[英]Can someone please guide me on how to reuse a function in a class?
Can someone please guide me on how to reuse a function in class in order to receive a different output with import random? 有人可以指导我如何在类中重用一个函数,以便随机导入接收不同的输出?
This is a blackjack game that I am writing in VS Code using python 3.7 with Conda
base as an interpreter. 这是一个二十一点游戏,我在VS Code中使用python 3.7编写,
Conda
base作为解释器。
I am trying to reuse the function player_hand(random card) and get a different result for player_score(the card value as an integer) 我正在尝试重用函数player_hand(随机卡)并为player_score获取不同的结果(卡值作为整数)
and then add those 2 scores for a final_player (final score) I would highly appreciate guidance and feedback on how to proceed on this challenge... 然后为final_player添加这2个分数(最终分数)我非常感谢如何继续应对这一挑战的指导和反馈......
import random
suit = {'Jack': 10, 'Queen': 10, 'King': 10, 'Ace': 11, 'Two': 2, 'Three': 3,
'Four': 4, 'Five': 5, 'Six': 6, 'Seven': 7, 'Eight': 8, 'Nine': 9}
symb = ['Spade', 'Clubs', 'Heart', 'Diamonds']
player_hand = random.sample(suit.items(), 1) + random.sample(symb, 1)
dealer_hand = random.sample(suit.items(), 1) + random.sample(symb, 1)
player_score = player_hand[0][1]
dealer_score = dealer_hand[0][1]
final_player = player_score + player_score
final_dealer = dealer_score + dealer_score
class Bet:
def __init__(self, player, bank=0):
self.bank = bank
self.player = player
def __str__(self):
return f'Player balance: ${self.bank}\n'
def bet(self):
self.amount = int(input('Place bet:'))
if self.bank <= self.amount:
return 'put more $ '
else:
self.bank -= self.amount
return f'Player balance: ${self.bank}'
class Card:
def __init__(self, suit, symb):
self.suit = suit
self.symb = symb
def deal(self, player_hand, dealer_hand, dealer_score, player_score):
while True:
print('dealer', dealer_hand)
print('dealer', dealer_score)
print('player', player_hand)
print('player', player_score)
break
class Card2:
def deal(self, player_hand, dealer_hand, dealer_score, player_score):
while True:
print('dealer', dealer_hand)
print('dealer', dealer_score)
print('player', player_hand)
print('player', player_score)
break
def total_score(self):
print(final_dealer)
print(final_player)
def winner(self):
if final_dealer < final_player:
return 'Player wins!'
elif final_player < final_dealer:
return 'dealer wins'
be = Bet('Player', bank=100)
print(be)
print(be.bet())
print('\n')
print(Card.deal('p', player_hand, dealer_hand, dealer_score, player_score))
print('\n')
print(Card2.winner('winner'))
Example of output below: 以下输出示例:
Player balance: $100
Place bet:5
Player balance: $95
dealer [('Queen', 10), 'Diamonds']
dealer 10
player [('Seven', 7), 'Heart']
player 7
None
dealer wins
I think the challenge here is in understanding how to use classes to model a problem, especially if you are coming to grips with object oriented programming (OOP) for your first time. 我认为这里的挑战在于理解如何使用类来模拟问题,特别是如果你是第一次掌握面向对象编程(OOP)的话。
Your idea for what makes a Card
object (ie something that has a rank and a suit ) is a reasonable one. 你对
Card
对象(即具有等级和套装的东西)的想法是合理的。 But that is all a card should have. 但这就是卡应该有的全部。 All cards just have these two properties, and it makes little sense to create classes like
Card2
. 所有的卡都有这两个属性,创建像
Card2
这样的类是没有意义的。 The card is just a piece of paper, which should know nothing about the player or dealer who holds it, the other cards it is in a hand with, the player's money, etc. Including such extraneous data results in "coupling" where your player, bets, and cards all start depending on one another, leading to "spaghetti code." 这张卡片只是一张纸,它不应该知道持有它的玩家或经销商,手中的其他牌,玩家的钱等等。包括这些无关的数据导致你的玩家“耦合” ,赌注和卡片都是相互依赖的,导致“意大利面条代码”。
Here is a quick implementation of drawing Card
objects from a Deck
that I wrote up: 这是我编写的
Deck
中绘制Card
对象的快速实现:
import random
class Player:
def __init__(self, money):
self.money = money
def bet(self, amount):
self.money -= amount
class Deck:
def __init__(self):
self.build()
def build(self):
self.cards = []
for rank in Card.ranks:
for suit in Card.suits:
card = Card(rank, suit)
self.cards.append(card)
def shuffle(self):
random.shuffle(self.cards)
def draw(self):
if self.cards != []:
card = self.cards.pop()
return card
else:
raise IndexError("Cannot draw from empty deck")
class Card:
ranks = {
"Two": 2, "Three": 3, "Four": 4, "Five": 5,
"Six": 6, "Seven": 7, "Eight": 8, "Nine": 9,
"Ten": 10, "Jack": 10, "Queen": 10, "King": 10,
"Ace": 11,
}
suits = ["Spade", "Club", "Heart", "Diamond"]
def __init__(self, rank, suit):
self.rank = rank
self.suit = suit
def get_value(self):
return Card.ranks[self.rank]
def __str__(self):
return "{0} of {1}s".format(self.rank, self.suit)
if __name__ == "__main__":
deck = Deck()
deck.shuffle()
for i in range(100):#should error out once deck is empty
card = deck.draw()
print(i, str(card))
Note that once you write the individual pieces (such as shuffling the deck, and drawing a card) the code in your main function should be intuitive. 请注意,一旦您编写了各个部分(例如洗牌并绘制卡片),主函数中的代码应该是直观的。 Please let me know if any of the code does not make sense.
如果任何代码没有意义,请告诉我。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.