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'Solution' #527

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110 changes: 85 additions & 25 deletions app/main.py
Original file line number Diff line number Diff line change
@@ -1,34 +1,94 @@
class Deck:
def __init__(self, row, column, is_alive=True):
pass
def __init__(self, row: int, column: int, is_alive: bool = True) -> None:
self.row = row
self.column = column
self.is_alive = is_alive


class Ship:
def __init__(self, start, end, is_drowned=False):
# Create decks and save them to a list `self.decks`
pass
def __init__(
self,
start: tuple[int, int],
end: tuple[int, int],
is_drowned: bool = False
) -> None:
self.start = start
self.end = end
self.is_drowned = is_drowned
self.decks = self._create_decks()

def get_deck(self, row, column):
# Find the corresponding deck in the list
pass
def _create_decks(self) -> list[Deck]:
decks = []
if self.start[0] == self.end[0]: # Horizontal ship
for col in range(self.start[1], self.end[1] + 1):
decks.append(Deck(self.start[0], col))
else: # Vertical ship
for row in range(self.start[0], self.end[0] + 1):
decks.append(Deck(row, self.start[1]))
return decks

def fire(self, row, column):
# Change the `is_alive` status of the deck
# And update the `is_drowned` value if it's needed
pass
def get_deck(self, row: int, column: int) -> Deck | None:
for deck in self.decks:
if deck.row == row and deck.column == column:
return deck
return None

def fire(self, row: int, column: int) -> bool:
deck = self.get_deck(row, column)
if deck and deck.is_alive:
deck.is_alive = False
self.is_drowned = all(not d.is_alive for d in self.decks)
return True
return False


class Battleship:
def __init__(self, ships):
# Create a dict `self.field`.
# Its keys are tuples - the coordinates of the non-empty cells,
# A value for each cell is a reference to the ship
# which is located in it
pass

def fire(self, location: tuple):
# This function should check whether the location
# is a key in the `self.field`
# If it is, then it should check if this cell is the last alive
# in the ship or not.
pass
def __init__(
self,
ships: list[tuple[tuple[int, int], tuple[int, int]]]
) -> None:
self.field = {}
self.ships = []
for ship_coords in ships:
ship = Ship(*ship_coords)
self.ships.append(ship)
for deck in ship.decks:
self.field[(deck.row, deck.column)] = ship

def fire(self, location: tuple[int, int]) -> str:
if location not in self.field:
return "Miss!"
ship = self.field[location]
row, col = location
hit = ship.fire(row, col)
if not hit:
return "Miss!"
if ship.is_drowned:
return "Sunk!"
return "Hit!"

def print_field(self) -> None:
field_visual = [["~" for _ in range(10)] for _ in range(10)]

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The print_field method assumes a fixed field size of 10x10. If the game is intended to support different field sizes, consider making the field size configurable.

for (row, col), ship in self.field.items():
deck = ship.get_deck(row, col)
if deck.is_alive:
field_visual[row][col] = "□"
elif ship.is_drowned:
field_visual[row][col] = "x"
else:
field_visual[row][col] = "*"
for row in field_visual:
print(" ".join(row))

def _validate_field(self) -> bool:
ship_counts = {1: 0, 2: 0, 3: 0, 4: 0}
for ship in self.ships:
length = len(ship.decks)
if length in ship_counts:
ship_counts[length] += 1
return (
ship_counts[1] == 4
and ship_counts[2] == 3
and ship_counts[3] == 2
and ship_counts[4] == 1
)
Comment on lines +83 to +94

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The _validate_field method is defined but never called. Consider calling this method during the initialization of the Battleship class to ensure that the field is valid according to the specified ship counts.

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