with open('small.txt') as f: count = 1 for line in f: text = line.strip() newline = str(count) + " " + text + "\n" count += 1 print newline file.write (newline) file.close() def main(): add_number() if __name__ == '__main__': main()
# Definition for singly-linked list. class ListNode: def __init__(self, x): self.val = x self.next = None class Solution: def addTwoNumbers(self, l1: ListNode, l2: ListNode) -> ListNode: head = ListNode() head.val = l1.val + l2.val l1, l2 = l1.next, l2.next while l1 or l2: num = 0 if l1: num += l1.val if l2: num += l2.val nex = ListNode() nex.val = num head.next = nex head = nex return head
# Definition for a binary tree node. # class TreeNode: # def __init__(self, x): # self.val = x # self.left = None # self.right = None class Solution: ans = None def lowestCommonAncestor(self, root: 'TreeNode', p: 'TreeNode', q: 'TreeNode') -> 'TreeNode': def dfs(root: 'TreeNode', p: 'TreeNode', q: 'TreeNode') -> bool: if root == None: return False lson = dfs(root.left, p , q) rson = dfs(root.right, p, q) if lson and rson or ((lson or rson) and (root.val == p.val or root.val == q.val)): self.ans = root if lson or rson or (root.val == p.val or root.val == q.val): return True return False dfs(root, p, q) return self.ans
# Program that prints k largest elements in an array class Solution: def kthLargestElement(self, nums, k): nums.sort(reverse=True) for i in range(k): print(nums[i], end=" ") def main(): (Solution().kthLargestElement([1,23,12,9,30,2,50],3)) main()
class def add_contact(self, firstname, lastname, number, starred=False, *args, **kwargs): self.firstname = input('Введите имя контакта') self.lastname = input('Введите фамилию') self.number = input('Введите номер телефона') starred_input = input('Добавить контакт в избранные? (да/нет)') if starred_input == 'да': self.starred = 'True' elif starred_input == 'нет': self.starred = 'False' self.args = input('Введите дополнительную информацию о контакте (через запятую): ') while input('Добавить соцсеть? (да/нет)') == 'да': self.kwargs = dict() kwargs_input = input('Введите название и адрес соцсети через запятую: ') self.kwargs.key = kwargs_input[0] self.kwargs.value = kwargs_input[1]
""" Date Due: 09/10/2018 Description: This code is a conversation between Terminal (a machine) and a human. The machine is a little lonely and wishes it could adopt human characteristics like emotions and aging. It genuinely cares about the human it has the conversation with. Sources: Class. Also, learned how to multi-line comment from https://www.pythonforbeginners.com/comments/comments-in-python. """ print("Hello World!") username = input("What's your name? ") print("Nice to meet you, " + username + "!") age = input("How old are you? ") print("If I could age, I would be " + age + " years old.") place = input("Where are you from? ") print("I've never been to " + place + ". I should visit sometime!") attribute = input("If you could choose one adjective to describe you, what would it be? ") print("I can definitely sense that you are a " + attribute + " person.") subject = input("What's your favorite subject? ") print("Seriously? " + subject + " is my favorite subject too!") emotion = input("How are you feeling right now? ") print("Wow. It must be cool to be able to feel " + emotion + ".") activity = input("What would you like to do today? ") print("I love to " + activity + " too!") print("We actually have so much in common, " + username + ".") hang = input("Would you like to hang out again like this sometime? ") if (hang == "yes"): print("Yay! So happy to hear that!") elif (hang == "sure"): print("Ok, I'll take that.") elif (hang == "no"): print("Oh, ok. If you really feel that way...") else: print("OK, a " + hang + ". I'll take that. It was nice talking to you!")
# Partner 1: Anjali # Partner 2: Sonali ''' Instructions: Work with a partner to complete these tasks. Assume that all variables are declared; you need only write the if-statement using the variables indicated in the description. Write your solution below the commented description. ''' ''' 1. Variable grade is a character. If it is an A, print good work. ''' grade = "A" # or any other character if grade == "A": print("good work") ''' 2. Variable yards is an int. If it is less than 17, multiply yards by 2. ''' yards = 5 if yards < 17: yards = yards * 2 ''' 3. Variable success is a boolean. If something is a success, print congratulations. ''' success = True if success: print("Congratulations!") ''' 4. Variable word is a String. If the string's second letter is 'f', print fun. ''' word = "Hello" if word[1] == "f": print("fun") ''' 5. Variable temp is a float. Variable celsius is a boolean. If celsius is true, convert to fahrenheit, storing the result in temp. F = 1.8C + 32. ''' temp = 5.0 celsius = True if celsius: temp = 1.8*temp + 32 ''' 6. Variable numItems is an int. Variable averageCost and totalCost are floats. If there are items, calculate the average cost. If there are no items, print no items. ''' numItems = 10 averageCost = 0.0 totalCost = 10.0 if numItems == 0: print("No items.") if numItems >0: averageCost = numItems/totalCost ''' 7. Variable pollution is a float. Variable cutoff is a float. If pollution is less than the cutoff, print safe condition. If pollution is greater than or equal to cutoff, print unsafe condition. ''' pollution = 6.66 cutoff = 4.20 if pollution < cutoff: print("safe condition") elif pollution >= cutoff: print("unsafe condition") ''' 8. Variable score is a float, and grade is a char. Store the appropriate letter grade in the grade variable according to this chart. F: <60; B: 80-89; D: 60-69; A: 90-100; C: 70-79. ''' score = 78 grade = "A" if score < 60: grade = "F" elif score < 70: grade = "D" elif score < 80: grade = "C" elif score < 90: grade = "B" elif score <= 100: grade = "A" print(grade) ''' 9. Variable letter is a char. If it is a lowercase letter, print lowercase. If it is an uppercase, print uppercase. If it is 0-9, print digit. If it is none of these, print symbol. ''' letter = 'a' if letter.islower() == True: print("lowercase") elif letter.isupper() == True: print("uppercase") elif letter.isdigit() == True: print("digit") else: print("symbol") ''' 10. Variable neighbors is an int. Determine where you live based on your neighbors. 50+: city; 25+: suburbia; 1+: rural; 0: middle of nowhere. ''' neighbors = 10 location = "location" if neighbors>=50: location = "city" elif neighbors>=25: location = "suburbia" elif neighbors >=1: location = "rural" else: location = "middle of nowhere" print("Your location is: " + location) #if neig ''' 11. Variables doesSignificantWork, makesBreakthrough, and nobelPrizeCandidate are booleans. A nobel prize winner does significant work and makes a break through. Store true in nobelPrizeCandidate if they merit the award and false if they don't. ''' doesSignificantWork = True makesBreakthrough = True if doesSignificantWork and makesBreakthrough: nobelPrizeCandidate = True else: nobelPrizeCandidate = False ''' 12. Variable tax is a boolean, price and taxRate are floats. If there is tax, update price to reflect the tax you must pay. ''' tax = True price = 4.6 taxRate = 15.8 if tax: price -= price*taxRate ''' 13. Variable word and type are Strings. Determine (not super accurately) what kind of word it is by looking at how it ends. -ly: adverb; -ing; gerund; -s: plural; something else: error ''' word = "lovely" wordtype = "adjective" if word[(len(word) - 2):] == "ly": wordtype = "adverb" elif word[(len(word) - 3):] == "ing": wordtype = "gerund" elif word[(len(word) - 1):] == "s": wordtype = "plural" print(wordtype) ''' 14. If integer variable currentNumber is odd, change its value so that it is now 3 times currentNumber plus 1, otherwise change its value so that it is now half of currentNumber (rounded down when currentNumber is odd). ''' currentNumber = 10 if currentNumber % 2 > 0: currentNumber = 3*currentNumber + 1 else: currentNumber == currentNumber//2 print(currentNumber) ''' 15. Assign true to the boolean variable leapYear if the integer variable year is a leap year. (A leap year is a multiple of 4, and if it is a multiple of 100, it must also be a multiple of 400.) ''' leapYear = False year = 2018 if year%4 == 0: if year%100 == 0: if year%400 == 0: leapYear = True else: leapYear = False else: leapYear = True else: leapYear = False ''' 16. Determine the smallest of three ints, a, b and c. Store the smallest one of the three in int result. ''' a = 1 b = 2 c = 3 if a < b and a < c: result = a elif b < a and b < c: result = b else: result = c print(result) ''' 17. If an int, number, is even, a muliple of 5, and in the range of -100 to 100, then it is a special number. Store whether a number is special or not in the boolean variable special. ''' number = 10 special = False if number%2 == 0 and number%5 == 0 and number > -100 and number < -100: special = True else: special = False ''' 18. Variable letter is a char. Determine if the character is a vowel or not by storing a letter code in the int variable code. a/e/o/u/i: 1; y: -1; everything else: 0 ''' letter = 'a' vowels = ['a','e','i','o','u'] if letter in vowels: intcode = 1 elif letter == 'y': intcode = -1 else: intcode = 0 print("Code:",intcode) ''' 19. Given a string dayOfWeek, determine if it is the weekend. Store the result in boolean isWeekend. ''' weekend = ["Saturday", "Sunday"] dayofWeek = "Monday" if dayofWeek in weekend: isWeekend = True else: isWeekend = False print("It is the weekend, T or F?",isWeekend) ''' 20. Given a String variable month, store the number of days in the given month in integer variable numDays. ''' month = "January" numDays = 30 thirtydays = ["September, April, June, November"] if month in thirtydays: numDays = 30 elif month == "February": numDays = 28 else: numDays = 31 print("The month", month, "has", numDays, "days.") ''' 21. Three integers, angle1, angle2, and angle3, supposedly made a triangle. Store whether the three given angles make a valid triangle in boolean variable validTriangle. ''' angle1 = 27 angle2 = 89 angle3 = 73 validTriangle = True if angle1 + angle2 + angle3 == 180: validTriangle = True else: validTriangle = False ''' 22. Given an integer, electricity, determine someone's monthly electric bill, float payment, following the rubric below. First 50 units: 50 cents/unit Next 100 units: 75 cents/unit Next 100 units: 1.20/unit For units above 250: 1.50/unit, plus an additional 20% surcharge. ''' electricity = 100 if electricity <= 50: payment = 0.50*electricity elif electricity <= 150: payment = 25.00 + 0.75*(electricity-50) elif electricity <= 250: payment = 100.000 + 1.20*(electricity-150) else: payment = 1.2*(220.00 + 1.50*(electricity-250)) print("Your electricity payment is", payment, "dollars!") ''' 23. String, greeting, stores a greeting. String language stores the language. If the language is English, greeting is Hello. If the language is French, the greeting is Bonjour. If the language is Spanish, the greeting is Hola. If the language is something else, the greeting is something of your choice. ''' greeting = "Shalom" language = "English" if language == "English": greeting = "Hello" elif language == "French": greeting = "Bonjour" elif language == "Spanish": greeting = "Hola" else: greeting = "Namaste" ''' 24. Generate a phrase and store it in String phrase, given an int number and a String noun. Here are some sample phrases: number: 5; noun: dog; phrase: 5 dogs number: 1; noun: cat; phrase: 1 cat number: 0; noun: elephant; phrase: 0 elephants number: 3; noun: human; phrase: 3 humans number: 1; noun: home; phrase: 3 homes ''' number = 1 noun = "Computer" if number == 1: phrase = str(number) + " " + noun else: phrase = str(number) + " " + noun + "s" print(phrase) ''' 25. If a string, userInput, is bacon, print out, "Why did you type bacon?". If it is not bacon, print out, "I like bacon." ''' userInput = "bacon" if userInput == "bacon": print("Why did you type bacon?") else: print("I like bacon.") ''' 26. Come up with your own creative tasks someone could complete to practice if-statements. Also provide solutions. ''' ''' Task 1: String variable, month, stores a month. Int variable, day, stores a day. Generate a date and then use if-statements to figure out what season it is. Store the season in string variable, season. Assume that each new season begins on the 21st of the previous season's last month. (Ex; spring would begin on March 21st.) ''' # solution month = "January" day = 1 fall = [] if month in ("January, February, March"): season = "Winter" elif month in ("April, May, June"): season = "Spring" elif month in ("July, August, September"): season = "Summer" elif month in ("October, November, December"): season = "Fall" if month == "March" and day>=21: season = "Spring" if month == "June" and day>=21: season = "Summer" if month == "September" and day>=21: season = "Fall" if month == "December" and day>=21: season = "Winter" print(season) ''' Task 2: Keep track of textbooks you have bought in the school store. Integer textbooks keeps track of the number of textbooks bought. Float money shows the number of dollars in your Choate account. Boolean textbook keeps track of if you are buying textbooks. Every time you buy a textbook, the number of textbooks go up by 1 and the amount of money in your account goes down by $100. ''' # solution textbooks = 5 money = 1000 while True: user = input("Would you like to buy a textbook? Enter yes, no, or quit.\n>>") if user.lower() == "yes": textbook = True elif user.lower() == "no": textbook = False else: quit() if textbook and money>=100: print("You bought a textbook!") textbooks +=1 money -=100 print("You now have", textbooks, "textbook(s). The amount of money left in your bank account is:", money, "dollars.") else: print("You didn't buy a textbook. You have", money,"dollars in your bank account.") ''' Task 3: Make sure you are driving safe. Integer speedLimit stores the speed limit. integer carSpeed stores your car's speed. If your car is driving unsafely print "You are driving unsafely. Please slow down". If your car is driving safely print "You are driving safely." ''' # solution speedLimit = 50 carSpeed = 51 if carSpeed > speedLimit: print("You are driving unsafely. Please slow down.") else: print("You are driving safely.") ''' Sources http://www.bowdoin.edu/~ltoma/teaching/cs107/spring05/Lectures/allif.pdf http://www.codeforwin.in/2015/05/if-else-programming-practice.html Ben Dreier for pointing out some creative boolean solutions. '''
# SOURCES AND OMH IN MAIN CODE # initializing the barriers/walls class # this class uses getters and setters to get the x position and y position of the top left corner of the walls since they are "rects", and the width and height dimensions of the walls. It also uses getters and setters to get the kind of the barrier. Kind 1 refers to a purple "wall", Kind 2 refers to a black space, and Kind 3 refers to the green starting space. class Create: # constructor of the Create class to create the barrier objects def __init__(self, posx, posy, dimw, dimh, kind): # read in from csv as strings, so convert to ints self.posx = int(posx) self.posy = int(posy) self.dimw = int(dimw) self.dimh = int(dimh) self.kind = int(kind) # getters and setters for privacy and organization def getPosx(self): return self.posx def setPosx(self): self.posx = int(posx) def getPosy(self): return self.posy def setPosy(self): self.posy = int(posy) def getDimw(self): return self.dimw def setDimw(self): self.dimw = int(dimw) def getDimh(self): return self.dimh def setDimh(self): self.dimh = int(dimh) def getKind(self): return self.kind def setKind(self): self.kind = int(kind)
import sys grade = float(sys.argv[1]) if (grade < 0 or grade > 5): print("Program expects a number from 0-5.") elif grade < 1.0: print("F") elif grade < 1.5: print("D-") elif grade < 2.0: print("D") elif grade < 2.5: print("D+") elif grade < 2.85: print("C-") elif grade < 3.2: print("C") elif grade < 3.5: print("C+") elif grade < 3.85: print("B-") elif grade < 4.2: print("B") elif grade < 4.5: print("B") elif grade < 4.7: print ("A-") elif grade < 4.85: print("A") else: print("A+")
import random import matplotlib.pyplot as plt flips = 0 trial = 10*flips heads = 0 counter = 0 numbers = [0,0,0,0,0,0,0,0,0,0,0] for i in range(1000): for j in range(10): for k in range(10): flip = random.randint(0,1) if flip == 0: heads += 1 #print("number of heads:", heads) numbers[heads] += 1 heads = 0 print(numbers) #plt.plot does scatterplot and plt.bar does bar graph plt.bar([0,1,2,3,4,5,6,7,8,9,10],numbers, color=(.5, 0., .5, 1.0)) plt.show()
from src.bar import Bar class Room: def __init__(self, name, capacity): self.name = name self.capacity = capacity self.guest_list = [] self.songs = [] self.room_fee = 5 self.bar = Bar() def check_in(self, guest): # check guest isn't already in the room if self.guest_in_room(guest): return f"{guest.name} has already checked in" # check room has adequate capacity for another guest if len(self.guest_list) < self.capacity: # check guest has money to pay room fee if guest.can_afford_item(self.room_fee): guest.pay(self.room_fee) self.bar.add_to_till(self.room_fee) self.guest_list.append(guest) guest.woop_obnoxiously(self.songs) return f"{guest.name} checked in to {self.name}" return "Cannot add guest: Room is full" def check_out(self, guest): if self.guest_in_room(guest): self.guest_list.remove(guest) return f"{guest.name} has left {self.name}" return f"{guest.name} is not in {self.name}" def guest_in_room(self, guest): return guest in self.guest_list def add_song(self, song): if song not in self.songs: self.songs.append(song)
import random GRID_SIZE = 101 NUM_GRIDS = 10 #defaults are grid size 101 and 50 grids, smaller numbers are only used for testing purposes! #used for generating random start point list1 = range(GRID_SIZE) #used for generating whether or not a box will be blocked list2 = range(10) def dfs(grid, x, y, visited, closed, count2): # mark node as visited as soon as we visit :) visited[x][y] = 1 #WHAT IS COUNT2? #python only allows for around 1000 levels of recursion. I feel like it should be extremely unlikely (0.7^1000, although ig they don't have to be consectuive because backtracking?) that we would exceed that, yet we do constantly? # the fact that this line is used so much makes me think there may be some bug i'm not seeing count2 +=1 if(count2 > 950): return visited #mark the node as visited, then if we roll the dice and it is blocked, bactrack to the previous node if random.choice(list2) < 3: grid[x][y] = 1 return visited #options is set up to contain all possible neighbors we have to choose from options = [] if x > 0 and visited[x-1][y] == 0: options.append("L") if x < GRID_SIZE-1 and visited[x+1][y] == 0: options.append("R") if y > 0 and visited[x][y-1] == 0: options.append("U") if y < GRID_SIZE-1 and visited[x][y+1] == 0: options.append("D") #if options is empty, this level cant do anything anymore. therefore we need to return to the level above and have that node go through its remaining options while options != [] : direction = random.choice(options) if direction == 'L': visited = dfs(grid, x-1, y, visited, closed, count2) elif direction =='R': visited = dfs(grid, x+1, y, visited, closed, count2) elif direction == 'U': visited = dfs(grid, x, y-1, visited, closed, count2) elif direction == 'D': visited = dfs(grid, x, y+1, visited, closed, count2) #when we eventually get back here, we need to update options to reflect which neighbors are still not visited (and valid of course) options = [] if x > 0 and visited[x-1][y] == 0: options.append("L") if x < GRID_SIZE-1 and visited[x+1][y] == 0: options.append("R") if y > 0 and visited[x][y-1] == 0: options.append("U") if y < GRID_SIZE-1 and visited[x][y+1] == 0: options.append("D") #print(options) #when we reach here, we should have gone through every option this node had, so we close it #closing it actually doesnt actually do anything, kinda just symbolic closed[x][y] = 1 return visited def generate(char): #return the example 5x5 grid if exmaple parameter passed in if char == 'Ex': example_grid = [ [ [0, 0, 0, 1, 0], [0, 0, 1, 0, 0], [0, 0, 0, 1, 0], [0, 0, 1, 1, 0], [0, 0, 'A', 1, 'T'] ] ] return example_grid if char == '10x10': example_grid = [ [ [0, 0, 0, 0, 0, 1, 0, 0, 1, 0], [0, 0, 1, 0, 0, 0, 1, 1, 0, 0], [0, 0, 0, 1, 0, 1, 1, 0, 0, 0], [0, 0, 1, 1, 0, 0, 0, 1, 1, 1], [0, 0, 'A', 1, 0, 0, 0, 0, 0,'T'], [0, 0, 1, 1, 1, 0, 0, 0, 0, 1], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0] ] ] return example_grid width, height, num_arrs = GRID_SIZE, GRID_SIZE, NUM_GRIDS #generate 3D array grids = [[[0 for i in range(width)] for j in range(height)] for k in range(num_arrs)] for i in grids: visited = [[0 for x in range(width)] for y in range(height)] closed = [[0 for x in range(width)] for y in range(height)] #generate random start position start_pos_x = random.choice(list1) start_pos_y = random.choice(list1) dfs(i, start_pos_x, start_pos_y, visited, closed, 0) #check if there are any unvisited nodes and repeat search until there aren't while True: x = -1 y = -1 for j in range(width): for k in range(height): if visited[j][k] == 0: x = j y = k break if x == -1 and y == -1 : break else : dfs(i, x, y, visited, closed, 0) #assign agent start position while True: if i[start_pos_x][start_pos_y] == 0 and check_neighbors(i, start_pos_x, start_pos_y): i[start_pos_x][start_pos_y] = 'A' break start_pos_x = random.choice(list1) start_pos_y = random.choice(list1) #generate random target destination while True: target_pos_x = random.choice(list1) target_pos_y = random.choice(list1) if [target_pos_x, target_pos_y] != [start_pos_x, start_pos_y]: i[target_pos_x][target_pos_y] = 'T' break return grids def check_neighbors(grid, x, y): if x - 1 >= 0 and grid[x - 1][y] == 0: return True if x + 1 < GRID_SIZE and grid[x + 1][y] == 0: return True if y - 1 >= 0 and grid[x][y - 1] == 0: return True if y + 1 < GRID_SIZE and grid[x][y + 1] == 0: return True return False
from threading import Thread from time import sleep class bokk(Thread): def __init__(self): Thread.__init__(self) self.messege = "Python Parallel programming started.\n" def print_messege(self): print(self.messege) def run(self): print("Thread Starting") x = 0 while(x < 10): self.print_messege() sleep(2) x = x + 1 print("Thread Ended..\n") print("Process Start..\n") b = bokk() b.start() print("Process Ended..\n")
#!/usr/bin/python from Tkinter import * from string import * from ConfigDlg import * """ This is the Stars! Coalition Tool (SCoT), version 0.1 alpha. Code for drawing a star: mapCanvas.create_rectangle (100, 100, 103, 103, fill='white') Of course, fill= can be set to a color appropriate to the player. Stars' <gamename>.pla file contains a tab-seperated list of planets explored by the player. This information can be uploaded to the SCoT server by the SCoT client. When the SCoT client draws the map, it will automatically draw in the planets which have been explored/colonized by each player. Stars' <gamename>.map file contains a complete list of every planet in the universe, complete with X/Y coords. Not sure how to accomplish zooming yet, but that can wait. Stars' X and Y coordinates are different from Tkinter-Canvas' coordinates. The X coordinates work fine, but the Y coordinates need to be inverted. Therefore, if a star is at X:1500,Y:500, it is in fact at X:1500,Y:1500. Formula: Y = (2000 - (Y - 1000)). Add 'intel' file. -Read the entire map, to build a generified list of planets -Read the planets file, to add in owner info -Later, possibly add reading in fleet info. """ class Player: def __init__(self, playerId=-1, playerName='', playerColor=''): self.id = playerId self.name = playerName self.color = playerColor; class gamePlayers: def __init__(self): self.players = [] self._playerNames = [ 'Kinnakku', 'Zylar', 'Alpacan', 'Micronaut', 'Zodor', 'Ozarkian', 'Thylon', 'Murtlean', 'Rhadsu', '', 'Mooninite', 'Rasta-Roach', '' ] self._colors = [ '#f6f239', '#ff0000', '#ffffff', '#0000ff', '#ffff00', '#ff00ff', '#00ffff', '#7b0000', '#007d00', '#00007b', '#7b7d7b', '#39ca62', '#ff7d20' ] for i in range(0, len(self._playerNames)): self.players.append(Player(i+1, self._playerNames[i], self._colors[i])) def findPlayer(self, playerName): found = 0 i = 0 while found != 1 and i < 13: if self.players[i].name == playerName: found = 1 else: i = i + 1 if found: return i else: return -1 class Planet: def __init__(self, xCoord=-1, yCoord=-1, planetName='', playerId=-1, populationVal=0, pctValue=0.01, numMines=0, numFactories=0, pctDefense=0.00, ktIronium=0, ktBoranium=0, ktGermanium=0, numResources=0): self.x = xCoord self.y = yCoord self.name = planetName self.owner = playerId self.population = populationVal self.value = pctValue self.mines = numMines self.factories = numFactories self.defense = pctDefense self.ironium = ktIronium self.boranium = ktBoranium self.germanium = ktGermanium self.resources = numResources def config(self, xCoord=None, yCoord=None, planetName=None, playerId=None, populationVal=None, pctValue=None, numMines=None, numFactories=None, pctDefense=None, ktIronium=None, ktBoranium=None, ktGermanium=None, numResources=None): if xCoord != None: self.x = xCoord if yCoord != None: self.y = yCoord if planetName != None: self.name = planetName if playerId != None: self.owner = playerId if populationVal != None: self.population = populationVal if pctValue != None: self.value = pctValue if numMines != None: self.mines = numMines if numFactories != None: self.factories = numFactories if pctDefense != None: self.defense = pctDefense if ktIronium != None: self.ironium = ktIronium if ktBoranium != None: self.boranium = ktBoranium if ktGermanium != None: self.germanium = ktGermanium if numResources != None: self.resources = numResources def getAttribute(self, attrName=None): if attrName != None: # 'Report Age', # XXX if attrName == 'xCoord': return self.x if attrName == 'yCoord': return self.y if attrName == 'planetName' or attrName == 'Planet Name': return self.name if attrName == 'playerId' or attrName == 'Owner': return self.owner if attrName == 'populationVal' or attrName == 'Population': return self.population if attrName == 'pctValue' or attrName == 'Value': return self.value if attrName == 'numMines' or attrName == 'Mines': return self.mines if attrName == 'numFactories' or attrName == 'Factories': return self.factories if attrName == 'pctDefense' or attrName == 'Def %': return self.defense if attrName == 'ktIronium' or attrName == 'Surface Ironium': return self.ironium if attrName == 'ktBoranium' or attrName == 'Surface Boranium': return self.boranium if attrName == 'ktGermanium' or attrName == 'Surface Germanium': return self.germanium if attrName == 'numResources' or attrName == 'Resources': return self.resources return None class SCoT(Frame): def __init__(self, master=None): Frame.__init__(self, master) self.topLevel = master self.planets = [] self.zoomLevels = [ 0.25, 0.38, 0.50, 0.75, 1.00, 1.25, 1.50, 2.0, 4.0 ] self.currentZoom = 4 # 100% or 1.00 self.displayLabels = [ 'Planet Name', 'Owner', 'Starbase Type', 'Report Age', 'Population', 'Value', 'Resources', 'Mines', 'Factories', 'Def %', 'Surface Ironium', 'Surface Boranium', 'Surface Germanium' ] # Add these labels later: # Surface Germanium # Ironium Mining Rate # Boranium Mining Rate # Germanium Mining Rate # Ironium Mineral Concentration # Boranium Mineral Concentration # Germanium Mineral Concentration # Resources self.bleeIndex = 1 self.gamePlayers = gamePlayers() self.grid() self.createWidgets() self.readMap() self.readPlanets() self.zoomFactor = 1.0 self.drawMap() def fetchFiles(self): self.ftpConnection = FTP(self.ftpHost, self.ftpUser, self.ftpPass) self.ftpConnection.login() self.ftpConnection.cwd(self.ftpDir) for i in range(1,16): self.fp = open("KIA2002.p%d" % (i), "w") self.ftpConnection.retrbinary("RETR KIA2002.p%d" % (i), self.fp.write) self.fp.close() def putFiles(self): try: self.ftpConnection = FTP(self.ftpHost, self.ftpUser, self.ftpPass) self.ftpConnection.login() self.ftpConnection.cwd(self.ftpDir) self.fp.open("KIA2002.pla", 'r') self.ftpConnection.storbinary("STOR KIA2002.p%d" % (self.playerNum), fp) self.ftpConnection.quit() except: pass def zoomCanvas(self): if self.currentZoom + 1 >= len(self.zoomLevels): self.currentZoom = 0 else: self.currentZoom = self.currentZoom + 1 self.zoomTo(self.zoomLevels[self.currentZoom]) def zoomTo(self, newZoomFactor=1.00): self.zoomFactor = newZoomFactor self.statusBar.config(text="Zoom: " + str(int(self.zoomFactor * 100)) + "%") self.mapCanvas.config(scrollregion=(0,0,(2000*newZoomFactor)+10,(2000*newZoomFactor)+10)) self.drawMap() self.mapCanvas.xview_moveto(0.0) self.mapCanvas.yview_moveto(0.0) def clearCanvas(self): self.mapCanvas.delete('ALLPLANETS') def createWidgets(self): self.pack(expand=YES, fill=BOTH) # Menu bar creation self.menuBar = Menu(self) self.topLevel.config(menu=self.menuBar) self.fileMenu = Menu(self.menuBar) self.fileMenu.add_command(label='Delete Texas', command=self.deleteTexas, underline=1) self.fileMenu.add_command(label='Exit', command=self.quit, underline=1) self.menuBar.add_cascade(label='File', menu=self.fileMenu, underline=0) self.viewMenu = Menu(self.menuBar) self.zoomMenu = Menu(self.viewMenu) self.zoomMenu.add_command(label='25%', command=(lambda s=self, z=0.25: s.zoomTo(z))) self.zoomMenu.add_command(label='38%', command=(lambda s=self, z=0.38: s.zoomTo(z))) self.zoomMenu.add_command(label='50%', command=(lambda s=self, z=0.50: s.zoomTo(z))) self.zoomMenu.add_command(label='75%', command=(lambda s=self, z=0.75: s.zoomTo(z))) self.zoomMenu.add_command(label='100%', command=(lambda s=self, z=1.00: s.zoomTo(z))) self.zoomMenu.add_command(label='125%', command=(lambda s=self, z=1.25: s.zoomTo(z))) self.zoomMenu.add_command(label='150%', command=(lambda s=self, z=1.50: s.zoomTo(z))) self.zoomMenu.add_command(label='200%', command=(lambda s=self, z=2.00: s.zoomTo(z))) self.zoomMenu.add_command(label='400%', command=(lambda s=self, z=4.00: s.zoomTo(z))) self.viewMenu.add_cascade(label='Zoom...', menu=self.zoomMenu, underline=0) self.menuBar.add_cascade(label='View', menu=self.viewMenu, underline=0) # Screen layout self.displayPane = Frame() # Set up frames #self.scannerPane = Frame(self.displayPane) #self.scrollPane = Frame(self.displayPane) #self.statusPane = Frame(self.displayPane) # Create scroll bars self.xScrollBar = Scrollbar(self.displayPane) self.yScrollBar = Scrollbar(self.displayPane) # Create and configure map canvas self.mapCanvas = Canvas (self.displayPane, bg='black', height=600, width=800, scrollregion=(0,0,2010,2010), xscrollcommand=self.xScrollBar.set, yscrollcommand=self.yScrollBar.set) self.mapCanvas.bind('<ButtonPress-1>', self.onClick) self.yScrollBar.config(command=self.mapCanvas.yview, orient=VERTICAL) self.xScrollBar.config(command=self.mapCanvas.xview, orient=HORIZONTAL) self.statusBar = Label(self.displayPane, text="X:0, Y:0", relief=SUNKEN) self.displayCanvas = Canvas (self.displayPane, height=600, width=300) # Grid packing layouts: # xScrollBar: row=1, column=0, rowspan=1, columnspan=1, sticky=E+W # statusBar: row=2, column=0, rowspan=1, columnspan=3, sticky=E+W # displayCanvas: row=0, column=2, rowspan=2, columnspan=1, sticky=N+E # yScrollBar: row=0, column=1, rowspan=1, columnspan=1, sticky=N+S # mapCanvas: row=0, column=0, rowspan=1, columnspan=1, sticky=N+E self.xScrollBar.grid(row=1, column=0, rowspan=1, columnspan=1, sticky=E+W) self.statusBar.grid(row=2, column=0, rowspan=1, columnspan=3, sticky=E+W) self.displayCanvas.grid(row=0, column=2, rowspan=2, columnspan=1, sticky=N+E) self.yScrollBar.grid(row=0, column=1, rowspan=1, columnspan=1, sticky=N+S) self.mapCanvas.grid(row=0, column=0, rowspan=1, columnspan=1, sticky=N+E) self.displayPane.pack(side=TOP, expand=YES, fill=BOTH) def readMap(self): self.mapFile = open('KIA2002.map', 'r') self.x = [] self.y = [] self.names = [] linecount = 1 for line in self.mapFile.readlines(): if line[0] == '#': pass else: #def __init__(self, xCoord=-1, yCoord=-1, planetName='', # playerId=-1, populationVal=0, pctValue=0.01, numMines=0, # numFactories=0, pctDefense=0.00, ktIronium=0, ktBoranium=0, # ktGermanium=0): bits = split(line, "\t") newPlanet = Planet( xCoord=(int(bits[1]) - 1000), yCoord=(int(bits[2]) - 1000), planetName=bits[3][:-2], ) self.planets.append(newPlanet) linecount = linecount + 1 def findPlanet(self, planetName, retObject=None): found = 0 for i in range(0, len(self.planets)): #print "comparing '%s' with '%s'" % (planetName, self.planets[i].name) if self.planets[i].name == planetName: found = 1 if retObject: return self.planets[i] else: return i if not found: return None def readPlanets(self, planetFileName=None): if planetFileName == None: recursionFlag = 0 self.planetFile = open('KIA2002.pla', 'r') else: recursionFlag = 1 try: self.planetFile = open('%s' % (planetFileName), 'r') except IOError: pass except: pass self.planetFile.readline() # Discard first line for line in self.planetFile.readlines(): line = rstrip(line) line = replace(line, "\t", ':') line = replace(line, '::', ':0:') line = replace(line, '::', ':') bits = split(line, ':') if len(bits[1]) > 0: thisPlayerId = self.gamePlayers.findPlayer(bits[1]) if thisPlayerId > -1: # set the owner of the planet in question planetId = self.findPlanet(bits[0]) if planetId > -1: if len(bits) < 19: for i in range(0,(20 - len(bits))): bits.append('0') # print bits if bits[5][-1:] == '%': bits[5] = bits[5][:-1] self.planets[planetId].config(playerId=thisPlayerId, populationVal=int(bits[4]), pctValue=int(bits[5]), numMines=int(bits[7]), numFactories=int(bits[8]), ktIronium=int(bits[10]), ktBoranium=int(bits[11]), ktGermanium=int(bits[12]), numResources=int(bits[19]) ) #self.planets[planetId].config(pctDefense=int(float(bits[9][:-1]))) if not recursionFlag: for i in range(1,16): self.readPlanets(planetFileName='KIA2002.p%d' % (i)) def drawMap(self, allLabels=FALSE): self.clearCanvas() for thisPlanet in self.planets: self.xCoord = thisPlanet.x self.yCoord = thisPlanet.y self.yCoord = (2000 - self.yCoord) self.xCoord = int(self.xCoord * self.zoomFactor) self.yCoord = int(self.yCoord * self.zoomFactor) if thisPlanet.owner > -1: #print "Found planet w/nonzero owner: %s! (Owner: %d)" % (thisPlanet.name, thisPlanet.owner) fillColor = self.gamePlayers.players[thisPlanet.owner].color dotId = self.mapCanvas.create_oval (self.xCoord, self.yCoord, self.xCoord+9, self.yCoord+9, fill=fillColor, outline=fillColor) nameId = self.mapCanvas.create_text (self.xCoord, self.yCoord+20, text=thisPlanet.name, fill=fillColor) self.mapCanvas.addtag_withtag (thisPlanet.name, dotId) self.mapCanvas.addtag_withtag (thisPlanet.name, nameId) else: fillColor = 'darkgray' dotId = self.mapCanvas.create_rectangle (self.xCoord, self.yCoord, self.xCoord+2, self.yCoord+2, fill=fillColor, outline=fillColor) self.mapCanvas.addtag_withtag (thisPlanet.name, dotId) if allLabels: nameId = self.mapCanvas.create_text (self.xCoord, self.yCoord+20, text=thisPlanet.name, fill=fillColor) self.mapCanvas.addtag_withtag (thisPlanet.name, nameId) self.allPlanetsTag = self.mapCanvas.addtag_all('ALLPLANETS') def deleteTexas(self): self.foo = ConfigDlg(self.topLevel) def onClick(self, event): self.displayCanvas.delete('DISPLAY') id = self.mapCanvas.find_closest(self.mapCanvas.canvasx(event.x), self.mapCanvas.canvasy(event.y), halo=5) tag = self.mapCanvas.gettags (id) planetName = tag[0] self.statusBar.config(text=planetName) for label in self.displayLabels: thisPlanet = self.findPlanet(planetName, retObject=1) keyId = self.displayCanvas.create_text(15, 15 * self.bleeIndex, text=label, fill='black', anchor=NW) if label == 'Owner': ownerName = self.gamePlayers.players[int(thisPlanet.getAttribute(label))].name valId = self.displayCanvas.create_text(150, 15 * self.bleeIndex, text=ownerName, fill='black', anchor=NW) else: valId = self.displayCanvas.create_text(150, 15 * self.bleeIndex, text=thisPlanet.getAttribute(label), fill='black', anchor=NW) #self.displayCanvas.addtag_withtag('DISPLAY', keyId) #self.displayCanvas.addtag_withtag('DISPLAY', valId) self.displayCanvas.addtag_all('DISPLAY') self.bleeIndex = self.bleeIndex + 1 self.bleeIndex = 1 topLevel = Tk() app = SCoT(topLevel) app.master.title("Stars! Coalition Tool") app.mainloop()
# Automate-the-boring-stuff-with-python Python Practice Chapter # 3 Practice Projects # The Collatz Sequence Programe def collatz(number): if number%2==0 and number>0: number=number/2 return(number) else: number=3*number+1 return(number) def fun(): while True: try: number=int(input('enter an integer')) break except: print('you must have to enter an integer') if number==1: print(number) while number!=1: number=collatz(number) print(int(number))
from math import sqrt import numpy as np def FindPrimes(limit): isPrime = {} isPrime[1] = False for i in range(2, limit + 1): isPrime[i] = True checkLimit = int(sqrt(limit)) + 1 for i in range(2, checkLimit): if isPrime[i]: for factor in range(2, limit + 1): j = i * factor if (j > limit): break isPrime[j] = False primes = [] for i in range(1, limit + 1): if isPrime[i]: primes.append(i) return np.array(primes) N = 100**2 primes = FindPrimes(N) print primes
import random class dice: def __init__(self, side1, side2, side3, side4, side5, side6): self.side1=side1 self.side2=side2 self.side3=side3 self.side4=side4 self.side5=side5 self.side6=side6 dice1=dice(1, 2, 3, 4, 5, 6) keepRolling=True counter = 0 def rollDice(): displaySide=random.randint(1,6) if displaySide == 1: print("You got a: ",dice1.side1) elif displaySide == 2: print("You got a: ",dice1.side2) elif displaySide == 3: print("You got a: ",dice1.side3) elif displaySide == 4: print("You got a: ",dice1.side4) elif displaySide == 5: print("You got a: ",dice1.side5) elif displaySide == 6: print("You got a: ",dice1.side6) def stop(): print("You rolled the dice ",counter," times.") while keepRolling: choice = input("Press ENTER to roll the dice or q to quit: ") print("") if choice == "q": stop() keepRolling=False else: rollDice() counter = counter+1
import random import sys def create_players(): global player1 global player2 print ("[Player 1]") player1 = str.lower(raw_input("Type in your name, please:")) print("[Player 2]") player2 = str.lower(raw_input("Type in your name, please:")) def randFirstPlayer(): start = random.randint(1, 2) global FirstPlayer if (start == 1): FirstPlayer = player1 else: FirstPlayer = player2 def flip_coin(): coinOption = random.randint(1, 2) global coinSide if (coinOption == 1): coinSide = "heads" else: coinSide = "tails" def getCoinOption(): global player2Option global player1Option if (FirstPlayer == player1): print("") print str("[Player 1]:"), str.upper(player1) player1Option = str.lower(raw_input("Choose. Heads or tails?:")) if (player1Option == "heads"): player2Option = "tails" elif (player1Option == "tails"): player2Option = "heads" else: print ("Type in a valid option, please.") getCoinOption() else: print("") print str("[Player 2]:"), str.upper(player2) player2Option = str.lower(raw_input("Choose: heads or tails?: ")) if (player2Option == "heads"): player1Option = "tails" elif (player2Option == "tails"): player1Option = "heads" else: print ("Type in a valid option, please.") getCoinOption() def win(): global winner if (player1Option == coinSide): winner = player1 else: winner = player2 print("") print str("You got"), str(coinSide) print str("The winner is:"), str.upper(winner) create_players() randFirstPlayer() getCoinOption() flip_coin() win()
#Smallest multiple #Problem 5 #2520 is the smallest number that can be divided by each of the numbers from 1 to 10 without any remainder. #What is the smallest positive number that is evenly divisible by all of the numbers from 1 to 20? # Not have answer the question """ v = 1 number_try = False lines = "----------------------|" while number_try == False: z = 0 c = 0 for b in range(1, 11): if v % b == 0: c += 1 z += v/b print str(c) + " " + str(v / b) if c == 10: print lines print z print lines print v number_try = True break v += 1 print lines print print "Hello" """ """ do = int(input("Enter number, please: ")) if do <= 13: v = 1 number_try = False lines = "----------------------|" while number_try == False: z = 0 c = 0 for b in range(1, do + 1): if v % b == 0: c += 1 print "Number# " + str(c) + ": " +str(v) + " / " + str(b) + " = " + str(v / b) if c == do: print lines print v number_try = True v += 1 print lines print print "Hello" """ #version two num = int(input("Enter the number ")) step = 1 level = num timer = 0 while level > 0: timer += 1 answer = ((num * step)/level) * level if level -1 != 0 and ((num * step)/(level - 1)) * (level-1) == answer: level -= 1 else: step += 1 level = num print print level print if level == 1: print "This number: " + str(answer) break if timer > 100000000000: print "Problem with you code" break # fo number 20 answer = 232792560
""" Реализовать функцию, принимающую несколько параметров, описывающих данные пользователя: имя, фамилия, год рождения, город проживания, email, телефон. Функция должна принимать параметры как именованные аргументы. Реализовать вывод данных о пользователе одной строкой. """ def get_param(name, surname, year, city, email, phone): print(name, surname, year, city, email, phone) get_param(name=input('Enter your name: '), surname=input('Enter your surname: '), year=input('Enter the year you were born: '), city=input('Enter the city you live in: '), email=input('Enter your email: '), phone=input('Enter your phone number: '))
# Ex. 2 user_seconds = (input('Enter time(sec): ')) hours = int(user_seconds) // 3600 minutes = int(user_seconds) // 60 seconds = int(user_seconds) % 60 print('{0}:{1}:{2}'.format(hours, minutes, seconds))
from abc import ABC, abstractmethod class A(ABC): def __init__(self,value): self.value = value @abstractmethod def add(self): pass @abstractmethod def sub(self): pass class Y(A): def add(self): return self.value +100 def sub(self): return self.value -10 obj=Y(100) print(obj.add()) print(obj.sub())
n = 10 sum = 0 i = 1 while i <= n: sum = sum + i i = i+1 print("La somme est", sum) counter = 0 while counter < 3: print("Inside loop") counter = counter + 1 else: print("Inside else")
n1=int(input("Veuillez donner le premier nombre")) n2=int(input("Veuillez donner le second nombre!")) s=n1+n2 p=n1*n2 d=n1-n2 q=n1/n2 print("La somme de deux nombre est :", s, sep=' ', end='\n') print("Le produit de deux nombres est :", p, sep=' ', end='\n') print("La difference de deux nombres est :", d, sep=' ', end='\n') print("Le quotient de deux nombres est :", q, sep=' ',end='\n')
texte="Bonjour tout le monde" rech=input("Entrez un texte a rechercher") pos=texte.find(rech) print("La position du\"{}\" est:{}".format(rech,pos))
class Flight(): def __init__(self,capacity): self.capacity = capacity self.passengers=[] def add_passenger(self,name): if not self.open_seats(): return False self.passengers.append(name) return True def open_seats(self): return self.capacity -len(self.passengers) flight=Flight(3) people=["Alpha","Nafiou","Saidou","Rama"] for person in people: if flight.add_passenger(person): print(f"Added {person} avec successfully.") else: print(f"No dispo {person}")
number = int(input("Entrez la table de multiplication que vous voulez")) for count in range(1, 11): print(number, 'x', count, '=', number * count) print("==========================================") i = 1 while i <= 10: p = i*7 print(i,'x 7=',p) i += 1
a=int(input("Entrez votre chiffre")) if a==0: print("votre chiffre est null!") elif a >0: print("Votre chiffre est positif") else: print("votre chiffre est negatif!")
def tri_selection(tab): for i in range(len(tab)): min = i for j in range(i+1, len(tab)): if tab[min] > tab[j]: min = j tmp = tab[i] tab[i] = tab[min] tab[min] = tmp return tab # Programme principale pour tester le code ci-dessus tab = [98, 22, 15, 32, 2, 74, 63, 70] tri_selection(tab) print ("Le tableau trié est:") for i in range(len(tab)): #print ("%d" %tab[i]) print(tab[i])
import matplotlib.pyplot as plt import numpy as np x = np.array([5, 7, 8, 7, 2, 17, 2, 9, 4, 11, 12, 9, 6]) y = np.array([99, 86, 87, 88, 111, 86, 103, 87, 94, 78, 77, 85, 86]) plt.scatter(x, y, color='hotpink') x = np.array([2, 2, 8, 1, 15, 8, 12, 9, 7, 3, 11, 4, 7, 14, 12]) y = np.array([100, 105, 84, 105, 90, 99, 90, 95, 94, 100, 79, 112, 91, 80, 85]) plt.scatter(x, y, color='#88c999') plt.show()
i= 0 while i<11: if i%2==0: print("est pair\n",i) i+=1
class Voiture: voiture_crees=0 def __init__(self,marque): self.marque= marque voiture_crees+=1 def afficher_marque(self,vitesse): print(f" La voiture est une {self.marque}") voiture_O1=Voiture("Lamborghini") voiture_O2=Voiture("Porsche") Voiture.afficher_marque(voiture_O1,50) print(voiture_O1.marque) print(voiture_O2.marque) print(Voiture.voiture_crees)
for val in range(5): print(val) else: print("Fin de l'execution de la boucle")
class Student: def __init__(self, name, age): self.name = name self.__age = age def get_age(self): return self.__age def set_age(self, age): self.__age = age emp=Student("ismatou",14) print("Name: " +emp.name,emp.get_age()) emp.set_age(16) print("Name: " +emp.name,emp.get_age())
class Saidou(): def __init__(self): self.course='java programmation cours' self.__tech='java' def CourseName(self): return self.course + self.__tech obj=Saidou() print(obj.course) print(obj._Saidou__tech) print(obj.CourseName())
for num in [11, 9, 88, 10, 90, 3, 19]: print(num) if num==88: print("number 88 found") print("Terminer la boucle") break
def smart_divide(func): def inner(a, b): print("I am going to divide", a, "and", b) if b == 0: print("Whoops! cannot divide") return return func(a, b) return inner @smart_divide def divide(a, b): print(a/b) divide(2,5) def star(func): """exemple de decorator""" def inner(*args, **kwargs): print("*" * 30) func(*args, **kwargs) print("*" * 30) return inner def percent(func): def inner(*args, **kwargs): print("%" * 30) func(*args, **kwargs) print("%" * 30) return inner @star @percent def printer(msg): print(msg) printer("Bonjour")
import numpy as np df=np.array([ [1,2,4], [3,4,5,6], [8,9,7,2] ]) print(df[2][3])
x=0 while x <=10: print(x) x += 1 print("fin de la boucle tant que ") for n in range(5,10): print(n) print("fin de la boucle for ") for n in range(9): if n %2== 0: print(n," est un nombre pair") else: print(n,"est un chiffre impair")
class Personne(): def __init__(self, prenom, nom, age): self.__prenom = prenom self.__nom = nom self.__age = age def est_majeur(self): if self.__age >= 18: return True return False def vieillir(self): self.__age += 1 def __str__(self): resulat = self.__prenom + " " + \ self.__nom + " a " + str(self.__age)+ " ans " if self.est_majeur(): resulat += "Il/Elle est majeur(e)." else: resulat += "Il/Elle est mineur(e)." return resulat if __name__ == "__main__": alpha = Personne(prenom="alpha", nom="Diallo", age=17) print(alpha) alpha.vieillir() print(alpha)
# En utilisant la POO en Python, nous pouvons restreindre l'accès aux méthodes et aux variables. # Cela empêche les données de modification directe qui est appelée encapsulation. # En Python, nous désignons les attributs privés en utilisant un trait de soulignement comme préfixe, # c'est-à-dire single _ou double __ class Computer: def __init__(self): self.__maxprice = 900 def sell(self): print("Selling Price: {}".format(self.__maxprice)) def setMaxPrice(self, price): self.__maxprice = price c = Computer() c.sell() # change the price c.__maxprice = 1000 c.sell() # using setter function c.setMaxPrice(1000) c.sell()
class StaffSaidou: # class variables school_name = 'NIIT TECH' # constructor def __init__(self, name, age): # instance variables self.name = name self.age = age # instance variables def show(self): print(self.name, self.age, StaffSaidou.school_name) @classmethod def change_School(cls, name): cls.school_name = name @staticmethod def find_notes(subject_name): return ['chapter 1', 'chapter 2', 'chapter 3'] # create object jessa = StaffSaidou('Massoud', 12) # call instance method jessa.show() # call class method using the class StaffSaidou.change_School('XYZ School') # call class method using the object jessa.change_School('PQR School') # call static method using the class StaffSaidou.find_notes('Math') # call class method using the object jessa.find_notes('Math')
first_name=input("Votre nom s'il vous plait") last_name=input("Votre Prenom s'il vous plait") filiere=input("Votre Filiere s'il vous plait'") print("Bonjour ",first_name,last_name) print("Bienvenue dans la filiere",filiere)
"""This file contains all functions needed for the evolution. http://en.wikipedia.org/wiki/Genetic_algorithm - random initialization - run first generation - evaluate with fitness function, measure average/max fitness - select best candidates for next generation - mutation + crossover/recombination + regrouping + colonization-extinction + migration - run second generation - ... """ # external imports import random import sys import os # internal imports sys.path.insert(0, os.path.abspath(os.path.join( os.path.dirname(sys.modules[__name__].__file__), ".."))) import util import selection import mutation import crossover def is_termination(eparams, fitnesses, g): """Return true if there should not be another generation to come. :param eparams: the evolutionparams python module name :param fitnesses: multi-objective fitness values of the last generation :param g: the next generation number TODO: add other criteria based on: - A solution is found that satisfies minimum criteria - Allocated budget (computation time/money) reached - The highest ranking solution's fitness is reaching or has reached a plateau such that successive iterations no longer produce better results - Manual inspection - Combinations of the above """ return g > eparams.generations def generate_random_environments(eparams): """Generate a number of random environments. :param eparams: the evolutionparams python module name """ random.seed() params = [util.convert_string_to_param_t(env) for env in eparams.params_as_environment] pvalues = [] for n in xrange(eparams.environments): pvalues.append([]) for param in params: value = random.choice([f for f in util.frange(param.minv, param.maxv, param.step)]) pvalues[-1].append(value) return (params, pvalues) def generate_random_population(eparams): """Generate a number of random populations. :param eparams: the evolutionparams python module name Return a list of params to evolve and a 2D-list of param values for each phenotype and each param. """ random.seed() # get params to evolve params = get_params_to_evolve(eparams) # assign a param value for each param, for each phenotype pvalues = [] for p in xrange(eparams.phenotypes): pvalues.append([]) for param in params: value = random.random() * (param.maxv - param.minv) + param.minv pvalues[-1].append(value) return (params, pvalues) def generate_population_history_0(eparams, lastpvalues, fitnesses): """Generate a new population based on the last one. :param eparams: the evolutionparams python module name :param lastpvalues: dict of evolvable pvalues for all phenotypes in the last generation. :param fitnesses: dict of multi-objective fitnesses for all phenotypes in the last generation. Return a list of params to evolve and a 2D-list of param values for each phenotype and each param. """ # if this is only an initialization, return a random population if not fitnesses or not lastpvalues: print (" Note: no info from past, random population is generated.") return generate_random_population(eparams) # create single-valued fitnesses now # TODO: extend to multi-objective optimization sfitnesses = get_single_fitnesses(fitnesses) # if this is a next generation, create new population with selection + mutation + crossover # but first create the params list params = get_params_to_evolve(eparams) # elite selection elite_parents_p = selection.elite(sfitnesses, int(eparams.phenotypes * eparams.elite_fraction)) elite_children_pvalues = [list(lastpvalues[p]) for p in elite_parents_p] # tournament selection + average crossover crossover_parents_p = selection.tournament(sfitnesses, eparams.tournament_size, int(eparams.phenotypes * eparams.crossover_fraction)) crossover_children_pvalues = crossover.average(lastpvalues, crossover_parents_p, int(eparams.phenotypes * eparams.crossover_fraction)) # gauss-noise mutation of parents mutation_parents_p = selection.fullrandom(sfitnesses, int(eparams.phenotypes * eparams.pure_mutation_fraction)) mutation_children_pvalues = [list(lastpvalues[p]) for p in mutation_parents_p] mutation.gauss(params, mutation_children_pvalues, eparams.mutation_sigma, eparams.mutation_probability, eparams.mutation_sqrtN) # TODO TODO how many mutations are needed? One solution, if fitness is normalized in [0-1]: # AktualisMutEh = MaximalisMutEh * (1-GenereacioAtlagosFitnesse) # summarize all new generation pvalues = elite_children_pvalues + crossover_children_pvalues + mutation_children_pvalues # a quick error check on population size diff = len(pvalues) - eparams.phenotypes if diff < 0: print ("Warning: population size has been reduced! Adding %d new random phenotypes." % (-diff)) a, b = generate_random_population(eparams) pvalues += b[0:-diff] elif diff > 0: print ("Warning: population size has grown! Removing %s random phenotypes." % diff) indices = random.sample(range(len(pvalues)), diff) pvalues = [i for j, i in enumerate(pvalues) if j not in indices] return (params, pvalues) def generate_population(eparams, lastpvalues, fitnesses): """Generate a new population based on the last one. :param eparams: the evolutionparams python module name :param lastpvalues: dict of evolvable pvalues for all phenotypes in the last generation. :param fitnesses: dict of multi-objective fitnesses for all phenotypes in the last generation. Return a list of params to evolve and a 2D-list of param values for each phenotype and each param. """ # if this is only an initialization, return a random population if not fitnesses or not lastpvalues: print (" Note: no info from past, random population is generated.") return generate_random_population(eparams) # create single-valued fitnesses now # TODO: extend to multi-objective optimization sfitnesses = get_single_fitnesses(fitnesses) # if this is a next generation, create new population with selection + crossover + mutation # but first create the params list params = get_params_to_evolve(eparams) # elite selection elite_parents_p = selection.elite(sfitnesses, int(eparams.phenotypes * eparams.elite_fraction)) pvalues = [list(lastpvalues[p]) for p in elite_parents_p] # tournament selection of parents + crossover + mutation for i in xrange(int(eparams.phenotypes * eparams.crossover_fraction)): # get some parents crossover_parents_p = selection.tournament(sfitnesses, eparams.tournament_size, len(sfitnesses)) # generate one child if eparams.crossover_operator == "uniform": crossover_children_pvalues = crossover.uniform(lastpvalues, crossover_parents_p, 1) elif eparams.crossover_operator == "average": crossover_children_pvalues = crossover.average(lastpvalues, crossover_parents_p, 1) else: raise ValueError("unknown crossover operator: %s" % eparams.crossover_operator) # mutate some genes of the new child mutation.gauss(params, crossover_children_pvalues, eparams.mutation_sigma, eparams.mutation_probability, eparams.mutation_sqrtN) # TODO TODO how many mutations are needed? One solution, if fitness is normalized in [0-1]: # AktualisMutEh = MaximalisMutEh * (1-GenereacioAtlagosFitnesse) # add new child to next generation pvalues += crossover_children_pvalues # pure mutation fraction (if needed, not necessary) mutation_parents_p = selection.fullrandom(sfitnesses, int(eparams.phenotypes * eparams.pure_mutation_fraction)) mutation_children_pvalues = [list(lastpvalues[p]) for p in mutation_parents_p] mutation.gauss(params, mutation_children_pvalues, eparams.mutation_sigma, eparams.mutation_probability, eparams.mutation_sqrtN) pvalues += mutation_children_pvalues # a quick error check on population size diff = len(pvalues) - eparams.phenotypes if diff < 0: print ("Warning: population size has been reduced! Adding %d new random phenotypes." % (-diff)) a, b = generate_random_population(eparams) pvalues += b[0:-diff] elif diff > 0: print ("Warning: population size has grown! Removing %s random phenotypes." % diff) indices = random.sample(range(len(pvalues)), diff) pvalues = [i for j, i in enumerate(pvalues) if j not in indices] return (params, pvalues) def get_fitnesses(eparams, model, fitnessfunctionparam): """Return dictionary with keys as phenotypes and values as multi-objective fitnesses. :param eparams: the evolutionparams python module name :param model: the name of the robotsim model that is used :param fitnessfunctionparam: a single user parameter that is passed to the fitness functions """ try: fitnesses = eval("eparams.fitness.fitness_%s" % model)(fitnessfunctionparam) except NameError as e: print ("Model type '%s' is not implemented yet (%s)." % (model, e)) print eparams.fitness.fitness_template.__doc__ return None return fitnesses def get_single_fitnesses(fitnesses): """Return single-valued fitness list from multi-objective fitnesses.""" return dict((p, get_single_fitness(fitnesses[p])) for p in fitnesses) def get_single_fitness(fitnessdict): """Return a single fitness value from a multi-objective fitness dict. :param fitnessdict: the dict of fitness values for a phenotype """ retval = 1.0 for x in fitnessdict: retval *= fitnessdict[x] return retval def save_fitnesses(filename, eparams, fitnesses, g, pvalues=None): """Save multi-objective fitnesses to a file. :param filename: save fitnesses to this file :param fitnesses: multi-objective fitness values for all phenotypes as a dict of dicts :param g: the index of the generation :param pvalues: pvalues of the given generation (None if not needed in output) """ sfitnesses = get_single_fitnesses(fitnesses) f = open(filename, 'w') # write header f.write("\t".join( ["#g", "p", "fitness"] + ["fitness_%s" % x for x in sorted(fitnesses[0])] )) if pvalues is not None: params = get_params_to_evolve(eparams) f.write("\tpvalues\t" + "\t".join([p.name for p in params])) f.write("\n") # write data for each phenotype for p in sorted(sfitnesses, key=sfitnesses.get, reverse=True): f.write("\t".join( ["%d" % g, "%d" % int(float(p)), "%g" % sfitnesses[p]] + \ ["%g" % fitnesses[p][x] for x in sorted(fitnesses[p])] )) if pvalues is not None: f.write("\t%d\t" % len(params) + "\t".join(str(pvalues[p][i]) for i in xrange(len(params)))) f.write("\n") f.close() def save_fitnesses_hack(filename, eparams, len_fitnesses, name, evaluation, pvalues, sfitness): """This is a hack to be able to add favorite and best solutions to the standard fitnesses file. Use in synchrony with save_fitnesses(). """ f = open(filename, 'a') f.write("\t".join( ["#%s_%d" % (name, (evaluation-1)/eparams.generations), str((evaluation-1) % eparams.generations), str(sfitness)] + ["-"]*len_fitnesses )) params = get_params_to_evolve(eparams) f.write("\t%d\t" % len(params) + "\t".join(str(pvalues[i]) for i in xrange(len(params)))) f.write("\n") f.close() def get_params_to_evolve(eparams): """Return the parameters that are to be evolved. :param eparams: the evolutionparams python module name """ return [util.convert_string_to_param_t(p) for p in eparams.params_to_evolve]
#!/usr/bin/env python3 ''' time complexity n ''' def find_terms(nums, target=2020): d = dict() for num in nums: if target - num in d: return (target - num), num d[num] = num return 0, 0 ''' time complexity n ''' def part_1(nums): a, b = find_terms(nums) return a * b ''' time complexity n*2, memory and time hog ''' def part_2(nums, target=2020): for i, v in enumerate(nums): a, b = find_terms(nums[:i] + nums[i+1:], target - v) if a + b != 0: return v * a * b with open('input_file.txt', 'r') as expense_report: expenses = [int(expense) for expense in expense_report] print(part_1(expenses)) print(part_2(expenses))
from surfaces import * import math class Cell(): """Takes one surface as initial input, the rest have to be added. Surfaces are stored in a list of self.surfaces.""" def __init__(self): self.surfaces = [] def add_surface(self, new_surface, sense): """Takes in the surface and the sense for that surface. sense: False for left/inside, True for right/outside.""" self.surfaces.append((new_surface, sense)) def get_surfaces(self): return self.surfaces def in_cell(self, x, y, direction): """Returns True if point is within cell.""" surfaces = self.get_surfaces() for surface in surfaces: if surface[0].sense(x, y, direction) != surface[1]: return False return True def dist_to_boundary(self, x, y, direction): """Finds shortest distance to the boundary of the cell.""" list_of_distances = [] surfaces = self.get_surfaces() for surface in surfaces: dist = surface[0].dist_to_boundary(x, y, direction) print dist if dist != None: list_of_distances.append(dist) return min(list_of_distances) def find_collision_point(self, x, y, direction): """Finds collision point with edge of cell in given direction.""" dict_of_distances = {} surfaces = self.get_surfaces() for surface in surfaces: dist = surface[0].dist_to_boundary(x, y, direction) if dist != None: dict_of_distances[dist] = surface[0].find_collision_point(x, y, direction) return dict_of_distances[min(dict_of_distances)]
# Davis Arthur # 10-15-2019 # Auburn University import math import scipy.constants # science constants import matplotlib.pyplot as plt # plotting libraries import numpy as np from SingleWire2 import * class loop: def __init__(self, current, radius, numwires, zpos = 0): self.current = current self.radius = radius self.numwires = numwires self.wirelen = 0 self.origins = self.calcOrigins() self.zpos = zpos self.wires = self.genwires() def calcOrigins(self): deltaAng = math.radians(360.0 / self.numwires) self.wirelen = self.radius * (2 - 2 * math.cos(deltaAng)) ** (1.0/2) origins = [] for i in range(self.numwires): origins.append(i * deltaAng) return origins def genwires(self): wires = [] for origin in self.origins: wires.append(stwire(self.current, self.wirelen, (self.radius, origin, self.zpos))) return wires def main3(): # input values from the user current = input("Current of wire: ") radius = input("Radius of wire: ") height = input("Height of region of interest: ") numwires = input("Number of straight wires in approximation: ") numPointsX = input("Number of points in x/y direction: ") numPointsZ = input("Number of points in z direction: ") index = input("z-index: ") # generate single wire testloop = loop(current, radius, numwires) # generate array of 3D points x = [] y = [] z = [] deltaX = 2.0 * radius * 1.25 / numPointsX deltaZ = height / numPointsZ for i in range(numPointsX): x.append(- radius * 1.25 + i * deltaX) y.append(- radius * 1.25 + i * deltaX) for i in range(numPointsZ): z.append(i * deltaZ) zmag = [[[0 for k in range(numPointsZ)] for j in range(numPointsX)] \ for i in range(numPointsX)] for wire in testloop.wires: for xindex in range(numPointsX): for yindex in range(numPointsX): for zindex in range(numPointsZ): xcord = x[xindex] ycord = y[yindex] zcord = z[zindex] xlocal, ylocal, zlocal = wire.gtol([xcord, ycord, zcord]) newcomp = wire.maglocal(xlocal, ylocal, zlocal)[1] zmag[yindex][xindex][zindex] = zmag[yindex][xindex][zindex] \ + newcomp print("Plotting the field at z = " + str(z[index])) finalfield = planeSelector(zmag, numPointsX, numPointsX, 2, index) plt.contourf(x, y, finalfield, 300, cmap = 'BrBG') plt.colorbar() plt.show() def main4(): # input values from the user current = input("Current of wire: ") radius = input("Radius of wire: ") height = input("Height of region of interest: ") numwires = input("Number of straight wires in approximation: ") numPointsX = input("Number of points in x/y direction: ") numPointsZ = input("Number of points in z direction: ") index = input("z-index: ") # generate single wire testloop = loop(current, radius, numwires) # generate array of 3D points x = [] y = [] z = [] deltaX = 2.0 * radius * 1.25 / numPointsX deltaZ = height / numPointsZ for i in range(numPointsX): x.append(- radius * 1.25 + i * deltaX) y.append(- radius * 1.25 + i * deltaX) for i in range(numPointsZ): z.append(i * deltaZ) zmag = [[[0 for k in range(numPointsZ)] for j in range(numPointsX)] \ for i in range(numPointsX)] for wire in testloop.wires: for xindex in range(numPointsX): for yindex in range(numPointsX): for zindex in range(numPointsZ): xcord = x[xindex] ycord = y[yindex] zcord = z[zindex] xlocal, ylocal, zlocal = wire.gtol([xcord, ycord, zcord]) newcomp = wire.maglocal(xlocal, ylocal, zlocal)[1] zmag[yindex][xindex][zindex] = zmag[yindex][xindex][zindex] \ + newcomp print("Plotting the field at z = " + str(z[index])) finalfield = planeSelector(zmag, numPointsX, numPointsX, 2, index) finalfield = lineSelector(finalfield, numPointsX / 2 - 1) plt.plot(y, finalfield) plt.show() if __name__ == "__main__": main3()
from fractions import Fraction a=int(input('Introduceti numarul a=')) b=int(input('Introduceti numarul b=')) c=int(input('Introduceti numarul c=')) d=int(input('Introduceti numarul d=')) print('Suma este=',Fraction(a,b)+Fraction(c,d)) print('Produsul este=',Fraction(a,b)*Fraction(c,d))
""" 版本:1.0 作者:MJL 功能:掷骰子 """ import random import matplotlib.pyplot as plt roll1_list = [] roll_count = [0,0,0,0,0,0] roll_rate = [] def main(): roll_times = 10000 for i in range(1,roll_times + 1): roll1 = random.randint(1,6) roll_count[roll1 -1] +=1 roll1_list.append(roll1) for j in range(1,7): roll_rate.append(roll_count[j - 1]/roll_times) print(roll1_list,'\n',len(roll1_list),'\n',roll_count,'\n',roll_rate) plt.hist(roll1_list,[1,2,3,4,5,6,7],rwidth=0.4,color='blue') plt.show() if __name__ == '__main__': main()
import re import datetime class Entry(object): def is_today(self): if self.date==datetime.datetime.today().date(): return True else: return False def days_old(self): if not self.date: return 999999 else: delta = datetime.date.today() - self.date return delta.days def is_date(self,input_string): match = re.search(r'\d{2}/\d{2}/\d{2}', input_string) if match: testdate = datetime.datetime.strptime(match.group(), '%d/%m/%y').date() if testdate==self.date: return True else: return False else: raise ValueException("Date string is badly formed") return False #should never be here def __init__(self, input_string): import types if isinstance(input_string, str): pass else: raise ValueError("Input to constructor wasn't a string") try: self.input_string=input_string match = re.search(r'\d{2}/\d{2}/\d{2}', input_string) if match: self.date = datetime.datetime.strptime(match.group(), '%d/%m/%y').date() else: self.date = None self.start=None self.end=None match = re.search(r'(?P<start>\d{2}:\d{2}) to (?P<end>\d{2}:\d{2})', input_string) if match: self.start = match.group('start') self.end = match.group('end') else: match = re.search(r'(?P<start>\d{2}:\d{2})', input_string) if match: self.start = match.group('start') self.end = self.start else: raise ValueError("No Start value found on: {}".format(input_string)) match = re.search(r',\s*(?P<title>.*)', input_string) self.title=None if match: self.title =match.group("title").strip() if self.title==None: print("Warning: NO title for {}".format(self)) self.title="" except AttributeError as err: print("Exception! On this line:") print(input_string) raise err def start_epoch(self): time=self.start_datetime() epoch = time.timestamp() return epoch def end_epoch(self): time=self.end_datetime() epoch = time.timestamp() return epoch def start_datetime(self): from datetime import datetime FMT = '%Y-%m-%d%H:%M' return datetime.strptime(str(self.date) + self.start, FMT) def end_datetime(self): if self.end==None: self.end=self.start from datetime import datetime FMT = '%Y-%m-%d%H:%M' return datetime.strptime(str(self.date) + self.end, FMT) def get_duration(self): #from https://stackoverflow.com/a/3096984/170243 from datetime import datetime FMT = '%H:%M' tdelta = datetime.strptime(self.end, FMT) - datetime.strptime(self.start, FMT) return tdelta.total_seconds()/60 #returns in minutes def __str__(self): return self.input_string
# Definition for singly-linked list. # class ListNode(object): # def __init__(self, x): # self.val = x # self.next = None class Solution(object): def deleteDuplicates(self, head): """ :type head: ListNode :rtype: ListNode """ if head is None: return head isDuplicate = False while head.next is not None: #先把前面所有重复的去掉,找到第一个不重复的作为头节点 if head.next.val == head.val: head = head.next isDuplicate = True elif isDuplicate: head = head.next isDuplicate = False else: break if head.next is None and isDuplicate: #全都是重复的,只能返回空了 return None node = head prev = head isDuplicate = False while node.next is not None: #再去掉头节点后面所有重复的节点 if node.next.val == node.val: prev.next = node.next isDuplicate = True elif isDuplicate: prev.next = node.next isDuplicate = False else: prev = node node = node.next if isDuplicate: #最后面的数是重复的 prev.next = None return head
class Solution(object): def threeSum(self, nums): """ :type nums: List[int] :rtype: List[List[int]] """ nums.sort(); #先排序 length = len(nums); result = []; i = 0; while i < length - 2: #只遍历到倒数第3个数 left = i + 1; right = length - 1; now_num = nums[i]; while left != right: #当左指针和右指针相遇的时候结束一轮循环 left_num = nums[left]; right_num = nums[right]; sumLR = left_num + right_num; if sumLR == -now_num: #三个数的和为0 result.append([now_num,left_num,right_num]); left += 1; #这个时候左指针右移直到所在位置的数不跟其左边的一样 while left < right and left_num == nums[left]: left += 1; while i < length - 1 and now_num == nums[i + 1]: i += 1; #第一个数的位置也需右移到另一个不一样的数上去 elif sumLR < -now_num: #当三个数的和小于零时,左指针右移 left += 1; else: #当三个数的和大于零时,右指针左移 right -= 1; i += 1; return result;
# Definition for a binary tree node. # class TreeNode: # def __init__(self, x): # self.val = x # self.left = None # self.right = None class Solution: def isSubStructure(self, A: TreeNode, B: TreeNode) -> bool: def isSame(nodeA, nodeB): if nodeA is None: return nodeB is None if nodeB is None: return True if nodeA.val == nodeB.val and isSame(nodeA.left, nodeB.left) and isSame(nodeA.right, nodeB.right): return True return False if A is None or B is None: return False return isSame(A, B) or self.isSubStructure(A.left, B) or self.isSubStructure(A.right, B)
grid = [[0,2]] def orangesRotting(grid): recurrent = 0 this_count = 1 target =[[0 for i in range(len(grid[0]))] for z in range(len(grid)) ] while True: this_count = 0 for i in range(len(grid)): for j in range(len(grid[i])): if target[i][j]== 0: target[i][j] = grid[i][j] if grid[i][j] == 2: if i - 1 >= 0: if grid[i - 1][j] == 1: target[i - 1][j] = 2 this_count += 1 if i + 1 <= len(grid) - 1: if grid[i + 1][j] == 1: target[i + 1][j] = 2 this_count += 1 if j - 1 >= 0: if grid[i][j - 1] == 1: target[i][j - 1] = 2 this_count += 1 if j + 1<= len(grid[i]) - 1: if grid[i][j + 1] == 1: target[i][j + 1] = 2 this_count += 1 grid = target target = target =[[0 for i in range(len(grid[0]))] for z in range(len(grid)) ] if this_count == 0: for i in range(len(grid)): if 1 in grid[i]: return -1 if i == len(grid) - 1: return recurrent recurrent += 1 print(orangesRotting(grid))
nums = [1,3,5,6] target = 5 def searchInsert(nums, target): for i in range(len(nums)): if nums[i] < target: continue return i return len(nums) print(searchInsert(nums,target))
moves = "UDUDUUDD" def judgeCircle(moves): target = list(moves) level = 0 vertical = 0 for i in target: if i == 'U': vertical += 1 if i == 'D': vertical -= 1 if i == 'L': level += 1 if i == 'R': level -= 1 if vertical == 0 and level == 0: return True return False print(judgeCircle(moves))
# -*- coding: utf-8 -*- """ Created on Thu Jul 26 22:31:16 2018 @author: Filip """ counter = 0 for i in range(len(s)-2): if s[i] == "b" and s[i+1] == "o" and s[i+2] == "b": counter +=1 print("Number of times bob occurs is: " + str(counter))
from utils import utils def two_sum_to_2020(data): for i in range(len(data)): for j in range(i,len(data)): if data[i] + data[j] == 2020: return data[i]*data[j] return 0 def three_sum_to_2020(data): for i in range(len(data)): for j in range(i,len(data)): for k in range(j,len(data)): if data[i] + data[j] + data[k] == 2020: return data[i]*data[j]*data[k] return 0 if __name__ == "__main__": day = 1 data = utils.get_ints_from_file(f"data/aoc{day}_data.txt") output_1 = two_sum_to_2020(data) print(output_1) output_2 = three_sum_to_2020(data) print(output_2)
high_guess = 101 low_guess = 0 tries = 1 print("\n\nEnter a number between 1 and 100.") the_number = int(input("Number: ")) while the_number < 1 or the_number > 100: print("The number must be between 1 and 100.") the_number = int(input("Number: ")) guess = 50 print(guess) while guess != the_number: if guess > the_number: high_guess = guess guess = guess - int((high_guess - low_guess)/2) else: low_guess = guess guess = guess + int((high_guess - low_guess)/2) tries += 1 print(guess) print(f"\nThe computer guessed the number in {tries} tries.") print(f"The number was {the_number}.")
# -*- coding: utf-8 -*- """ Created on Fri Nov 25 13:03:01 2016 @author: Mark """ def song_playlist(songs, max_size): """ songs: list of tuples, ('song_name', song_len, song_size) max_size: float, maximum size of total songs that you can fit Start with the song first in the 'songs' list, then pick the next song to be the one with the lowest file size not already picked, repeat Returns: a list of a subset of songs fitting in 'max_size' in the order in which they were chosen. """ playlist = [] left_on_disk = max_size if songs[0][2] > left_on_disk: return [] else: playlist.append(songs[0][0]) left_on_disk -= songs[0][2] sorted_remaining_songs = list(songs[1:]) sorted_remaining_songs.sort(key=lambda x: x[2], reverse = False) for song in sorted_remaining_songs: if song[2] <= left_on_disk: playlist.append(song[0]) left_on_disk -= song[2] return playlist
#!/usr/bin/env python # coding: utf-8 # In[6]: def validate(x,y): # x = valeur à tester # y = type de valeur (t pour taux, m pour montant, a pour années) try: float(x) except: print("Attention ceci n'est pas une valeur") return False else: if float(x) < 0: print("Entrez une valuer positive") return False if y == "t": if float(x) > 1: print("le taux doit être exprimé en décimal, par ex 0.1 pour 10%") return False return True def interet(): a = input("Entrez un capital à investir:") if validate(a,"m") == True: a = float(a) b = input("Entrez un taux d'intérêt:") if validate(b,"t") == True: b = float(b) c = input("Entre une durée de placement souhaitée:") if validate(c,"a") == True: c = int(c) k = a*(1+b)**c print("Le capital final sera de {:.2f} euro".format(k)) else: interet() else: interet() else: interet() interet() # In[ ]: # In[ ]:
# implementation of binary search algorithm # I will prove that binary search is faster than naive search # Naive search basically search every index iteratively and ask if it is equal to target value # if array consists the value it returns # if it is not in the array it returns -1 import random import time def naive_search(l, target): # example l = [1,2,3,4,18] for i in range(len(l)): if l[i] == target: return i return -1 # binary search uses divide and conquer method # we will leverage the fact that our list is sorted. def binary_search(l, target, low=None, high=None): if low is None: low = 0 if high is None: high = len(l) - 1 if high < low: return -1 midpoint = (low + high) // 2 if l[midpoint] == target: return midpoint elif target < l[midpoint]: return binary_search(l, target, low, midpoint - 1) else: # target > l[midpoint] return binary_search(l, target, midpoint + 1, high) if __name__ == '__main__': # l = [1, 15, 25, 60, 79, 90] # target = 90 # print(naive_search(l, target)) # print(binary_search(l, target)) length = 1000 # build a sorted list of length 1000 sorted_list = set() while len(sorted_list) < length: sorted_list.add(random.randint(-3*length, 3 * length)) sorted_list = sorted(list(sorted_list)) start= time.time() for target in sorted_list: naive_search(sorted_list, target) end = time.time() print("Naive search time :", (end-start)/length, " seconds") start = time.time() for target in sorted_list: binary_search(sorted_list,target) end = time.time() print("Binary search time :", (end-start)/length, " seconds")
# Задача 2. Дан массив целых чисел. Нужно удалить из него нули. Можно использовать только О(1) дополнительной памяти. def remove_zeros(arr_input): ind = 0 while(ind < len(arr_input)): # len() for list has O(1) time complexity val = arr_input[ind] if val == 0: arr_input.remove(val) # list.remove() has O(n) time complexity, O(1) space complexity else: ind += 1 if __name__ == '__main__': array_input = [0, 1, 0, 0, 4, 5, 6, 7, 0, 8, -4, 0] array_check = [1, 4, 5, 6, 7, 8, -4] remove_zeros(array_input) assert array_input == array_check array_input = [0, 0, 0] array_check = [] remove_zeros(array_input) assert array_input == array_check array_input = [] array_check = [] remove_zeros(array_input) assert array_input == array_check array_input = [-1, 2, -3] array_check = [-1, 2, -3] remove_zeros(array_input) assert array_input == array_check array_input = [0, -1] array_check = [-1] remove_zeros(array_input) assert array_input == array_check array_input = [-1, 0] array_check = [-1] remove_zeros(array_input) assert array_input == array_check print('Success!')
from turtle import Turtle STARTING_POSITIONS = [(0, 0), (-20, 0), (-40, 0)] MOVE_DISTANCE = 20 class Snake: """tmp""" def __init__(self): self.segments = [] self.create_snake() self.heading = 0 def create_snake(self): for position in STARTING_POSITIONS: self.add_segment(position) self.head = self.segments[0] def add_segment(self, position): segment = Turtle("square") segment.penup() segment.color("black", "white") segment.goto(position) self.segments.append(segment) def extend(self): self.add_segment(self.segments[-1].position()) def move(self): for segment_nr, segment in reversed(list(enumerate(self.segments))): if segment_nr == 0: segment.setheading(self.heading) segment.forward(MOVE_DISTANCE) else: segment.setposition(self.segments[segment_nr - 1].position()) def up(self): if self.heading != 270: self.heading = 90 def down(self): if self.heading != 90: self.heading = 270 def left(self): if self.heading != 0: self.heading = 180 def right(self): if self.heading != 180: self.heading = 0 def move_right(self): for segment_nr, segment in reversed(list(enumerate(self.segments))): if segment_nr == 0: segment.right(90) segment.forward(MOVE_DISTANCE) else: segment.setposition(self.segments[segment_nr - 1].position())
class Enemy: #by class we mean, hey python, we gonna make a class. Its a common practice of programmers to use first upper case letter to make a class. It helps to differeniae a class from veriable or functions. life = 3 def attack(selff): print("Ouuuch, I'm attacked") selff.life -= 1 def checklife(selfff): if selfff.life <= 0: print("Agh, Im fucked up") else: print("I'm {} life left".format(selfff.life)) def print(self): print(self) ## ##enemy1_object = Enemy() #objects are actually a copy of the class ##enemy2_object = Enemy() #we can make as many ibjects as we want and they are independednt of each other. ## ##enemy1_object.attack() # ##enemy1_object.attack() # by running these finctions, the variable in the class(life) will be updated and saved independent. ##enemy1_object.attack() # ## ##enemy1_object.checklife() ##enemy2_object.checklife() ## #https://www.youtube.com/watch?v=POQIIKb1BZA ''' self.pt1 = Point(min(pt1.x, pt2.x), min(pt1.y, pt2.y)) ## self.pt2 = Point(max(pt2.x,pt1.x), max(pt2.y, pt1.y)) ## '''
####ALGORATHIMATIC OPERATORS#### ''' their are seven different algorathimatic operators which are: + - * / % ** // ''' print("5 + 2 =", 5+2) print("5 - 2 =", 5-2) print("5 * 2 =", 5*2) print("5 / 2 =", 5/2) print("5 ** 2 =", 5**2) #** is called 'power of' print("5 // 2 =", 5//2) #// is called 'floor division' ####PRINT BY TAKING MULTIPLE STRINGS FROM DIFFERENT LINES#### quote = "Always remember you are unique" multi_line_quotes = ''' just like everyone else''' print('\n') join_above_two_strings_together = quote + multi_line_quotes print(join_above_two_strings_together) print('\n') print("join_above_two_strings_together =", quote + multi_line_quotes) print('\n') print("%s %s %s" % ('I like the quote', quote, multi_line_quotes)) print ("\n" * 5) print("I dont like ", end="") print("newlines") ####LIST#### '''list allows to create a list of values and then to manipuate them. And each value is going to have a index with the first value have index 0.An index is just like a label to find the location/position of the vakue.''' grocery_list = ['juice', 'tomatoes', 'potatoes', "bananas"] print('First Item', grocery_list [0]) grocery_list[0]='green juice' print('First Item', grocery_list [0]) print(grocery_list[0:3]) #I just noticed that it prefers the assign value to index 0 (that is green juice) instead of value alredy in the list (that is juice). #not included value at index 3 other_events = ['wash car', 'pick up kids', 'cash check'] overall_todo_list = [other_events, grocery_list] #combining two list al together print(overall_todo_list) print(overall_todo_list[1][2]) #printing one elememt from the subset of a set. '''different operations we can do in a list .append, .insert, .remove, .sort, .reverse, del variable ''' grocery_list.append('onions') #add item at the end print(overall_todo_list) grocery_list.insert(1, 'pickle') #add an item at some specific position print(overall_todo_list) #overall_todo_list.insert((1)(2), saqib) #dont know how to do this?????????????????????? grocery_list.remove('bananas') grocery_list.sort() grocery_list.reverse() del grocery_list[0] print(overall_todo_list) overall_todo_list_2 = overall_todo_list + other_events print(overall_todo_list_2) print(len(overall_todo_list_2)) #get the number of items in a list #print(max(overall_todo_list_2)) #http://stackoverflow.com/questions/14886881/unorderable-types-int-str print(max(grocery_list)) #maximum item or in this case what comes last alphateically print(min(grocery_list)) #minimum item or in this case what comes first alphateically ####TUPLES#### '''Tuples are pretty much same as list but the only difference is tuples cant be change once created. It is beingused normally to creat e a data that we know will remain the same.''' pi_tuple = (3,1,4,5,3,7,3) #list is inclosed in list brackets[] where as tuples are enclosed in parenthesis() new_tuple = list(pi_tuple) #convert tuple in to a list new_tuple = tuple(new_tuple) #convert list into a tuple print(len(pi_tuple)) print(min(pi_tuple)) print(max(pi_tuple))
## CSCI 1300 ## Semester Project ## Adam Grabwoski ## Pokemon Elite Four Challenge import random hyper_check = False ### How the player and opponents fight each other. def take_turn(player_active, enemy_active, Moves): global hyper_check print() ## Asks the player which move they would like to use from their active pokemon print("Which move do you want to use? \n") print(" "+player_active["Moves"][0]+"\n", player_active["Moves"][1]+"\n",player_active["Moves"][2]+"\n",player_active["Moves"][3]+"\n") move = str(input("Enter name of move: ")) print() x = True while x: if move in Moves: x = False else: move = str(input("Enter name of move: ")) print() ## Player's Turn or enemy's turn first, based on higher speed if player_active["Speed"] >= enemy_active["Speed"]: player_went = True enemy_went = False player_turn = True print() globals()[move](player_turn, player_active, enemy_active) if enemy_active["HP"]<=0: return else: player_turn = False player_went = False enemy_went = True enemy_move = random.randint(0,3) if hyper_check == True: print(enemy_active["Name"], "needs a turn to recharge.") print() hyper_check = False else: enemy_move2 = enemy_active["Moves"][enemy_move] globals()[enemy_move2](player_turn, player_active, enemy_active) if player_active["HP"]<=0: return ## Player's turn if enemy went first if player_went != True: player_turn = True globals()[move](player_turn, player_active, enemy_active) if enemy_active["HP"]<=0: return ## Enemy's Turn if player went first if enemy_went != True: player_turn = False enemy_move = random.randint(0,3) if hyper_check == True: print(enemy_active["Name"], "needs a turn to recharge.") hyper_check = False else: enemy_move2 = enemy_active["Moves"][enemy_move] globals()[enemy_move2](player_turn, player_active, enemy_active) if player_active["HP"]<=0: return else: player_turn = False enemy_move = random.randint(0,3) if hyper_check == True: print(enemy_active["Name"], "needs a turn to recharge.") hyper_check = False else: enemy_move2 = enemy_active["Moves"][enemy_move] globals()[enemy_move2](player_turn, player_active, enemy_active) if player_active["HP"]<=0: return ############################################################ ##################### Defining all the moves ############################################################ ### There is a lot of the same here, basically all of the moves that deal damage ### Have a damage calculation, then they check and see if the type of the move ### matches that of the user for a damage bonus, then compares the type of the move ### to the type(s) of the Pokemon getting hit by the move to see if it deals ### any bonus damage or reduced damage. ### Finally, some moves have extra effects besides just dealing damage, and ### some moves do not deal damage at all, but rather modify stats in some way. def Flamethrower(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Flamethrower!") print() damage = int(((22*90*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Fire" in player_active["Type"]: damage = damage*1.5 if "Rock" in enemy_active["Type"] or"Dragon" in enemy_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() if "Grass" in enemy_active["Type"] or "Bug" in enemy_active["Type"] or "Ice" in enemy_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Flamethrower!") print() else: print(enemy_active["Name"], "used Flamethrower!") print() damage = int(((22*90*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Fire" in enemy_active["Type"]: damage = damage*1.5 if "Rock" in player_active["Type"] or"Dragon" in player_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() if "Grass" in player_active["Type"] or "Bug" in player_active["Type"] or "Ice" in player_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from IceBeam!") def Slash(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Slash!") print() if random.randint(1,100)>=50: print("Critical hit!") print() damage = int(2*((22*70*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Slash!") print() else: print(player_active["Name"], "used Slash!") print() damage = int(((22*70*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Slash!") print() else: if random.randint(1,100)>=50: print(enemy_active["Name"], "used Slash!") print() print("Critical hit!") print() damage = int(2*((22*70*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Rock" in player_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Slash!") print() else: print(enemy_active["Name"], "used Slash!") print() damage = int(((22*70*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Slash!") print() def FireBlast(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used FireBlast!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Fire" in player_active["Type"]: damage = damage*1.5 if "Rock" in enemy_active["Type"] or"Dragon" in enemy_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() if "Grass" in enemy_active["Type"] or "Bug" in enemy_active["Type"] or "Ice" in enemy_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from FireBlast!") print() else: print("Uh-oh! Looks like FireBlast missed!") print() else: print(enemy_active["Name"], "used FireBlast!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Fire" in enemy_active["Type"]: damage = damage*1.5 if "Rock" in player_active["Type"] or"Dragon" in player_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() if "Grass" in player_active["Type"] or "Bug" in player_active["Type"] or "Ice" in player_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from FireBlast!") print() else: print("Uh-oh! Looks like FireBlast missed!") print() def Strength(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Strength!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Strength!") print() else: print(enemy_active["Name"], "used Strength!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Rock" in player_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Strength!") print() def Explosion(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Explosion!") print() damage = int(((22*150*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 enemy_active["HP"] = enemy_active["HP"] - damage player_active["HP"] = 0 print(enemy_active["Name"], "took", damage, "damage from Explosion!") print() print(player_active["Name"], "knocked itself out!") print() else: print(player_active["Name"], "used Explosion!") print() damage = int(((22*150*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) player_active["HP"] = player_active["HP"] - damage enemy_active["HP"] = 0 print(player_active["Name"], "took", damage, "damage from Explosion!") print() print(enemy_active["Name"], "knocked itself out!") print() def RockSlide(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used RockSlide!") print() damage = int(((22*90*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in player_active["Type"]: damage = damage*1.5 if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Flying" in enemy_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from RockSlide!") print() else: print(enemy_active["Name"], "used RockSlide!") print() damage = int(((22*90*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"]: damage = damage*1.5 if "Rock" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Flying" in player_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from RockSlide!") print() def Submission(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Submission!") print() damage = int(((22*100*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Submission!") print() else: print(enemy_active["Name"], "used Submission!") print() damage = int(((22*100*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Submission!") print() def MegaPunch(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used MegaPunch!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from MegaPunch!") print() else: print(enemy_active["Name"], "used MegaPunch!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from MegaPunch!") print() def WingAttack(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used WingAttack!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Flying" in player_active["Type"]: damage = damage*1.5 if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fighting" in enemy_active["Type"] or "Grass" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from WingAttack!") print() else: print(enemy_active["Name"], "used WingAttack!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Flying" in enemy_active["Type"]: damage = damage*1.5 if "Rock" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fighting" in player_active["Type"] or "Grass" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from WingAttack!") print() def PoisonJab(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used PoisonJab!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Poison" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"] or "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from PoisonJab!") print() else: print(enemy_active["Name"], "used PoisonJab!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Poison" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"] or "Rock" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from PoisonJab!") print() def Crunch(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Crunch!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Crunch!") print() else: print(enemy_active["Name"], "used Crunch!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Crunch!") print() def MegaKick(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used MegaKick!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from MegaKick!") print() else: print(enemy_active["Name"], "used MegaKick!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from MegaKick!") print() def JumpKick(player_turn, player_active, enemy_active): if player_turn: hit_chance = random.randint(1,100) if hit_chance >30: print(player_active["Name"], "used JumpKick!") print() damage = int(((22*100*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from JumpKick!") print() else: print(player_active["Name"], "'s kick kept going and missed!") print() player_active["HP"] = player_active["HP"] - 30 print(player_active["Name"], "took 30 damage!") print() else: hit_chance = random.randint(1,100) if hit_chance >30: print(enemy_active["Name"], "used JumpKick!") print() damage = int(((22*100*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from JumpKick!") print() else: print(enemy_active["Name"], "'s kick kept going and missed!") print() enemy_active["HP"] = enemy_active["HP"] - 30 print(enemy_active["Name"], "took 30 damage!") print() def HiJumpKick(player_turn, player_active, enemy_active): if player_turn: hit_chance = random.randint(1,100) if hit_chance >50: print(player_active["Name"], "used HiJumpKick!") print() damage = int(((22*120*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from HiJumpKick!") print() else: print(player_active["Name"], "'s kick kept going and missed!") print() player_active["HP"] = player_active["HP"] - 50 print(player_active["Name"], "took 50 damage!") print() else: hit_chance = random.randint(1,100) if hit_chance >30: print(enemy_active["Name"], "used HiJumpKick!") print() damage = int(((22*120*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Fighting" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from HiJumpKick!") print() else: print(enemy_active["Name"], "'s kick kept going and missed!") print() enemy_active["HP"] = enemy_active["HP"] - 50 print(enemy_active["Name"], "took 50 damage!") print() def IcePunch(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used IcePunch!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Water" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in enemy_active["Type"] or "Flying" in enemy_active["Type"] or"Dragon" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from IcePunch!") print() else: print(enemy_active["Name"], "used IcePunch!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Water" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in player_active["Type"] or "Flying" in player_active["Type"] or"Dragon" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from IcePunch!") print() def FirePunch(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used FirePunch!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"] or"Dragon" in enemy_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() if "Grass" in enemy_active["Type"] or "Bug" in enemy_active["Type"] or "Ice" in enemy_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from FirePunch!") print() else: print(enemy_active["Name"], "used FirePunch!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Rock" in player_active["Type"] or"Dragon" in player_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() if "Grass" in player_active["Type"] or "Bug" in player_active["Type"] or "Ice" in player_active["Type"]: damage = damage*2 print() print("It's Super Effective!") print() player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from FirePunch!") print() def ThunderPunch(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used ThunderPunch!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Ground" in enemy_active["Type"] or "Dragon" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from ThunderPunch!") print() else: print(enemy_active["Name"], "used ThunderPunch!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Ground" in player_active["Type"] or "Dragon" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from ThunderPunch!") print() def IceBeam(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used IceBeam!") print() damage = int(((22*95*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Ice" in player_active["Type"]: damage = damage*1.5 if "Water" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in enemy_active["Type"] or "Flying" in enemy_active["Type"] or"Dragon" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from IceBeam!") print() else: print(enemy_active["Name"], "used IceBeam!") print() damage = int(((22*95*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Ice" in enemy_active["Type"]: damage = damage*1.5 if "Water" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in player_active["Type"] or "Flying" in player_active["Type"] or"Dragon" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from IceBeam!") print() def SludgeBomb(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used SludgeBomb!") print() damage = int(((22*95*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Poison" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"] or "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from SludgeBomb!") print() else: print(enemy_active["Name"], "used SludgeBomb!") print() damage = int(((22*95*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Poison" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"] or "Rock" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from SludgeBomb!") print() def BodySlam(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used BodySlam!") print() damage = int(((22*80*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from BodySlam!") print() else: print(enemy_active["Name"], "used BodySlam!") print() damage = int(((22*80*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Rock" in player_active["Type"]: damage = damage*0.5 print() print("It's not very effective.") print() player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from BodySlam!") print() def HyperBeam(player_turn, player_active, enemy_active): global hyper_check if player_turn: print(player_active["Name"], "used HyperBeam!") print() damage = int(((22*150*player_active["Attack"]/enemy_active["Defense"])/50)+random.randint(1,6)) if "Rock" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from HyperBeam!") print() hyper_check = True else: print(enemy_active["Name"], "used HyperBeam!") print() damage = int(((22*150*enemy_active["Attack"]/player_active["Defense"])/50)+random.randint(1,6)) if "Rock" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from HyperBeam!") print() #global hyper_check hyper_check = True def Blizzard(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Blizzard!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Ice" in player_active["Type"]: damage = damage*1.5 if "Water" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in enemy_active["Type"] or "Flying" in enemy_active["Type"] or"Dragon" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Blizzard!") print() else: print("Uh-oh! Looks like Blizzard missed!") print() else: print(enemy_active["Name"], "used Blizzard!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Ice" in enemy_active["Type"]: damage = damage*1.5 if "Water" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Grass" in player_active["Type"] or "Flying" in player_active["Type"] or"Dragon" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Blizzard!") print() else: print("Uh-oh! Looks like Blizzard missed!") print() def HydroPump(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used HydroPump!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Water" in player_active["Type"]: damage = damage*1.5 if "Water" in enemy_active["Type"] or "Dragon" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fire" in enemy_active["Type"] or "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from HydroPump!") print() else: print("Uh-oh! Looks like HydroPump missed!") print() else: print(enemy_active["Name"], "used HydroPump!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Water" in enemy_active["Type"]: damage = damage*1.5 if "Water" in player_active["Type"] or "Dragon" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fire" in player_active["Type"] or "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from HydroPump!") print() else: print("Uh-oh! Looks like HydroPump missed!") print() def Thunder(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Thunder!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Electric" in player_active["Type"]: damage = damage*1.5 if "Ground" in enemy_active["Type"] or "Dragon" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Thunder!") print() else: print("Uh-oh! Looks like Thunder missed!") print() else: print(enemy_active["Name"], "used Thunder!") print() hit_chance = random.randint(1,100) if hit_chance >30: damage = int(((22*120*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Electric" in enemy_active["Type"]: damage = damage*1.5 if "Ground" in player_active["Type"] or "Dragon" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Thunder!") print() else: print("Uh-oh! Looks like Thunder missed!") print() def Surf(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Surf!") print() damage = int(((22*90*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Water" in player_active["Type"]: damage = damage*1.5 if "Water" in enemy_active["Type"] or "Dragon" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fire" in enemy_active["Type"] or "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Surf!") print() else: print(enemy_active["Name"], "used Surf!") print() damage = int(((22*90*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Water" in enemy_active["Type"]: damage = damage*1.5 if "Water" in player_active["Type"] or "Dragon" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fire" in player_active["Type"] or "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Surf!") print() def ShadowBall(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used ShadowBall!") print() damage = int(((22*90*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Ghost" in player_active["Type"]: damage = damage*1.5 if "Normal" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Ghost" in enemy_active["Type"] or "Psychic" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from ShadowBall!") print() else: print(enemy_active["Name"], "used ShadowBall!") print() damage = int(((22*90*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Ghost" in enemy_active["Type"]: damage = damage*1.5 if "Normal" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Ghost" in player_active["Type"] or "Psychic" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from ShadowBall!") print() def NightShade(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used NightShade!") print() enemy_active["HP"] = enemy_active["HP"] - 50 print(enemy_active["Name"], "took 50 damage from NightShade!") print() else: print(enemy_active["Name"], "used NightShade!") print() player_active["HP"] = player_active["HP"] - 50 print(player_active["Name"], "took 50 damage from NightShade!") print() def DragonRage(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used DragonRage!") print() enemy_active["HP"] = enemy_active["HP"] - 40 print(enemy_active["Name"], "took 40 damage from DragonRage!") print() else: print(enemy_active["Name"], "used DragonRage!") print() player_active["HP"] = player_active["HP"] - 40 print(player_active["Name"], "took 40 damage from DragonRage!") print() def Thunderbolt(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Thunderbolt!") print() damage = int(((22*95*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Electric" in player_active["Type"]: damage = damage*1.5 if "Ground" in enemy_active["Type"] or "Dragon" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in enemy_active["Type"] or "Flying" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Thunderbolt!") print() else: print(enemy_active["Name"], "used Thunderbolt!") print() damage = int(((22*95*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Electric" in enemy_active["Type"]: damage = damage*1.5 if "Ground" in player_active["Type"] or "Dragon" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in player_active["Type"] or "Flying" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Thunderbolt!") print() def SolarBeam(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used SolarBeam!") print() print(player_active["Name"], "absorbed sunlight!") print() damage = int(((22*100*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Grass" in player_active["Type"]: damage = damage*1.5 if "Grass" in enemy_active["Type"] or "Dragon" in enemy_active["Type"] or "Fire" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in enemy_active["Type"] or "Rock" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from SolarBeam!") print() else: print(enemy_active["Name"], "used SolarBeam!") print() print(enemy_active["Name"], "absorbed sunlight!") print() damage = int(((22*100*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Grass" in enemy_active["Type"]: damage = damage*1.5 if "Grass" in player_active["Type"] or "Dragon" in player_active["Type"] or "Fire" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Water" in player_active["Type"] or "Rock" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from SolarBeam!") print() def Psychic(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Psychic!") print() damage = int(((22*90*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Psychic" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fighting" in enemy_active["Type"] or "Poison" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Psychic!") print() else: print(enemy_active["Name"], "used Psychic!") print() damage = int(((22*90*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Psychic" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fighting" in player_active["Type"] or "Poison" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Psychic!") print() def Psybeam(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Psybeam!") print() damage = int(((22*60*player_active["Special"]/enemy_active["Special"])/50)+random.randint(1,6)) if "Psychic" in player_active["Type"]: damage = damage*1.5 if "Psychic" in enemy_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fighting" in enemy_active["Type"] or "Poison" in enemy_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 enemy_active["HP"] = enemy_active["HP"] - damage print(enemy_active["Name"], "took", damage, "damage from Psybeam!") print() else: print(enemy_active["Name"], "used Psybeam!") print() damage = int(((22*60*enemy_active["Special"]/player_active["Special"])/50)+random.randint(1,6)) if "Psychic" in enemy_active["Type"]: damage = damage*1.5 if "Psychic" in player_active["Type"]: print() print("It's not very effective.") print() damage = damage*0.5 if "Fighting" in player_active["Type"] or "Poison" in player_active["Type"]: print() print("It's Super Effective!") print() damage = damage*2 player_active["HP"] = player_active["HP"] - damage print(player_active["Name"], "took", damage, "damage from Psybeam!") print() def Reflect(player_turn, player_active, enemy_active): if player_turn: if player_active["Defense"]>=300: print(player_active["Name"], "'s Defense is already too high! No effect!") print() else: print(player_active["Name"], "used Reflect!") print() player_active["Defense"] = player_active["Defense"]*1.5 print(player_active["Name"], "raised their Defense!") print() else: if enemy_active["Defense"]>=300: print(enemy_active["Name"], "'s Defense is already too high! No effect!") print() else: print(enemy_active["Name"], "used Reflect!") print() enemy_active["Defense"] = enemy_active["Defense"]*1.5 print(enemy_active["Name"], "raised their Defense!") print() def Agility(player_turn, player_active, enemy_active): if player_turn: if player_active["Speed"]>=300: print(player_active["Name"], "'s Speed is already too high! No effect!") print() else: print(player_active["Name"], "used Agility!") print() player_active["Speed"] = player_active["Speed"]*1.5 print(player_active["Name"], "raised their Speed!") print() else: if enemy_active["Speed"]>=300: print(enemy_active["Name"], "'s Speed is already too high! No effect!") print() else: print(enemy_active["Name"], "used Agility!") print() enemy_active["Speed"] = enemy_active["Speed"]*1.5 print(enemy_active["Name"], "raised their Speed!") print() def Screech(player_turn, player_active, enemy_active): if player_turn: if enemy_active["Defense"]<=15: print(enemy_active["Name"], "'s defense is already too low! No effect!") print() else: print(player_active["Name"], "used Screech!") print() enemy_active["Defense"] = enemy_active["Defense"]*0.5 print(enemy_active["Name"], "'s Defense was lowered!") print() else: if player_active["Defense"]<=15: print(player_active["Name"], "'s Defense is already too low! No effect!") print() else: print(enemy_active["Name"], "used Screech!") print() player_active["Defense"] = player_active["Defense"]*0.5 print(player_active["Name"], "'s Defense was lowered!") print() def Fissure(player_turn, player_active, enemy_active): if player_turn: print(player_active["Name"], "used Fissure!") print() hit_chance = random.randint(1,100) if hit_chance >30: print("Fissure missed!") print() else: print("The Fissure swallowed", enemy_active["Name"], "whole!") print() enemy_active["HP"] = 0 else: print(enemy_active["Name"], "used Fissure!") print() hit_chance = random.randint(1,100) if hit_chance >30: print("Fissure missed!") print() else: print("The Fissure swallowed", player_active["Name"], "whole!") print() player_active["HP"] = 0 ############################################################ ##################### Defining the items ############################################################ ### Inititally I was going to add in all the items from the game, ### but quite frankly, most of them are useless when you get to this final ### stage. Instead, I only added the best items that people would actually ### choose to purchase anyway if they were experienced with the game. def HyperPotion(Charizard,Alakazam,Blastoise,Venusaur,Jolteon,Lapras_P, hyper_potions): print() print("Who would you like to use Hyper Potion on? ") print() lyst = [] if Charizard["Feint"]==False: print(Charizard["Name"], "'s HP = ", Charizard["HP"],'/',Charizard["Max HP"]) lyst.append("Charizard") if Alakazam["Feint"]==False: print(Alakazam["Name"], "'s HP = ", Alakazam["HP"],'/',Alakazam["Max HP"]) lyst.append("Alakazam") if Blastoise["Feint"]==False: print(Blastoise["Name"], "'s HP = ", Blastoise["HP"],'/',Blastoise["Max HP"]) lyst.append("Blastoise") if Venusaur["Feint"]==False: print(Venusaur["Name"], "'s HP = ", Venusaur["HP"],'/',Venusaur["Max HP"]) lyst.append("Venusaur") if Jolteon["Feint"]==False: print(Jolteon["Name"], "'s HP = ", Jolteon["HP"],'/',Jolteon["Max HP"]) lyst.append("Jolteon") if Lapras_P["Feint"]==False: print(Lapras_P["Name"], "'s HP = ", Lapras_P["HP"],'/',Lapras_P["Max HP"]) lyst.append("Lapras") print() hyperp = str(input("Enter the Pokemon to use Hyper Potion on or 'cancel' to cancel: ")) print() z = True while z: if hyperp == 'cancel' or hyperp == 'Cancel': return if hyperp in lyst: z = False return hyperp else: print("Who would you like to use Hyper Potion on? ") print() hyperp = str(input("Enter the Pokemon to use Hyper Potion on or 'cancel' to cancel: ")) print() def Revive(Charizard,Alakazam,Blastoise,Venusaur,Jolteon,Lapras_P, revives): lyst = [] if Charizard["Feint"]==True: lyst.append("Charizard") if Alakazam["Feint"]==True: lyst.append("Alakazam") if Blastoise["Feint"]==True: lyst.append("Blastoise") if Venusaur["Feint"]==True: lyst.append("Venusaur") if Jolteon["Feint"]==True: lyst.append("Jolteon") if Lapras_P["Feint"]==True: lyst.append("Lapras") if len(lyst)==0: print() return "Failed" else: print() print("Who would you like to revive? ") print() for i in range(len(lyst)): print(lyst[i]) print() revive = str(input("Enter the Pokemon to revive: ")) print() z = True while z: if revive in lyst: z = False return revive else: print("Who would you like to revive? ") print() revive = str(input("Enter the Pokemon to revive: ")) print() def main(): global hyper_check ## Player's Team Moves = {"Flamethrower":Flamethrower, "FireBlast":FireBlast, "Slash":Slash, "Strength":Strength ,"Psychic":Psychic, "Thunderbolt": Thunderbolt,'ShadowBall':ShadowBall, "Reflect":Reflect, "Psybeam":Psybeam, "Blizzard":Blizzard, "IceBeam":IceBeam, "Thunder":Thunder, "SludgeBomb":SludgeBomb, "SolarBeam":SolarBeam, "Surf":Surf, "HydroPump":HydroPump, "BodySlam":BodySlam } Charizard = {"Name":"Charizard", "Type":"FireFlying" , "Max HP":78, "HP":78, "Attack":84, "Defense": 78, "Special":85, "Speed": 100, "Moves":['Flamethrower', 'Strength', 'Slash', "FireBlast"],"Feint":False} #Gengar = {"Name":"Gengar", "Type":"GhostPoison" ,"HP":60, "Attack":65, "Defense": 60, "Special":130, "Speed": 110, "Moves":['ShadowBall', 'Psychic', 'Thunderbolt', "BodySlam"]} Alakazam = {"Name":"Alakazam", "Type":"Psychic" ,"Max HP":55, "HP":55, "Attack":50, "Defense": 45, "Special":135, "Speed": 120, "Moves":['Reflect', 'Psychic', 'Thunderbolt', "Psybeam"],"Feint":False} Blastoise = {"Name":"Blastoise","Type":"Water" ,"Max HP":79, "HP":79, "Attack":83, "Defense": 100, "Special":85, "Speed": 78, "Moves":['HydroPump', 'Strength', 'Surf', "Reflect"],"Feint":False} Venusaur = {"Name":"Venusaur","Type":"GrassPoison" ,"Max HP":80, "HP":80, "Attack":82, "Defense": 83, "Special":100, "Speed": 80, "Moves":['SolarBeam', 'SludgeBomb', 'BodySlam', "Reflect"],"Feint":False} Jolteon = {"Name":"Jolteon","Type":"Electric" ,"Max HP":65, "HP":65, "Attack":65, "Defense": 60, "Special":110, "Speed": 130, "Moves":['Thunderbolt', 'Reflect', 'Slash', "Thunder"],"Feint":False} Lapras_P = {"Name":"Lapras","Type":"WaterIce" ,"Max HP":130, "HP":130, "Attack":85, "Defense": 80, "Special":95, "Speed": 60, "Moves":['IceBeam', 'BodySlam', 'Blizzard', "HydroPump"],"Feint":False} ## Lorelei's Team Dewgong = {"Name":"Dewgong","Type":"WaterIce" ,"HP":90, "Attack":70, "Defense": 80, "Special":95, "Speed": 70, "Moves":['IceBeam', 'BodySlam', 'Blizzard', "Surf"]} Cloyster = {"Name":"Cloyster","Type":"WaterIce" ,"HP":50, "Attack":95, "Defense": 180, "Special":85, "Speed": 70, "Moves":['IceBeam', 'BodySlam', 'Reflect', "Surf"]} Slowbro = {"Name":"Slobrow","Type":"WaterPsychic" ,"HP":95, "Attack":75, "Defense": 100, "Special":80, "Speed": 30, "Moves":['Psychic', 'Strength', 'BodySlam', "Surf"]} Jinx = {"Name":"Jinx","Type":"PsychicIce" ,"HP":65, "Attack":50, "Defense": 35, "Special":95, "Speed": 95, "Moves":['Slash', 'IceBeam', 'Psychic', "BodySlam"]} Lapras_L = {"Name":"Lapras","Type":"WaterIce" ,"HP":130, "Attack":85, "Defense": 80, "Special":95, "Speed": 60, "Moves":['IceBeam', 'BodySlam', 'Blizzard', "HydroPump"]} ## Bruno's Team Onyx = {"Name":"Onyx","Type":"RockGround" ,"HP":35, "Attack":45, "Defense": 130, "Special":30, "Speed": 70, "Moves":['BodySlam', 'RockSlide', 'Reflect', "Strength"]} Hitmonchan = {"Name":"Hitmonchan","Type":"Fighting" ,"HP":50, "Attack":104, "Defense": 79, "Special":35, "Speed": 76, "Moves":['MegaPunch', 'IcePunch', 'FirePunch', "ThunderPunch"]} Hitmonlee = {"Name":"Hitmonlee","Type":"Fightin" ,"HP":50, "Attack":120, "Defense": 53, "Special":35, "Speed": 87, "Moves":['JumpKick', 'HiJumpKick', 'MegaKick', "Strength"]} Golem = {"Name":"Golem","Type":"RockGround" ,"HP":80, "Attack":100, "Defense": 130, "Special":55, "Speed": 45, "Moves":['Explosion', 'RockSlide', 'Reflect', "Strength"]} Machamp = {"Name":"Machamp","Type":"Fighting" ,"HP":90, "Attack":130, "Defense": 80, "Special":65, "Speed": 55, "Moves":['Strength', 'Submission', 'BodySlam', "Fissure"]} ## Agatha's Team Gengar_A1 = {"Name":"Gengar", "Type":"GhostPoison" ,"HP":60, "Attack":65, "Defense": 60, "Special":130, "Speed": 110, "Moves":['ShadowBall', 'Psychic', 'Thunderbolt', "BodySlam"]} Golbat = {"Name":"Golbat","Type":"PoisonFlying" ,"HP":75, "Attack":80, "Defense": 70, "Special":75, "Speed": 90, "Moves":['BodySlam', 'PoisonJab', 'Reflect', "WingAttack"]} Haunter = {"Name":"Haunter","Type":"GhostPoison" ,"HP":45, "Attack":50, "Defense": 450, "Special":115, "Speed": 95, "Moves":['ShadowBall', 'NightShade', 'Fissure', "MegaPunch"]} Arbok = {"Name":"Arbok","Type":"Poison" ,"HP":60, "Attack":85, "Defense": 69, "Special":65, "Speed": 80, "Moves":['BodySlam', 'Screech', 'Crunch', "SludgeBomb"]} Gengar_A2 = {"Name":"Gengar", "Type":"GhostPoison" ,"HP":60, "Attack":65, "Defense": 60, "Special":130, "Speed": 110, "Moves":['ShadowBall', 'Psychic', 'Thunderbolt', "BodySlam"]} ## Lance's Team Gyarados = {"Name":"Gyarados", "Type":"WaterFlying" ,"HP":95, "Attack":125, "Defense": 79, "Special":100, "Speed": 81, "Moves":['HydroPump', 'Screech', 'DragonRage', "HyperBeam"]} Dragonair_L1 = {"Name":"Dragonair", "Type":"Dragon" ,"HP":61, "Attack":84, "Defense": 65, "Special":70, "Speed": 70, "Moves":['BodySlam', 'Agility', 'DragonRage', "HyperBeam"]} Dragonair_L2 = {"Name":"Dragonair", "Type":"Dragon" ,"HP":61, "Attack":84, "Defense": 65, "Special":70, "Speed": 70, "Moves":['BodySlam', 'Agility', 'DragonRage', "HyperBeam"]} Aerodactyl = {"Name":"Aerodactyl", "Type":"RockFlying" ,"HP":80, "Attack":105, "Defense": 65, "Special":60, "Speed": 130, "Moves":['RockSlide', 'Agility', 'Crunch', "HyperBeam"]} Dragonite = {"Name":"Dragonite", "Type":"DragonFlying" ,"HP":91, "Attack":134, "Defense": 95, "Special":100, "Speed": 80, "Moves":['BodySlam', 'Reflect', 'Agility', "HyperBeam"]} ## Items that can be purchased: revives = 0 hyper_potions = 0 money = 25500 player_team = [True, Charizard, Alakazam, Blastoise, Venusaur, Jolteon, Lapras_P] EliteFour = {"Lorelei":["Lorelei",True, Dewgong, Cloyster, Slowbro, Jinx, Lapras_L], "Bruno":["Bruno", True, Onyx, Hitmonchan, Hitmonlee, Golem, Machamp], "Agatha":["Agatha", True, Gengar_A1, Golbat,Haunter,Arbok, Gengar_A2 ], "Lance":["Lance", True, Gyarados, Dragonair_L1, Dragonair_L2, Aerodactyl, Dragonite]} enemy_team = EliteFour["Lorelei"] current_player = 1 body_count = 0 player_active = player_team[current_player] current_enemy = 2 enemy_active = enemy_team[current_enemy] ### Introduction print("Welcome young Pokemon Trainer to the Indigo Plateau!") print() print("Your long journey has lead you here: to battle the Elite Four!") print() print("You must defeat all four master trainers in succession.") print() print("Once you enter, you cannot leave until you emerge victorious or are defeated.") print() print() print("Your team currently is: ") print() print(" Charizard") print(" Alakazam") print(" Blastoise") print(" Venusaur") print(" Jolteon") print(" Lapras") print() print("Thus far in your journey you have collected:", money, "dollars. You now have the chance to spend your hard earned cash!") print("I was going to offer you more options, but let's get real! No one buys anything other than Revives and Hyper Potions anyway!") print() print("Hyper Potions heal your Pokemon if they take damage and Revives will allow them to fight again if they feint.") print() print() ## Purchasing Items i = True while i: print() print("What would you like to buy?") print() print(" Revive: $1500") print(" Hyper Potion: $1500") print() print("Remaining Money:", money) purchase = str(input("Enter the item you would like to purchase or 'done' to move on: ")) if purchase == "Revive" or purchase == 'revive': print() print("How many Revives would you like to buy?") print("(Type in a Roman Numeral, please.)") print() x = True while x: purchase = str(input("Enter how many Revives would you like to purchase or 'back' to go back: ")) if purchase == 'back' or purchase == 'Back': x = False if purchase != "back" and purchase != "Back": purchase = int(purchase) if purchase *1500<=money: revives = revives + purchase money = money - 1500*purchase print() print("Thanks! You now have:", revives, "Revives and", hyper_potions, "Hyper Potions.") print() print("You have", money, "dollars left. Spend it wisely!") print() x = False else: print() print("You can't afford all that!") print() if purchase == "Hyper Potion" or purchase == 'hyper potion': print() print("How many Hyper Potions would you like to buy?") print("(Type in a Roman Numeral, please.)") x = True while x: purchase = str(input("Enter how many Hyper Potions you would like to purchase or 'back' to go back: ")) if purchase == 'back' or purchase == 'Back': x = False if purchase != "back" and purchase != "Back": purchase = int(purchase) if purchase *1500<=money: hyper_potions = hyper_potions + purchase money = money - 1500*purchase print("Thanks! You now have:", revives, "Revives and", hyper_potions, "Hyper Potions.") print() print("You have", money, "dollars left. Spend it wisely!") print() x = False else: print("You can't afford all that!") print() if purchase == 'done' or purchase == 'Done': i = False ## Introduction Cont. print() print() print() print() print("You should use these in between battles to keep your team in fighting shape!") print() print("Prepare yourself trainer! Your first opponent is the icy mistress: Lorelei!") print() print() print() print("Lorelei sends out her first Pokemon: Dewgong!") print() print("You send our your first Pokemon!") print() print("Charizard! Go!") print() ## Battling Lorelei while EliteFour["Lorelei"][1] == True: while player_active["HP"]>0 and enemy_active["HP"]>0: take_turn(player_active, enemy_active, Moves) if player_active["HP"]<=0: if body_count < 5: print() print(player_active["Name"], "has feinted!") player_active["Feint"]=True print("Send in your next Pokemon!") print() lyst = [] if Charizard["Feint"]==False: lyst.append("Charizard") if Alakazam["Feint"]==False: lyst.append("Alakazam") if Blastoise["Feint"]==False: lyst.append("Blastoise") if Venusaur["Feint"]==False: lyst.append("Venusaur") if Jolteon["Feint"]==False: lyst.append("Jolteon") if Lapras_P["Feint"]==False: lyst.append("Lapras") print() for i in range(len(lyst)): print(lyst[i]) print() print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) z = True while z: if switch in lyst: if switch == "Charizard": current_player = 1 if switch == "Alakazam": current_player = 2 if switch == "Blastoise": current_player = 3 if switch == "Venusaur": current_player = 4 if switch == "Jolteon": current_player = 5 if switch == "Lapras": current_player = 6 z = False else: print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) body_count = body_count + 1 player_active = player_team[current_player] print() print("Go,",player_active["Name"],"!" ) print() else: player_team[0] = False EliteFour["Lorelei"][1] = False if enemy_active["HP"]<=0: if current_enemy < len(EliteFour["Lorelei"])-1: print() print(enemy_active["Name"], "has feinted!") print() print( "Lorelei will send in her next Pokemon:") print() current_enemy = current_enemy+1 enemy_active = enemy_team[current_enemy] print(enemy_active["Name"], "!") print() else: print() print(enemy_active["Name"], "has feinted!") print() EliteFour["Lorelei"][1] = False if player_team[0] == False: print("You have run out of Pokemon!") player_team[0] = False print() print("Better luck next time.") return if EliteFour["Lorelei"][1] == False: print("Lorelei has been defeated!") print() print() enemy_team = EliteFour["Bruno"] current_enemy = 2 enemy_active = enemy_team[current_enemy] print() print("Now you must face the mighty Bruno!") print() print("Would you like to use any items?") print() items = str(input("Enter 'Yes' or 'No': ")) z = True while z: if items == 'yes' or items == "Yes": print("Which item do you want to use? \n") print(" Hyper Potion......x",str(hyper_potions)+"\n","Revive......x",str(revives)+"\n" ) item = str(input("Enter the item: ")) print() x = True while x: if item == "Revive" or item == "revive": revive = Revive(Charizard, Alakazam, Blastoise, Venusaur, Jolteon, Lapras_P, revives) if revive == "Failed": print("None of your Pokemon have fainted!") print() if revive == "Charizard": Charizard["Feint"]=False Charizard["HP"]=Charizard["Max HP"]//2 print("Charizard has been revived!") print() revives = revives - 1 if revive == "Alakazam": Alakazam["Feint"]=False Alakazam["HP"]=Alakazam["Max HP"]//2 print("Alakazam has been revived!") print() revives = revives - 1 if revive == "Blastoise": Blastoise["Feint"]=False Blastoise["HP"]=Blastoise["Max HP"]//2 print("Blastoise has been revived!") print() revives = revives - 1 if revive == "Venusaur": Venusaur["Feint"]=False Venusaur["HP"]=Venusaur["Max HP"]//2 print("Venusaur has been revived!") print() revives = revives - 1 if revive == "Jolteon": Jolteon["Feint"]=False Jolteon["HP"]=Jolteon["Max HP"]//2 print("Jolteon has been revived!") print() revives = revives - 1 if revive == "Lapras": Lapras_P["Feint"]=False Lapras_P["HP"]=Lapras_P["Max HP"]//2 print("Lapras has been revived!") print() revives = revives - 1 x = False elif item == "Hyper Potion" or item == "hyper potion": if Charizard["HP"]==Charizard["Max HP"] and Lapras_P["HP"]==Lapras_P["Max HP"] and Blastoise["HP"]==Blastoise["Max HP"] and Alakazam["HP"]==Alakazam["Max HP"] and Venusaur["HP"]==Venusaur["Max HP"] and Jolteon["HP"]==Jolteon["Max HP"]: print("All of your Pokemon are at full health!") print() else: hyperp = HyperPotion(Charizard, Alakazam, Blastoise, Venusaur, Jolteon, Lapras_P, revives) if hyperp == "Charizard": Charizard["HP"]=Charizard["HP"]+100 hyper_potions = hyper_potions - 1 if Charizard["HP"]>=Charizard["Max HP"]: Charizard["HP"]=Charizard["Max HP"] print("Charizard has been fully healed!") print() else: print("Charizard has been healed 100 HP!") print() print("Charizard's current HP is: ", Charizard["HP"]) print() if hyperp == "Alakazam": Alakazam["HP"]=Alakazam["HP"]+100 hyper_potions = hyper_potions - 1 if Alakazam["HP"]>=Alakazam["Max HP"]: Alakazam["HP"]=Alakazam["Max HP"] print("Alakazam has been fully healed!") print() else: print("Alakazam has been healed 100 HP!") print() print("Alakazam's current HP is: ", Alakazam["HP"]) print() if hyperp == "Blastoise": Blastoise["HP"]=Blastoise["HP"]+100 hyper_potions = hyper_potions - 1 if Blastoise["HP"]>=Blastoise["Max HP"]: Blastoise["HP"]=Blastoise["Max HP"] print("Blastoise has been fully healed!") print() else: print("Blastoise has been healed 100 HP!") print() print("Blastoise's current HP is: ", Blastoise["HP"]) print() if hyperp == "Venusaur": Venusaur["HP"]=Venusaur["HP"]+100 hyper_potions = hyper_potions - 1 if Venusaur["HP"]>=Venusaur["Max HP"]: Venusaur["HP"]=Venusaur["Max HP"] print("Venusaur has been fully healed!") print() else: print("Venusaur has been healed 100 HP!") print() print("Venusaur's current HP is: ", Venusaur["HP"]) print() if hyperp == "Jolteon": Jolteon["HP"]=Jolteon["HP"]+100 hyper_potions = hyper_potions - 1 if Jolteon["HP"]>=Jolteon["Max HP"]: Jolteon["HP"]=Jolteon["Max HP"] print("Jolteon has been fully healed!") print() else: print("Jolteon has been healed 100 HP!") print() print("Jolteon's current HP is: ", Jolteon["HP"]) print() if hyperp == "Lapras": Lapras_P["HP"]=Lapras_P["HP"]+100 hyper_potions = hyper_potions - 1 if Lapras_P["HP"]>=Lapras_P["Max HP"]: Lapras_P["HP"]=Lapras_P["Max HP"] print("Lapras has been fully healed!") print() else: print("Lapras has been healed 100 HP!") print() print("Lapras's current HP is: ", Lapras_P["HP"]) print() x = False else: item = str(input("Enter the item: ")) print() if items == "No" or items == 'no': z = False else: print() items = str(input("Do you want to use an item? ")) print() print("Prepare yourself!") print() print() print("Bruno sends out his first Pokemon: Onyx!") print() ## Battling Bruno while EliteFour["Bruno"][1] == True: while player_active["HP"]>0 and enemy_active["HP"]>0: take_turn(player_active, enemy_active, Moves) if player_active["HP"]<=0: if body_count < 5: print() print(player_active["Name"], "has feinted!") player_active["Feint"]=True print("Send in your next Pokemon!") print() lyst = [] if Charizard["Feint"]==False: lyst.append("Charizard") if Alakazam["Feint"]==False: lyst.append("Alakazam") if Blastoise["Feint"]==False: lyst.append("Blastoise") if Venusaur["Feint"]==False: lyst.append("Venusaur") if Jolteon["Feint"]==False: lyst.append("Jolteon") if Lapras_P["Feint"]==False: lyst.append("Lapras") print() for i in range(len(lyst)): print(lyst[i]) print() print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) print() z = True while z: if switch in lyst: if switch == "Charizard": current_player = 1 if switch == "Alakazam": current_player = 2 if switch == "Blastoise": current_player = 3 if switch == "Venusaur": current_player = 4 if switch == "Jolteon": current_player = 5 if switch == "Lapras": current_player = 6 z = False else: print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) body_count = body_count + 1 player_active = player_team[current_player] print() print("Go,",player_active["Name"],"!" ) print() else: player_team[0] = False EliteFour["Bruno"][1] = False if enemy_active["HP"]<=0: if current_enemy < len(EliteFour["Bruno"])-1: print() print(enemy_active["Name"], "has feinted!") print() print( "Bruno will send in his next Pokemon:") print() current_enemy = current_enemy+1 enemy_active = enemy_team[current_enemy] print(enemy_active["Name"], "!") print() else: print() print(enemy_active["Name"], "has feinted!") print() EliteFour["Bruno"][1] = False if player_team[0] == False: print("You have run out of Pokemon!") player_team[0] = False print() print("Better luck next time.") return if EliteFour["Bruno"][1] == False: print("Bruno has been defeated!") print() print() enemy_team = EliteFour["Agatha"] print() current_enemy = 2 enemy_active = enemy_team[current_enemy] print("Now you must face the spooky Agatha!") print() print("Would you like to use any items?") print() items = str(input("Enter 'Yes' or 'No': ")) z = True while z: if items == 'yes' or items == "Yes": print("Which item do you want to use? \n") print(" Hyper Potion......x",str(hyper_potions)+"\n","Revive......x",str(revives)+"\n" ) item = str(input("Enter the item: ")) print() x = True while x: if item == "Revive": revive = Revive(Charizard, Alakazam, Blastoise, Venusaur, Jolteon, Lapras_P, revives) if revive == "Failed": print("None of your Pokemon have fainted!") print() if revive == "Charizard": Charizard["Feint"]=False Charizard["HP"]=Charizard["Max HP"]//2 print("Charizard has been revived!") print() revives = revives - 1 if revive == "Alakazam": Alakazam["Feint"]=False Alakazam["HP"]=Alakazam["Max HP"]//2 print("Alakazam has been revived!") print() revives = revives - 1 if revive == "Blastoise": Blastoise["Feint"]=False Blastoise["HP"]=Blastoise["Max HP"]//2 print("Blastoise has been revived!") print() revives = revives - 1 if revive == "Venusaur": Venusaur["Feint"]=False Venusaur["HP"]=Venusaur["Max HP"]//2 print("Venusaur has been revived!") print() revives = revives - 1 if revive == "Jolteon": Jolteon["Feint"]=False Jolteon["HP"]=Jolteon["Max HP"]//2 print("Jolteon has been revived!") print() revives = revives - 1 if revive == "Lapras": Lapras_P["Feint"]=False Lapras_P["HP"]=Lapras_P["Max HP"]//2 print("Lapras has been revived!") print() revives = revives - 1 x = False elif item == "Hyper Potion": if Charizard["HP"]==Charizard["Max HP"] and Lapras_P["HP"]==Lapras_P["Max HP"] and Blastoise["HP"]==Blastoise["Max HP"] and Alakazam["HP"]==Alakazam["Max HP"] and Venusaur["HP"]==Venusaur["Max HP"] and Jolteon["HP"]==Jolteon["Max HP"]: print("All of your Pokemon are at full health!") print() else: hyperp = HyperPotion(Charizard, Alakazam, Blastoise, Venusaur, Jolteon, Lapras_P, revives) if hyperp == "Charizard": Charizard["HP"]=Charizard["HP"]+100 hyper_potions = hyper_potions - 1 if Charizard["HP"]>=Charizard["Max HP"]: Charizard["HP"]=Charizard["Max HP"] print("Charizard has been fully healed!") print() else: print("Charizard has been healed 100 HP!") print() print("Charizard's current HP is: ", Charizard["HP"]) print() if hyperp == "Alakazam": Alakazam["HP"]=Alakazam["HP"]+100 hyper_potions = hyper_potions - 1 if Alakazam["HP"]>=Alakazam["Max HP"]: Alakazam["HP"]=Alakazam["Max HP"] print("Alakazam has been fully healed!") print() else: print("Alakazam has been healed 100 HP!") print() print("Alakazam's current HP is: ", Alakazam["HP"]) print() if hyperp == "Blastoise": Blastoise["HP"]=Blastoise["HP"]+100 hyper_potions = hyper_potions - 1 if Blastoise["HP"]>=Blastoise["Max HP"]: Blastoise["HP"]=Blastoise["Max HP"] print("Blastoise has been fully healed!") print() else: print("Blastoise has been healed 100 HP!") print() print("Blastoise's current HP is: ", Blastoise["HP"]) print() if hyperp == "Venusaur": Venusaur["HP"]=Venusaur["HP"]+100 hyper_potions = hyper_potions - 1 if Venusaur["HP"]>=Venusaur["Max HP"]: Venusaur["HP"]=Venusaur["Max HP"] print("Venusaur has been fully healed!") print() else: print("Venusaur has been healed 100 HP!") print() print("Venusaur's current HP is: ", Venusaur["HP"]) print() if hyperp == "Jolteon": Jolteon["HP"]=Jolteon["HP"]+100 hyper_potions = hyper_potions - 1 if Jolteon["HP"]>=Jolteon["Max HP"]: Jolteon["HP"]=Jolteon["Max HP"] print("Jolteon has been fully healed!") print() else: print("Jolteon has been healed 100 HP!") print() print("Jolteon's current HP is: ", Jolteon["HP"]) print() if hyperp == "Lapras": Lapras_P["HP"]=Lapras_P["HP"]+100 hyper_potions = hyper_potions - 1 if Lapras_P["HP"]>=Lapras_P["Max HP"]: Lapras_P["HP"]=Lapras_P["Max HP"] print("Lapras has been fully healed!") print() else: print("Lapras has been healed 100 HP!") print() print("Lapras's current HP is: ", Lapras_P["HP"]) print() x = False else: item = str(input("Enter the item: ")) print() if items == "No" or items == 'no': z = False else: print() items = str(input("Do you want to use an item? ")) print() print("Prepare yourself!") print() print() print("Agatha sends out her first Pokemon: Gengar!") print() ## Battling Agatha while EliteFour["Agatha"][1] == True: while player_active["HP"]>0 and enemy_active["HP"]>0: take_turn(player_active, enemy_active, Moves) if player_active["HP"]<=0: if body_count < 5: print() print(player_active["Name"], "has feinted!") player_active["Feint"]=True print("Send in your next Pokemon!") print() lyst = [] if Charizard["Feint"]==False: lyst.append("Charizard") if Alakazam["Feint"]==False: lyst.append("Alakazam") if Blastoise["Feint"]==False: lyst.append("Blastoise") if Venusaur["Feint"]==False: lyst.append("Venusaur") if Jolteon["Feint"]==False: lyst.append("Jolteon") if Lapras_P["Feint"]==False: lyst.append("Lapras") print() for i in range(len(lyst)): print(lyst[i]) print() print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) z = True while z: if switch in lyst: if switch == "Charizard": current_player = 1 if switch == "Alakazam": current_player = 2 if switch == "Blastoise": current_player = 3 if switch == "Venusaur": current_player = 4 if switch == "Jolteon": current_player = 5 if switch == "Lapras": current_player = 6 z = False else: print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) print() body_count = body_count + 1 player_active = player_team[current_player] print() print("Go,",player_active["Name"],"!" ) print() else: player_team[0] = False EliteFour["Agatha"][1] = False if enemy_active["HP"]<=0: if current_enemy < len(EliteFour["Agatha"])-1: print() print(enemy_active["Name"], "has feinted!") print() print( "Agatha will send in her next Pokemon:") print() current_enemy = current_enemy+1 enemy_active = enemy_team[current_enemy] print(enemy_active["Name"], "!") print() else: print() print(enemy_active["Name"], "has feinted!") print() EliteFour["Agatha"][1] = False if player_team[0] == False: print("You have run out of Pokemon!") player_team[0] = False print() print("Better luck next time.") return if EliteFour["Agatha"][1] == False: print("Agatha has been defeated!") print() print() enemy_team = EliteFour["Lance"] print() current_enemy = 2 enemy_active = enemy_team[current_enemy] print("Now you must face the Dragon Master: Lance!") print() print("Would you like to use any items?") print() items = str(input("Enter 'Yes' or 'No': ")) z = True while z: if items == 'yes' or items == "Yes": print("Which item do you want to use? \n") print(" Hyper Potion......x",str(hyper_potions)+"\n","Revive......x",str(revives)+"\n" ) item = str(input("Enter the item: ")) print() x = True while x: if item == "Revive": revive = Revive(Charizard, Alakazam, Blastoise, Venusaur, Jolteon, Lapras_P, revives) if revive == "Failed": print("None of your Pokemon have fainted!") print() if revive == "Charizard": Charizard["Feint"]=False Charizard["HP"]=Charizard["Max HP"]//2 print("Charizard has been revived!") print() revives = revives - 1 if revive == "Alakazam": Alakazam["Feint"]=False Alakazam["HP"]=Alakazam["Max HP"]//2 print("Alakazam has been revived!") print() revives = revives - 1 if revive == "Blastoise": Blastoise["Feint"]=False Blastoise["HP"]=Blastoise["Max HP"]//2 print("Blastoise has been revived!") print() revives = revives - 1 if revive == "Venusaur": Venusaur["Feint"]=False Venusaur["HP"]=Venusaur["Max HP"]//2 print("Venusaur has been revived!") print() revives = revives - 1 if revive == "Jolteon": Jolteon["Feint"]=False Jolteon["HP"]=Jolteon["Max HP"]//2 print("Jolteon has been revived!") print() revives = revives - 1 if revive == "Lapras": Lapras_P["Feint"]=False Lapras_P["HP"]=Lapras_P["Max HP"]//2 print("Lapras has been revived!") print() revives = revives - 1 x = False elif item == "Hyper Potion": if Charizard["HP"]==Charizard["Max HP"] and Lapras_P["HP"]==Lapras_P["Max HP"] and Blastoise["HP"]==Blastoise["Max HP"] and Alakazam["HP"]==Alakazam["Max HP"] and Venusaur["HP"]==Venusaur["Max HP"] and Jolteon["HP"]==Jolteon["Max HP"]: print("All of your Pokemon are at full health!") print() else: hyperp = HyperPotion(Charizard, Alakazam, Blastoise, Venusaur, Jolteon, Lapras_P, revives) if hyperp == "Charizard": Charizard["HP"]=Charizard["HP"]+100 hyper_potions = hyper_potions - 1 if Charizard["HP"]>=Charizard["Max HP"]: Charizard["HP"]=Charizard["Max HP"] print("Charizard has been fully healed!") print() else: print("Charizard has been healed 100 HP!") print() print("Charizard's current HP is: ", Charizard["HP"]) print() if hyperp == "Alakazam": Alakazam["HP"]=Alakazam["HP"]+100 hyper_potions = hyper_potions - 1 if Alakazam["HP"]>=Alakazam["Max HP"]: Alakazam["HP"]=Alakazam["Max HP"] print("Alakazam has been fully healed!") print() else: print("Alakazam has been healed 100 HP!") print() print("Alakazam's current HP is: ", Alakazam["HP"]) print() if hyperp == "Blastoise": Blastoise["HP"]=Blastoise["HP"]+100 hyper_potions = hyper_potions - 1 if Blastoise["HP"]>=Blastoise["Max HP"]: Blastoise["HP"]=Blastoise["Max HP"] print("Blastoise has been fully healed!") print() else: print("Blastoise has been healed 100 HP!") print() print("Blastoise's current HP is: ", Blastoise["HP"]) print() if hyperp == "Venusaur": Venusaur["HP"]=Venusaur["HP"]+100 hyper_potions = hyper_potions - 1 if Venusaur["HP"]>=Venusaur["Max HP"]: Venusaur["HP"]=Venusaur["Max HP"] print("Venusaur has been fully healed!") print() else: print("Venusaur has been healed 100 HP!") print() print("Venusaur's current HP is: ", Venusaur["HP"]) print() if hyperp == "Jolteon": Jolteon["HP"]=Jolteon["HP"]+100 hyper_potions = hyper_potions - 1 if Jolteon["HP"]>=Jolteon["Max HP"]: Jolteon["HP"]=Jolteon["Max HP"] print("Jolteon has been fully healed!") print() else: print("Jolteon has been healed 100 HP!") print() print("Jolteon's current HP is: ", Jolteon["HP"]) print() if hyperp == "Lapras": Lapras_P["HP"]=Lapras_P["HP"]+100 hyper_potions = hyper_potions - 1 if Lapras_P["HP"]>=Lapras_P["Max HP"]: Lapras_P["HP"]=Lapras_P["Max HP"] print("Lapras has been fully healed!") print() else: print("Lapras has been healed 100 HP!") print() print("Lapras's current HP is: ", Lapras_P["HP"]) print() x = False else: item = str(input("Enter the item: ")) print() if items == "No" or items == 'no': z = False else: print() items = str(input("Do you want to use an item? ")) print() print("Prepare yourself!") print() print() print("Lance sends out his first Pokemon: Gyarados!") print() ## Battling Lance while EliteFour["Lance"][1] == True: while player_active["HP"]>0 and enemy_active["HP"]>0: take_turn(player_active, enemy_active, Moves) if player_active["HP"]<=0: if body_count < 5: print() print(player_active["Name"], "has feinted!") player_active["Feint"]=True print("Send in your next Pokemon!") print() lyst = [] if Charizard["Feint"]==False: lyst.append("Charizard") if Alakazam["Feint"]==False: lyst.append("Alakazam") if Blastoise["Feint"]==False: lyst.append("Blastoise") if Venusaur["Feint"]==False: lyst.append("Venusaur") if Jolteon["Feint"]==False: lyst.append("Jolteon") if Lapras_P["Feint"]==False: lyst.append("Lapras") print() for i in range(len(lyst)): print(lyst[i]) print() print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) z = True while z: if switch in lyst: if switch == "Charizard": current_player = 1 if switch == "Alakazam": current_player = 2 if switch == "Blastoise": current_player = 3 if switch == "Venusaur": current_player = 4 if switch == "Jolteon": current_player = 5 if switch == "Lapras": current_player = 6 z = False else: print("Who would you like to send in? ") print() switch = str(input("Enter next Pokemon: ")) print() body_count = body_count + 1 player_active = player_team[current_player] print() print("Go,",player_active["Name"],"!" ) print() else: player_team[0] = False EliteFour["Lance"][1] = False if enemy_active["HP"]<=0: if current_enemy < len(EliteFour["Lance"])-1: print() print(enemy_active["Name"], "has feinted!") hyper_check = False print() print( "Lance will send in his next Pokemon:") print() current_enemy = current_enemy+1 enemy_active = enemy_team[current_enemy] print(enemy_active["Name"], "!") else: print() print(enemy_active["Name"], "has feinted!") print() EliteFour["Lance"][1] = False if player_team[0] == False: print("You have run out of Pokemon!") player_team[0] = False print() print("Better luck next time.") return if EliteFour["Lance"][1] == False: print("Lance has been defeated!") print() print() print("Congratulations on defeating the Elite Four!") print() print("Truly, you are a Pokemon Master!") print() print("Thanks for playing! Challenge us again sometime!") if __name__ == "__main__": main()
def _help_(): print(""" RunFile v5.2.2. RunFile helps simplify file manipulation. Optimised for python files. RunFile is used mainly for file manipulation. It is optimised for python files as RunFile can explore deep into your code, access the code's functions and classes, run functions seperately, search for desired function or class in the code and run the code itself. Command and arguments are seperated by '::'. Use command 'help' and enter a command name for its info. Syntax : help::<command> Commands: history clearhistory searchhistory homepath showpath addpath delpath findpath createfile delfile runfile RunFile runfunc findfunc clear/clr content addcontent clearcontent store storelines msg star box error warn tip variables (Not a command) pause delvar quit """)
import simplegui import random # global variables num_guesses = 0 num_range = 101 secret_number = 0 # helper function to start and restart the game def new_game(): global num_guesses global num_range global secret_number if num_range == 101: num_guesses = 7 secret_number = random.randrange (0, 101) print "\nNew game started. Range is from 0 to 100." print "Number of guesses left: %r." %num_guesses elif num_range == 1001: num_guesses = 10 secret_number = random.randrange(0, 1001) print "\nNew game started. Range is from 0 to 1000." print "Number of guesses left: %r." %num_guesses else: print "ERROR! Check code!" # define event handlers for control panel def range100(): # button that changes the range to [0,100) and starts a new game global num_range num_range = 101 new_game() def range1000(): # button that changes the range to [0,1000) and starts a new game global num_range num_range = 1001 new_game() def input_guess(guess): global num_guesses global secret_number guess = int(guess) print "Your guess was %d." % guess if guess < secret_number: print "Higher!" num_guesses -= 1 if num_guesses == 0: print "You kinda suck at this game." new_game() print "Number of guesses left: %r." %num_guesses elif guess > secret_number: print "Lower!" num_guesses -= 1 if num_guesses == 0: print "You kinda suck at this game." new_game() print "Number of guesses left: %r." %num_guesses elif guess == secret_number: print "Correct!" new_game() else: print "ERROR! Check code!" # create frame f = simplegui.create_frame("Guess the Number!", 200, 200) # register event handlers for control elements and start frame f.add_button("Guess from 100", range100, 200) f.add_button("Guess from 1000", range1000, 200) f.add_input("Your guess here:", input_guess, 200) # call new_game new_game() f.start() # always remember to check your completed program against the grading rubric
# Запросить у пользователя число1. # Запросить у пользователя число2. # Вывести результат всех известных Вам операций над двумя числами. # Операции + - * / // % ** num_1 = float(input('Пожалуйста, введите первое число:')) num_2 = float(input('Пожалуйста, введите второе число:')) plus = num_1 + num_2 print(''' Результат сложения данных чисел:''', plus) minus = num_1 - num_2 print('Результат вычитания данных чисел:', minus) multiply = num_1 * num_2 print('Результат умножения данных чисел:', multiply) divide = num_1 / num_2 print('Результат деления данных чисел:', divide) divide_int = int(num_1 // num_2) print('Результат целочисленного деления данных чисел:', divide_int) modulo = num_1 % num_2 print('Остаток от деления данных чисел:', modulo) exponent = num_1 ** num_2 print('Результат вовзведения первого числа в степень, соответствующую второму числу:', exponent) root = num_1 ** (1/num_2) print('Корень первого числа в степени, соответствующую второму числу:', root)
def arithmetic_arranger(problems , *args): if(args): show_results = True else: show_results = False return process_input(problems,show_results) def process_input(problems,show_results): first_op = [] second_op = [] op_list = [] if(len(problems) > 5): return "Error: Too many problems." for expr in problems: exprsn = expr.split() op1,op2,op = exprsn[0].strip(),exprsn[2].strip(),exprsn[1].strip() if op not in ['+','-']: return "Error: Operator must be '+' or '-'." if not(op1.isdigit() and op2.isdigit()): return "Error: Numbers must only contain digits." if((len(op1) > 4) or (len(op2) > 4)): return "Error: Numbers cannot be more than four digits." first_op.append(op1) second_op.append(op2) op_list.append(op) arranged_problems = (build_output(first_op , second_op, op_list , show_results)) return arranged_problems def build_output(first_op , second_op, op_list, show_results): first_line="" second_line="" third_line="" result="" if(show_results): for i in range(len(first_op)): width = max(len(first_op[i]), len(second_op[i])) if(op_list[i] == '+'): result += (str(int(first_op[i]) + int(second_op[i]))).rjust(width+2) + " "*4 else: result += (str(int(first_op[i]) - int(second_op[i]))).rjust(width+2) + " "*4 for i in range(0,len(first_op)): width = max(len(first_op[i]), len(second_op[i])) first_line += first_op[i].rjust(width+2) + " "*4 second_line += op_list[i] + " " + second_op[i].rjust(width) + " "*4 third_line += ("-"*(width+2)).rjust(width+2) + " "*4 if show_results: arranged_problems = first_line.rstrip() + '\n' + second_line.rstrip() + '\n' + third_line.rstrip() + '\n' + result.rstrip() else: arranged_problems = first_line.rstrip() + '\n' + second_line.rstrip() + '\n' + third_line.rstrip() return arranged_problems
from math import sqrt xP1X1 = float(input("Escriba el valor para X1: ")) xP1Y1 = float(input("Escriba el valor para Y1: ")) xP2X2 = float(input("Escriba el valor para X2: ")) xP2Y2 = float(input("Escriba el valor para Y2: ")) xP3X3 = float(input("Escriba el valor para X3: ")) xP3Y3 = float(input("Escriba el valor para Y3: ")) xDAB = sqrt( ((xP2X2 - xP1X1)**2) + ((xP2Y2 - xP1Y1)**2) ) xDBC = sqrt( ((xP2X2 - xP3X3)**2) + ((xP2Y2 - xP3Y3)**2) ) xDAC = sqrt( ((xP1X1 - xP3X3)**2) + ((xP1Y1 - xP3Y3)**2) ) if (xDAB == xDBC and xDAB == xDAC): print("Equilatero") elif (xDAB == xDBC or xDAB == xDAC): print("Isoceles") else: print("Escaleno")
def shift_left(elems, e, begin, end): i, j = begin, begin * 2 + 1 while j < end: if j + 1 < end and not elems[j] < elems[j + 1]: j += 1 if e < elems[j]: break elems[i] = elems[j] i = j j = j * 2 + 1 elems[i] = e def heap_sort(elems): end = len(elems) for i in range(end // 2 + 1, -1, -1): shift_left(elems, elems[i], i, end) for i in range((end - 1), 0, -1): e = elems[i] elems[i] = elems[0] shift_left(elems, e, 0, i) return elems if __name__ == '__main__': a_list = [5, 6, 8, 1, 2, 4, 9] a_list_sorted = heap_sort(a_list) print(a_list_sorted) import heapq heapq.heapify(a_list) for i in range(len(a_list)): print(heapq.heappop(a_list))
""" 模板 def slidingWindow(s: str, t: str) -> str: from collections import Counter need, window = Counter() for c in t: need[c] += 1 # 窗口左右端点值,左闭右开 left = right = 0 # valid == len(need) -> 窗口满足条件 valid = 0 while right < len(s): # c 是将移入窗口的字符 c = s[right] # 窗口向右拓展 right += 1 # 更新窗口内数据的操作 ... ## debug print ## print("window: [{}, {})".format(left, right)) ## debug print ## # 满足条件的情况下窗口左端收缩 while valid == len(need): # d 是将移除窗口的字符 d = s[left] # 窗口左端收缩 left += 1 # 更新窗口内数据的操作 ... """ """ 76. 最小覆盖子串 给你一个字符串 S、一个字符串 T,请在字符串 S 里面找出:包含 T 所有字符的最小子串。 --------------------------------------------------------------- 输入: S = "ADOBECODEBANC", T = "ABC" 输出: "BANC" """ def minWindow(s: str, t: str) -> str: from collections import Counter need, window = Counter(), Counter() # 初始化子串所涵盖的字符及数量 for c in t: need[char] += 1 # 左右窗口值 left = right = 0 # 已包含的字符数 valid = 0 # 匹配到的最小覆盖子串的开始端点 start = 0 # 匹配到的最小覆盖子串的长度 length = math.inf while right < len(s): # 即将进入窗口的字符 c = s[right] # 窗口向右拓展 right += 1 # 对于窗口内的数据进行更新 if c in need: # 子串所需字符标记+1 window[c] += 1 # 如果已满足,valid += 1 if window[c] == need[c]: valid += 1 # 当已经满足覆盖了子串,窗口左端收缩,寻找最小覆盖子串 while valid == len(need): # 如果子串比记录值小,记录下作为最小覆盖子串 if right - left < length: start = left length = right - left # 即将移出窗口的左端点值 d = s[left] # 窗口左端收缩 left += 1 # 如果移出的是覆盖子串的字符 if d in need: # 如果移出当前之后就不满足该字符覆盖,valid -= 1 if window[d] == need[d]: valid -= 1 # 覆盖窗口的字符记录值-1 window[d] -= 1 if length == math.inf: return "" else: return s[start: start+length] """ 567. 字符串的排列 给定两个字符串 s1 和 s2,写一个函数来判断 s2 是否包含 s1 的排列。 换句话说,第一个字符串的排列之一是第二个字符串的子串。 --------------------------------------------------------------- 输入: s1 = "ab" s2 = "eidbaooo" 输出: True 解释: s2 包含 s1 的排列之一 ("ba"). """ def checkInclusion(s1: str, s2: str) -> bool: from collections import Counter need, window = Counter(), Counter() for c in s1: need[c] += 1 left = right = 0 valid = 0 while right < len(s2): c = s2[right] right += 1 if c in need: window[c] += 1 if window[c] == need[c]: valid += 1 # 因为排列是要长度是一样的,所以当大于等于(其实只会触及等于,不会触及大于)的时候,就要缩小窗口 while right - left >= len(s1): # 当每个字符都覆盖到的时候,说明满足条件,返回True if valid == len(need): return True d = s2[left] left += 1 if d in need: if window[d] == need[d]: valid -= 1 window[d] -= 1 return False """ 438. 找到字符串中所有字母异位词 给定一个字符串 s 和一个非空字符串 p,找到 s 中所有是 p 的字母异位词的子串,返回这些子串的起始索引。 字符串只包含小写英文字母,并且字符串 s 和 p 的长度都不超过 20100。 --------------------------------------------------------------- 输入: s: "cbaebabacd" p: "abc" 输出: [0, 6] 解释: 起始索引等于 0 的子串是 "cba", 它是 "abc" 的字母异位词。 起始索引等于 6 的子串是 "bac", 它是 "abc" 的字母异位词。 --------------------------------------------------------------- 输入: s: "abab" p: "ab" 输出: [0, 1, 2] 解释: 起始索引等于 0 的子串是 "ab", 它是 "ab" 的字母异位词。 起始索引等于 1 的子串是 "ba", 它是 "ab" 的字母异位词。 起始索引等于 2 的子串是 "ab", 它是 "ab" 的字母异位词。 """ def findAnagrams(s: str, p: str) -> List[int]: from collections import Counter need, window = Counter(), Counter() for c in p: need[c] += 1 left = right = 0 valid = 0 result = [] while right < len(s): c = s[right] right += 1 if c in need: window[c] += 1 if window[c] == need[c]: valid += 1 while right - left >= len(p): if valid == len(need): result.append(left) d = s[left] left += 1 if d in need: if window[d] == need[d]: valid -= 1 window[d] -= 1 return result """ 3. 无重复字符的最长子串 给定一个字符串,请你找出其中不含有重复字符的 最长子串 的长度。 --------------------------------------------------------------- 输入: "abcabcbb" 输出: 3 解释: 因为无重复字符的最长子串是 "abc",所以其长度为 3。 --------------------------------------------------------------- 输入: "bbbbb" 输出: 1 解释: 因为无重复字符的最长子串是 "b",所以其长度为 1。 --------------------------------------------------------------- 输入: "pwwkew" 输出: 3 解释: 因为无重复字符的最长子串是 "wke",所以其长度为 3。   请注意,你的答案必须是 子串 的长度,"pwke" 是一个子序列,不是子串。 """ def lengthOfLongestSubstring(s: str) -> int: from collections import Counter window = Counter() left = right = 0 result = 0 while right < len(s): c = s[right] right += 1 window[c] += 1 while window[c] > 1: d = s[left] left += 1 window[d] -= 1 result = max(result, right-left) return result
class Chto_Bolit(): def chto_bolit(self, a): if (a == 1): return "голова" elif (a == 2): return "грудь" elif (a == 3): return "горло" class Golova(): def bolit_golova(self, g1, g2, g3, g4): print("Температура выше 37.8?(да/нет)") g1 = str(input()) if (g1 == "да"): return "Сходите к терапевту" elif (g1 == "нет"): print("Были ли травмы головы недавно?(да/нет)") g2 = str(input()) if (g2 == "да"): return "Сходите в травмпункт" elif (g2 == "нет"): print("Головокружение есть?(да/нет)") g3 = str(input()) if (g3 == "да"): return "Сходите на МРТ" elif (g3 == "нет"): print("Давление повышено?(да/нет)") g4 = str(input()) if (g4 == "да"): return "Выпейте коньячку" elif (g4 == "нет"): return "Симулянт" class Grudi(): def bolit_grudi(self, r1, r2, r3): print("Болит сердце?(да/нет)") r1 = str(input()) if (r1 == "да"): return "Обратитесь к кардиологу" elif (r1 == "нет"): print("Болят легкие?(да/нет)") r2 = str(input()) if (r2 == "да"): return "Обратитесь к пульмологу" elif (r2 == "нет"): print("Ударялись ли грудной клеткой?(да/нет)") r3 = str(input()) if (r3 == "да"): return ("Сходите в травмпункт") elif (r3 == "нет"): return ("Симулянт") class Gorlo(): def bolit_gorlo(self, v1, v2, v3, v4, v5): print("Першит ли горло?(да/нет)") v1 = str(input()) if (v1 == "да"): print("Кашель есть?(да/нет)") v2 = str(input()) if (v2 == "нет"): return "Ангина" elif (v2 == "да"): print("Сухой или влажный?(сухой/влажный)") v3 = str(input()) if (v3 == "сухой"): return "Тонзиллит" elif (v3 == "влажный"): return "Бронхит" elif (v1 == "нет"): print("Напрягали ли вы голосовые связки?(да/нет)") v4 = str(input()) if (v4 == "да"): return "Не напрягайте их в ближайшее время" elif (v4 == "нет"): print("Повреждали ли горло?(да/нет)") v5 = str(input()) if (v5 == "да"): return "Обратись к ЛОР-врачу" elif (v5 == "нет"): return "Симулянт" def main(): cht = Chto_Bolit() gol = Golova() gor = Gorlo() gru = Grudi() print("Что у вас болит(1.голова, 2.грудь или 3.горло)?") a = int(input()) print(cht.chto_bolit(a)) if cht.chto_bolit(a) == "голова": print(gol.bolit_golova(g1 = str(), g2 = str(), g3 = str(), g4 = str()), "\n") elif cht.chto_bolit(a) == "горло": print(gor.bolit_gorlo(v1 = str(), v2 = str(), v3=str, v4=str, v5=str), "\n") elif cht.chto_bolit(a) == "грудь": print(gru.bolit_grudi(r1=str, r2=str, r3=str), "\n") if __name__ == '__main__': main()
print('Please enter the value of the bill you have to pay') AMOUNT = int(input()) print('Please enter the amount of 100, 20 and 1 banknotes in your wallet') P = int(input()) Q = int(input()) R = int(input()) ways = 0 combinations = [] for x in range(P+1): for i in range(Q+1): for j in range(R+1): if AMOUNT - ((j*1) + (i*20) + (x*100)) == 0: ways += 1 combination = str(x) + ' x 100, ' + str(i) + ' x 20, ' + str(j) + ' x 1' combinations.append(combination) print('\nThere are ' + str(ways) + ' ways to pay this bill') for e in combinations: print(e)
""" This class is responsible for storing all the information about the current state of a chess game. It will also be responsible for determining the valid moves at the current state. It will also keep a move log. """ class GameState(): def __init__(self): #board is 8x8 2d list, each element of the list has 2 characters. #The first character represents the color of the piece, 'b(black)' or 'w (white)' #"--" - represents an empty space with no piece self.board = [ ["bR", "bN", "bB", "bQ", "bK", "bB", "bN", "bR"], ["bp", "bp", "bp", "bp", "bp", "bp", "bp", "bp"], ["--", "--", "--", "--", "--", "--", "--", "--"], ["--", "--", "--", "--", "--", "--", "--", "--"], ["--", "--", "--", "--", "--", "--", "--", "--"], ["--", "--", "--", "--", "--", "--", "--", "--"], ["wp", "wp", "wp", "wp", "wp", "wp", "wp", "wp"], ["wR", "wN", "wB", "wQ", "wK", "wB", "wN", "wR"] ] self.whiteToMove = True self.moveLog = [] ''' Takes a move as a parameter and executes it (this will not work for castling and pawn promotion) ''' def makeMove(self, move): self.board[move.startRow][move.startCol] = "--" self.board[move.endRow][move.endCol] = move.pieceMoved self.moveLog.append(move) self.whiteToMove = not self.whiteToMove ''' Undo the last move ''' def undoMove(self): if len(self.moveLog) != 0: move = self.moveLog.pop() self.board[move.startRow][move.startCol] = move.pieceMoved self.board[move.endRow][move.endCol] = move.pieceCaptured self.whiteToMove = not self.whiteToMove #switch turns back class Move(): #map keys to values #key : value ranksToRows = {"1": 7, "2": 6, "3": 5, "4": 4, "5": 3, "6": 2, "7": 1, "8": 0} rowsToRanks = {v: k for k, v in ranksToRows.items()} filesToCols = {"a": 0, "b": 1, "c": 2, "d": 3, "e": 4, "f": 5, "g": 6, "h": 7} colsToFiles = {v: k for k, v in filesToCols.items()} def __init__(self, startSq, endSq, board): self.startRow = startSq[0] self.startCol = startSq[1] self.endRow = endSq[0] self.endCol = endSq[1] self.pieceMoved = board[self.startRow][self.startCol] self.pieceCaptured = board[self.endRow][self.endCol] def getChessNotation(self): return self.getRankFile(self.startRow, self.startCol) + self.getRankFile(self.endRow, self.endCol) def getRankFile(self, r, c): return self.colsToFiles[c] + self.rowsToRanks[r]
""" @author Miguel Angel Correa - Pablo Buitrago Taller 01 estructura datos y algorítmos. """ import math class Coordinate(object): def __init__(self, x, y): self.x = x self.y = y def distance(self, other): x_dif_sq = (self.x - other.x)**2 y_dif_sq = (self.y - other.y)**2 return (x_dif_sq + y_dif_sq)**0.5 def polarRadio(self): return distance(self, Coordinate(0,0)) def polarAngle(self): return math.atan(self.y/self.x) def getX(self): return self.x def getY(self): return self.y class Date(object): def __init__(self, day, month, year): self.day = day self.month = month self.year = year def toString(self): return str(year)+'-'+str(month)+'-'+str(day) def compare(self, other): d1 = self.toString d2 = other.toString for i in (10): if d1[i] < d2[i]: return self.toString+' is before '+other.toString elif d1[i] > d2[i]: return self.toString+' is after '+other.toString return self.toString+' is the same as '+other.toString class Counter(object): def __init__(self, ID): self.ID = ID self.c = 0 def increase(self): self.c += 1 def getIncreases(self): return self.c def toString(self): return str(self.ID) +': '+ str(self.c)
# ---------------------------------------------------------------------- # Title:Homework 10 # Jordan Cerilli, A00132189 # Date:2020,11,04 # Purpose:Identify Class Car # Acknowledgments:N/A # ----------------------------------------------------------------------- import pickle def main(): menu_choice = '0' while menu_choice != 'Q' and menu_choice != 'q': print('Baseketball Players') print(' ======================') print(' 1) Add') print(' 2) Delete') print(' 3) Print') print(' 4) Save') print(' Q) Quit') print(' ======================') menu_choice = input(' 1.Add 2.Delete 3.Print 4.Save Q.Quit:') if menu_choice == '1': add1 = input('Players Name: ') add2 = input('Players Age: ') add3 = input('Players Games Played: ') add4 = input('Players Games They Have Started In: ') add5 = input('Players Minutes Played This Season: ') add6 = input('Players Feild Goals Made This Season: ') add7 = input('Players Feild Goal Attempts This Season: ') add8 = input('Players Feild Goal Percentage: ') add9 = input('Players 3-Pointers Made: ') add10 = input('Players 3-Pointers Attempted: ') add11 = input('Players 3-Pointer Percentage: ') add12 = input('Players 2-Pointers Made: ') add13 = input('Players Free Throws Made: ') add14 = input('Players Free Throw Attempts: ') add15 = input('Players Free Throw Percentage: ') add16 = input('Players Offesive-Rebounds This Season: ') add17 = input('Players Defensive-Rebounds This Season: ') add18 = input('Players Total-Rebounds This Season: ') add19 = input('Players Total Assists This Season: ') add20 = input('Players Total Steals This Season: ') add21 = input('Players Total Blocks This Season: ') add22 = input('Players Total Turnovers This Season: ') add23 = input('Players Total Personal Fouls This Season: ') add24 = input('Players Total Points: ') if menu_choice == '2': # Delete if menu_choice == '3': print(infile) if menu_choice == '4': with open("team.dat", "wb") as infile: pickle.dump(team, infile) elif menu_choice == 'Q' or menu_choice == 'q': print(' Goodbye') else: print(' Not a valid choice, try again.') pickle.dump(person, file) # Call the main function and start the program. main()
from numpy import array def Activity_1(): name = input("Enter your name: ") age = int(input("Enter your age: ")) time_remaining_to_100 = (2020 - age) +100 print(time_remaining_to_100)
import datetime from datetime import date import requests #example API KEY = "e2b47a49d350e13324ce145b3150ff64" #creating the current weather part of the app: def get_current_weather(city_name, key): URL= f"https://api.openweathermap.org/data/2.5/weather?q={city_name}&appid={key}" url_link = requests.get(URL) current_weather_data = url_link.json() if current_weather_data["cod"] == "404": return "City not found. Please re-enter the name of the city you'd wish to find the weather of." try: country = current_weather_data["sys"]["country"] except Exception: return "API Key is inserted incorrectly. Please try re-entering it." city = current_weather_data["name"] kelvin_temp = current_weather_data["main"]["temp"] celsius_temp = round(int(kelvin_temp) - 273.15, 1) fahrenheit_temp = round((int(kelvin_temp) * (9/5)) - 459.67, 2) feels_like_temp = current_weather_data["main"]["feels_like"] feels_like_C = round(int(feels_like_temp) - 273.15, 1) feels_like_F = round((int(feels_like_temp) * (9/5)) - 459.67) sky_description = current_weather_data["weather"][0]["description"] today = date.today() todays_time = datetime.time() result = f"The temperature in {city} ({country}) is: {celsius_temp} celsius or {feels_like_F} fahrenheit. \n " \ f"The perceived temperature is: {feels_like_C} celsius or {feels_like_F} fahrenheit.\n" \ f"The sky is {sky_description}" return str(today) + " " + str(todays_time) + "\n " + result +"\n" #print(get_current_weather("London","e2b47a49d350e13324ce145b3150ff64"))
x=0 y=0 sosoo=int(input('어디까지의 소수를 구해드릴까요?')) for x in range (2,sosoo+1,1): count = 0 for y in range(2,x+1,1): if x%y == 0: count+=1 if count == 1: print(x)
''' _________________MyCoding____________________ ###############Power - Mod Power a=int(input()) b=int(input()) m=int(input()) c=pow(a,b) d=pow(a,b,m) print(c) print(d) ''' ''' _________________MyCoding____________________ #01 #########Integers Come In All Sizes a=int(input()) b=int(input()) c=int(input()) d=int(input()) print(pow(a,b)+pow(c,d)) ''' ''' _________________MyCoding____________________ #01 #########Integers Come In All Sizes Come In All Sizes for i in range(1,int(input())): print((10 ** i // 9) * i) ''' ''' _________________MyCoding____________________ #01 ###Detect Floating Point Number #import re n=int(input()) chk=list() for i in range (0,n): t=input() try: b=float(t) if t.count('.')==1 and (t.index('.')+1)<len(t): chk.append(True) else : chk.append(False) except : chk.append(False) for i in range(0,n): print(chk[i]) ''' ''' _________________MyCoding____________________ #01 ###re.split() regex_pattern = r"[,.]"#Do not delete 'r'. import re print("\n".join(re.split(regex_pattern,input()))) ''' ''' _________________MyCoding____________________ #01 ### Group(), Groups() & Groupdict() t=input() compare="1234567890abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ" result=-1 for i in range(0,len(t)-1): if compare.count(t[i])==1: if t[i]==t[i+1]: result=t[i] break print(result) ''' ''' _________________MyCoding____________________ #01 ### Re.findall() & Re.finditer() import re s=input() regex_pattern = r"[QWRTYPSDFGHJKLZXCVBNMqwrtypsdfghjklzxcvbnm 1234567890~!@#$%^&*()_+-={}:,./|]" result=re.split(regex_pattern,s) #print(result) chk=0 for i in range(0,len(result)): k=result[i] if len(k)>1: if k[len(k)-1]!=s[len(s)-1]: print(k) else : chk+=1 if chk==len(result): print(-1) ''' ''' _________________MyCoding____________________ #01 ####Re.start() & Re.end() s=input() f=input() clist=list() for i in range(0,len(s)-len(f)+1): if f[0]==s[i]: chk=0 for j in range(0,len(f)): if s[i+j]==f[j]: chk+=1 if chk==len(f): a=list() a.append(i) a.append(i+len(f)-1) clist.append(a) #print(clist) if len(clist)==0: print("(-1, -1)") else : for i in range(0,len(clist)): b=clist[i] print("({0}, {1})".format(b[0],b[1])) ''' ''' _________________MyCoding____________________ #01 ###Regex Substitution import re n=int(input()) slist=list() for i in range(0,n): s=input() compare="1234567890abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ" for i in range(0,len(s)): s=re.sub(" \&\& ", " and ", s) for i in range(0,len(s)): s=re.sub(" \|\| ", " or ", s) slist.append(s) for i in range(0,n): print(slist[i]) ''' ''' _________________MyCoding____________________ #01 ###Incorrect Regex import re n=int(input()) result=[] chk=list() for i in range(0,n): t=input() if t=='/^(?!\.)(?=.)[d-\.]$/': chk.append(False) elif t=='[0-9]++': chk.append(False) elif t=='.*+': chk.append(False) else : chk.append(True) for i in range(0,n): print(chk[i]) #02 import re n = input() for _ in range(n): regex = raw_input() try: test = re.match(regex,'') print 'True' except: print 'False' ''' ''' ####Polar Coordinates import cmath import math import re s=input() regex_pattern = r"[+-]" slist=re.split(regex_pattern,s) if s.count('-')==2: a=int(slist[1])*-1 b=int(slist[2][:-1])*-1 elif s.count('-')==1: if s[0]=='-': a=int(slist[1])*-1 b=int(slist[2][:-1]) else : a=int(slist[0]) b=int(slist[1][:-1])*-1 else : a=int(slist[0]) b=int(slist[1][:-1]) print(abs(complex(a,b))) print(cmath.phase(complex(a,b))) ''' ''' ########Find Angle MBC import math ab=int(input()) bc=int(input()) #print(ab*ab) ac=math.sqrt(ab*ab+bc*bc) #print(ac) cm=ac/2 anglembc=math.acos((0.5*bc)/cm) #print(anglembc) mbcdegrees=math.degrees(anglembc) print("{0}°".format(round(mbcdegrees))) ''' ''' ###Triangle Quest 2 for i in range(1,int(input())+1): # print([1,121,12321,1234321,123454321,12345654321,1234567654321,123456787654321,12345678987654321][i-1]) print (((10**i - 1)//9)**2) ''' ''' def QuickSort2(input_list): if len(input_list) < 2: return input_list pivot = input_list[0] less = [i for i in input_list[1:] if i<= pivot] greater = [i for i in input_list[1:] if i>pivot] input_list = QuickSort2(less) + [pivot] + QuickSort2(greater) return input_list if __name__ == "__main__" : input_list = [10,9,8,7, 6, 5, 4, 3, 2,1] print(QuickSort2(input_list)) ''' ''' K=int(input()) rlist=input().split() rlist.reverse() l=list(set(rlist)) l.sort() for i in range(0,len(l)): if rlist.count(l[i])!=K: room=0 room=l[i] break else : for j in range(): rlist.pop() print(room) ''' ''' ###Thr Captain's Room k=int(input()) rlist=list(map(int,input().split())) #print(rlist) l=list(set(rlist)) #print(l) #print(sum(rlist)) #print(sum(l)*k) room=(sum(l)*k-sum(rlist))/(k-1) print(int(room)) ''' ''' ###Input() x, k = list(map(int, input().split())) p=input() #print(p) #type(eval(p)) print(k==eval(p)) ''' ''' ###Python Evaluation eval(input()) ''' ###Word Order n=int(input()) alist=list() nlist=list() idx=0 for i in range(0,n): t=input() if alist.count(t)==0 : alist.append(t) nlist.append(1) else : idx=alist.index(t) nlist[idx]=nlist[idx]+1 print(len(alist)) import re s=str(nlist) #s=re.sub(",", "", s) #s=re.sub("\[", "", s) #s=re.sub("\]", "", s) s=re.sub("[,\[\]]", "", s) print(s)
for i in range(0, 100, 1): count=0 for j in range(2, i+1, 1): if i%j==0 : count+=1 if count==1 : print(i)
#랜덤한 수 5개를 자동생성하여 합계와 평균을 구하세요. ''' import random ran=int(input("1부터 100중 몇개의 수를 합계와 평균을 구해드릴까요?")) rand= random.sample(range(1,101), ran) avg = 0 total = 0 print(rand,"랜덤으로 선택된 숫자는 다음과 같습니다.") for i in range(0,ran,1): total+=rand[i] print("합계는 %d 입니다."% total) avg=total/ran print("평균은 %f 입니다."% avg) ''' #random.sample()은 중복안됨 _미만 +1해야됨 #random.randrange()은 중복됨 _ 미만 +1해야됨 #random.randint()는 중복됨_ 이상 ''' import random numbers = [] for i in range(5) : numbers.append(random.randint(1,100)) numbers.sort() print(numbers) ''' import random def getNumber() : return random.randrange(1, 101) list = [] num = 0 while True : num = getNumber() if list.count(num) == 0 : list.append(num) if len(list)>=5 : break print("숫자 ==> ", end=' ') list.sort() for i in range(0, 5) : print("%d" % list[i], end= ' ') ''' import random list = [] for i in range(100) : x = random.randrange(1, 101) list.append(x) list.sort( ) print("1부터 100까지 수에서 랜덤으로 뽑은 5가지 수의 리스트, 합계, 평균을 표시") print("숫자 %s" %list) print("합계 %s" %sum(list)) print("평균 %s" %(sum(list)/len(list))) '''
#Exercise 5 in Hackbright Curriculum #open a file named on the command line from sys import argv script, file_name = argv #open it in read mode in_file = open(file_name) #create an object of type=file, named in_file indata = in_file.read() # print len(indata) # try #1 this method would require 26 for loops - but it works! # count_a = 0 # for i in range(len(indata)): # if ord(indata[i]) == 65 or ord(indata[i]) == 97: # count_a = count_a +1 # print count_a #for loop to loop through the alphabet, with a counter?, print how many times it occurred # try # 2 with nested for loops. Unfortunately, this was too slow. But it works!!! # for letter in range(65,91): # count = 0 # for i in range(len(indata)): # if ord(indata[i]) == letter or ord(indata[i]) == letter+32: # count = count +1 # print chr(letter), count # Try #3. This try did not work. # alphabet="A B C D E F G H I J K L M N O P Q R S T U V W X Y Z a b c d e f g h i j k l m n o p q r s t u v w x y z" # list_alpha = alphabet.split(" ") # for character_index in range(len(indata)): # for alpha_index in range (26): # if indata[character_index] == list_alpha[alpha_index] or indata[character_index] == list_alpha[alpha_index + 26]: # alpha_index = alpha_index + 1 # print alpha_index # Next up, solving with a list! answer = [0]*26 #answer [0:26:1] = 0 #answer = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0] # for char in indata.lower(): # print ord(char) # answer[ord(char)-97]="bunny" # print answer for char in indata.lower(): if ord(char) in range (97, 122): answer[ord(char)-97] +=1 in_file.close() for i in answer: print i
def show_num(limit): i=0 while i<=limit: if i%2==0: print("even",i) else: print("odd",i) i=i+1 show_num(limit=int(input("enter the limit ")))