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# pylint: disable=W0613 |
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# allow unused variables so all movement functions can have same parameter definition |
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import operator |
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def get_all_potential_end_locations(start, directions, board): |
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ends = [] |
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for direction in directions: |
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new_start = start |
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location = tuple(map(operator.add, new_start, direction)) |
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while location in board: |
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ends.append(location) |
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new_start = location |
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location = tuple(map(operator.add, new_start, direction)) |
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return ends |
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def distance_of_one(board, start, directions, potential_end_locations, player_direction): |
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return [x for x in get_one_move_away(start, directions) if x in potential_end_locations] |
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def get_one_move_away(start, directions): |
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ret_val = [tuple(map(operator.add, move, start)) for move in directions] |
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return ret_val |
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def cant_jump_pieces(board, start, directions, potential_end_locations, player_directionv): |
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locations_with_pieces = [location for location in potential_end_locations if location in board and board[location]] |
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for location in locations_with_pieces: |
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# get a direction from start |
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# remove all locations beyond location |
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direction = tuple(map(operator.sub, location, start)) |
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direction = tuple(map(operator.floordiv, direction, (max(direction), max(direction)))) |
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location_to_remove = location |
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while True: |
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location_to_remove = tuple(map(operator.add, location_to_remove, direction)) |
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if location_to_remove not in potential_end_locations: |
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break |
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else: |
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potential_end_locations.remove(location_to_remove) |
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return potential_end_locations |
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def doesnt_land_on_own_piece(board, start, directions, potential_end_locations, player_direction): |
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ends = [] |
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for end in potential_end_locations: |
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if board[end]: |
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if board[start].color != board[end].color: |
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ends.append(end) |
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else: |
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ends.append(end) |
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return ends |
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def doesnt_land_on_piece(board, start, directions, potential_end_locations, player_direction): |
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return [end for end in potential_end_locations if not board[end]] |
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def ends_on_enemy(board, start, directions, potential_end_locations, player_direction): |
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ends = [] |
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for end in potential_end_locations: |
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if board[end] is not None and board[end].color != board[start].color: |
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ends.append(end) |
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return ends |
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def directional(board, start, directions, potential_end_locations, player_direction): |
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return [end for end in potential_end_locations if is_directional(start, end, player_direction)] |
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def is_directional(start, end, direction): |
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direct = True |
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direct = direct and _directional_helper(start[0], end[0], direction[0]) |
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direct = direct and _directional_helper(start[1], end[1], direction[1]) |
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return direct |
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def _directional_helper(start, end, direct): |
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if direct > 0: |
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if end < start: |
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return False |
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elif direct < 0: |
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if end > start: |
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return False |
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return True |
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def first_move(board, start, directions, potential_end_locations, player_direction): |
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return potential_end_locations if board[start].move_count == 0 else [] |
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The coding style of this project requires that you add a docstring to this code element. Below, you find an example for methods:
If you would like to know more about docstrings, we recommend to read PEP-257: Docstring Conventions.