Algorithm used to prevent a player from getting their same card - sorting
I have a game I am coding in Tabletop Simulator where all players (P) is given a card (C). Once memorized all players put the card back into the deck (D), shuffled, and then all players are dealt one of the cards from the same deck (D). I am trying to code the simplest algorithm that prevents a player from getting their own card. Now when it comes to coding this should be simple I assume instead of creating simulations to run until it is successful.
Say you have the following:
deck, a randomized deck containing all the cards (including those the players have seen).
seen_card_id_by_player, a lookup table that give you the guid of the card a player has seen.
Then the solution is simply
local card_ids = {}
for i, card_data in ipairs(deck.getObjects()) do
table.insert(card_ids, card_data.guid)
end
for player, seen_card_id in pairs(seen_card_id_by_player) do
local card_id = table.remove(card_ids)
if card_id == seen_card_id then
local i = math.random(1, #card_ids)
card_ids[i], card_id = card_id, card_ids[i]
end
-- Deal the specific card.
deck.takeObject({
guid = card_ids[i],
position = player.getHandTransform().position,
flip = true,
})
end
When we pick the card the player has already seen, it is placed back at a random location among the remaining cards. This ensures that every card has an equal chance of being drawn by the next player. This is the underlying principle of the Fisher-Yates shuffle.
Full demonstration
function broadcast_error(msg)
broadcastToAll(msg, { r=1, g=0, b=0 })
end
function get_cards_seen_by_players()
local player_ids = Player.getAvailableColors()
local error = false
local seen_card_by_player = {}
for i, player_id in ipairs(player_ids) do
local player = Player[player_id]
local hand_objs = player.getHandObjects()
local player_error = false
if #hand_objs > 1 then
player_error = true
elseif #hand_objs == 1 then
local card = hand_objs[1]
if card.tag ~= "Card" then
player_error = true
else
seen_card_by_player[player] = card
end
end
if player_error then
broadcast_error(player_id .. " doesn't have a valid hand.")
error = true
end
end
if error then
return nil
end
return seen_card_by_player
end
function run()
local deck = getObjectFromGUID("...")
local seen_card_by_player = get_cards_seen_by_players()
if seen_card_by_player == nil or next(seen_card_by_player) == nil then
return
end
local seen_card_id_by_player = {}
for player, card in pairs(seen_card_by_player) do
local card_id = card.guid
seen_card_id_by_player[player] = card_id
card.putObject(deck)
end
deck.randomize()
local card_ids = {}
for i, card_data in ipairs(deck.getObjects()) do
table.insert(card_ids, card_data.guid)
end
for player, seen_card_id in pairs(seen_card_id_by_player) do
local card_id = table.remove(card_ids)
if card_id == seen_card_id then
local i = math.random(1, #card_ids)
card_ids[i], card_id = card_id, card_ids[i]
end
deck.takeObject({
guid = card_ids[i],
position = player.getHandTransform().position,
flip = true,
})
end
end
Create a game with a deck of cards. Place the above code in Global, replacing ... with the deck's GUID. To run the demonstration, deal one card to any number of players, then use /execute Global.call("run") in the chat window.
Related
For loop not woking? Roblox studio
Code: local DataStoreService = game:GetService("DataStoreService") local InvDataStore = DataStoreService:GetDataStore("InvDataStore") game.Players.PlayerAdded:Connect(function(player) local Id = player.UserId local Inventory = Instance.new("Folder") Inventory.Name = "Inventory" Inventory.Parent = player local Inv = InvDataStore:GetAsync(Id) print(Inv) print(table.concat(Inv, " ")) end) game.Players.PlayerRemoving:Connect(function(player) local Id = player.UserId local InvTable = {} for i, v in pairs(game.Players:FindFirstChild(player.Name).Inventory:GetChildren()) do print("Repear") if v:IsA("NumberValue") then table.insert(InvTable, v) print(v) end end print(InvTable) print(table.concat(InvTable, " ")) InvDataStore:SetAsync(Id, InvTable) end) Output: 13:25:35.288 - Untitled Game auto-recovery file was created Realism Mod is currently running v2.09! (x2) table: 0x08cb53598b2d3aa1 table: 0xd8ce847b521d4091 1 13:26:26.703 - Disconnect from ::ffff:127.0.0.1|60556 Explorer: It seems to be skipping this loop: for i, v in pairs(game.Players:FindFirstChild(player.Name).Inventory:GetChildren()) do print("Repear") if v:IsA("NumberValue") then table.insert(InvTable, v) print(v) end end as it seems to not print repear (repeat) OR v (Value) anyone know whats up? Note: The thing i dont understand, is it doesnt print the value after the save, and before the save, and forgetting the for loop. I can provide extra things to.
It is ignoring the loop because when it gets to game.Players:FindFirstChild(player.Name) the return will be nil, due to that player just leaved the server. What you can try to do is iterating directly from the player object you have, you don't need to look for the object player if you already have it. Try: for i, v in pairs(player.Inventory:GetChildren()) do print("Repear") if v:IsA("NumberValue") then table.insert(InvTable, v) print(v) end end also it is a good practice to store data during the game and not when it leaves, all those objects are removed too when the player leaves, it is better to handle the table during the game and during player removing just update the data store. Also a good practice is to update datastore for the player every ~5 minutes
How to create a Roblox game where the player has to guess a randomly generated pin?
So, I've been working on this for the past week. I have tried everything (based on the knowledge I know) and yet nothing... my code didn't work the first time, the second time, the third time... the forth... etc... at the end, I let frustration take control of me and I ended up deleting the whole script. Luckily not the parts and models, otherwise I'm really screwed... I need to create a game in which I have to create a keypad of sorts, at first I thought GUI would work... no, it needs to be SurfaceGUI, which I don't know how to handle well... Anyway, I needed to create a keypad using SurfaceGUI, and display it on a separate screen, as a typical keypad would... The Player would first have to enter an "initial" number, meaning in order to enter the randomly generated number he first needed to input the static pin in order to "log in," after that, then he would try to guess the number... I've literally tried everything I could but nothing... It's mainly because of my lack of experience in LUA, I'm more advanced in Python and barely know a thing in Java... If someone could assist me on how to do this, I would appreciate it greatly
First, download this and put it in a ScreenGui in StarterGui. Then, use the following LocalScript placed inside the PIN frame: -- Script settings local len = 4 -- replace this as needed... local regen = false -- determines whether PIN will regenerate after a failed attempt local regmes = "Enter PIN..." -- start message of PIN pad local badmes = "Wrong PIN!" -- message displayed when PIN is wrong local success = "Correct PIN!" -- message displayed when PIN is right -- Script workings local pin = script.Parent local top = pin.Top local txt = top.Numbers local nums = top.NumKeys local pin local stpin local nms txt.Text = regmes local see = game:GetStorage("ReplicatedStorage").PINActivate local function activate() if pin.Visible then pin.Visible = false for _, btn in pairs(nums:GetChildren()) do btn.Active = false end return else pin.Visible = true for _, btn in pairs(nums:GetChildren()) do btn.Active = true end return end end local function rand() math.randomseed(os.time) -- better random numbers this way return tostring(math.floor(math.random(0,9.9))) end local function gen() nms = {rand()} for i=2, len, 1 do nms[#nms+1]=rand() end stpin = nms[1] for i=2, #nms, 1 do stpin = stpin..nms[i] end pin = tonumber(stpin) -- converts the number string into an actual number end gen() local function activate(str) if tonumber(str) ~= pin then txt.Text = badmes wait(2) txt.Text = regmes if regen then gen() wait(0.1) end return else txt.Text = success wait(2) activate() -- insert code here... end end for _, btn in pairs(nums:GetChildren()) do btn.Activated:Connect(function() if txt.Text == "Wrong PIN!" then return end txt.Text = txt.Text..btn.Text if string.len(txt.Text) >= len then activate(txt.Text) end wait(0.1) end) end see.OnClientEvent:Connect(activate) And in a Script put this: local Players = game:GetService("Players") local see = game:GetService("ReplicatedStorage").PINActivate local plr -- replace Event with something like Part.Touched Event:Connect(function(part) if part.Parent.Head then plr = Players:GetPlayerFromCharacter(part.Parent) see:FireClient(plr) end end) What this will do is bring up a ScreenGui for only that player so they can enter the PIN, and they can close it as well. You can modify as needed; have a great day! :D
There is an easier way, try this First, Create a GUI in StarterGui, then, Create a textbox and postion it, after that, create a local script inside and type this. local Password = math.random(1000, 9999) print(Password) game.ReplicatedStorage.Password.Value = Password script.Parent.FocusLost:Connect(function(enter) if enter then if script.Parent.Text == tostring(Password) then print("Correct!") script.Parent.BorderColor3 = Color3.new(0, 255, 0) Password = math.random(1000, 9999) game.ReplicatedStorage.Correct1:FireServer() print(Password) game.ReplicatedStorage.Password.Value = Password else print("wrong!") print(script.Parent.Text) script.Parent.BorderColor3 = Color3.new(255, 0, 0) end end end) That's all in the textbox. Or if you want a random username script, create a textlabel, then, create a local script in the textlabel and type in this. local UserText = script.Parent local Username = math.random(1,10) while true do if Username == 1 then UserText.Text = "John" elseif Username == 2 then UserText.Text = "Thomas" elseif Username == 3 then UserText.Text = "Raymond" elseif Username == 4 then UserText.Text = "Ray" elseif Username == 5 then UserText.Text = "Tom" elseif Username == 6 then UserText.Text = "Kai" elseif Username == 7 then UserText.Text = "Lloyd" elseif Username == 8 then UserText.Text = "Jay" elseif Username == 9 then UserText.Text = "User" else UserText.Text = "Guest" end wait() end All of those if statments are checking what username has been chosen. I have made a roblox game like this recently, so I just took all the script from the game. If you want to check out my game, Click Here
Join tiles in Corona SDK into one word for a Breakout game grid?
I have a game project to re-implement Breakout. I want to display two words, each word on a line. They are joined by the bricks block. Inside, the top line is the first name, aligned left. The bottom line is the last name, aligned right. They are input from textboxes, and rendered as shown: Each second that passes, the screen will add a configurable number of bricks to the grid (for example, five bricks per second) until the two words appear complete. I displayed a letter of the alphabet which is created from the matrix(0,1). ...But I don’t know how to join them into one word. How can I join these letters? This is what I've gotten so far: Bricks.lua local Bricks = display.newGroup() -- static object local Events = require("Events") local Levels = require("Levels") local sound = require("Sound") local physics = require("physics") local Sprites = require("Sprites") local Func = require("Func") local brickSpriteData = { { name = "brick", frames = {Sprites.brick} }, { name = "brick2", frames = {Sprites.brick2} }, { name = "brick3", frames = {Sprites.brick3} }, } -- animation table local brickAnimations = {} Sprites:CreateAnimationTable { spriteData = brickSpriteData, animationTable = brickAnimations } -- get size from temp object for later use local tempBrick = display.newImage('red_apple_20.png',300,500) --local tempBrick = display.newImage('cheryGreen2.png',300,500) local brickSize = { width = tempBrick.width, height = tempBrick.height } --tempBrick:removeSelf( ) ---------------- -- Rubble -- needs to be moved to its own file ---------------- local rubbleSpriteData = { { name = "rubble1", frames = {Sprites.rubble1} }, { name = "rubble2", frames = {Sprites.rubble2} }, { name = "rubble3", frames = {Sprites.rubble3} }, { name = "rubble4", frames = {Sprites.rubble4} }, { name = "rubble5", frames = {Sprites.rubble5} }, } local rubbleAnimations = {} Sprites:CreateAnimationTable { spriteData = rubbleSpriteData, animationTable = rubbleAnimations } local totalBricksBroken = 0 -- used to track when level is complete local totalBricksAtStart = 0 -- contains all brick objects local bricks = {} local function CreateBrick(data) -- random brick sprite local obj = display.newImage('red_apple_20.png') local objGreen = display.newImage('cheryGreen2.png') obj.name = "brick" obj.x = data.x --or display.contentCenterX obj.y = data.y --or 1000 obj.brickType = data.brickType or 1 obj.index = data.index function obj:Break() totalBricksBroken = totalBricksBroken + 1 bricks[self.index] = nil obj:removeSelf( ) sound.play(sound.breakBrick) end function obj:Update() if(self == nil) then return end if(self.y > display.contentHeight - 20) then obj:Break() end end if(obj.brickType ==1) then physics.addBody( obj, "static", {friction=0.5, bounce=0.5 } ) elseif(obj.brickType == 2) then physics.addBody( objGreen,"static",{friction=0.2, bounce=0.5, density = 1 } ) end return obj end local currentLevel = testLevel -- create level from bricks defined in an object -- this allows for levels to be designed local function CreateBricksFromTable(level) totalBricksAtStart = 0 local activeBricksCount = 0 for yi=1, #level.bricks do for xi=1, #level.bricks[yi] do -- create brick? if(level.bricks[yi][xi] > 0) then local xPos local yPos if(level.align == "center") then --1100-((99*16)*0.5) xPos = display.contentCenterX- ((level.columns * brickSize.width) * 0.5/3) + ((xi-1) * level.xSpace)--display.contentCenterX --xPos = 300 +(xi * level.xSpace) yPos = 100 + (yi * level.ySpace)--100 else xPos = level.xStart + (xi * level.xSpace) yPos = level.yStart + (yi * level.ySpace) end local brickData = { x = xPos, y = yPos, brickType = level.bricks[yi][xi], index = activeBricksCount+1 } bricks[activeBricksCount+1] = CreateBrick(brickData) activeBricksCount = activeBricksCount + 1 end end end totalBricks = activeBricksCount totalBricksAtStart = activeBricksCount end -- create bricks for level --> set from above functions, change function to change brick build type local CreateAllBricks = CreateBricksFromTable -- called by a timer so I can pass arguments to CreateAllBricks local function CreateAllBricksTimerCall() CreateAllBricks(Levels.currentLevel) end -- remove all brick objects from memory local function ClearBricks() for i=1, #bricks do bricks[i] = nil end end -- stuff run on enterFrame event function Bricks:Update() -- update individual bricks if(totalBricksAtStart > 0) then for i=1, totalBricksAtStart do -- brick exists? if(bricks[i]) then bricks[i]:Update() end end end -- is level over? if(totalBricksBroken == totalBricks) then Events.allBricksBroken:Dispatch() end end ---------------- -- Events ---------------- function Bricks:allBricksBroken(event) -- cleanup bricks ClearBricks() local t = timer.performWithDelay( 1000, CreateAllBricksTimerCall) --CreateAllBricks() totalBricksBroken = 0 -- play happy sound for player to enjoy sound.play(sound.win) print("You Win!") end Events.allBricksBroken:AddObject(Bricks) CreateAllBricks(Levels.currentLevel) return Bricks Levels.lua local Events = require("Events") local Levels = {} local function MakeLevel(data) local level = {} level.xStart = data.xStart or 100 level.yStart = data.yStart or 100 level.xSpace = data.xSpace or 23 level.ySpace = data.ySpace or 23 level.align = data.align or "center" level.columns = data.columns or #data.bricks[1] level.bricks = data.bricks --> required return level end Levels.test4 = MakeLevel { bricks = { {0,2,0,0,2,0,0,2,0}, {0,0,2,0,2,0,2,0,0}, {0,0,0,0,2,0,0,0,0}, {1,1,2,1,1,1,2,1,1}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, } } Levels.test5 = MakeLevel { bricks = { {0,0,0,1,0,0,0,0}, {0,0,1,0,1,0,0,0}, {0,0,1,0,1,0,0,0}, {0,1,0,0,0,1,0,0}, {0,1,1,1,1,1,0,0}, {1,0,0,0,0,0,1,0}, {1,0,0,0,0,0,1,0}, {1,0,0,0,0,0,1,0}, {1,0,0,0,0,0,1,0} } } -- Levels.test6 = MakeLevel2 -- { -- bricks = -- { ----A "a" = {{0,0,0,1,0,0,0,0}, -- {0,0,1,0,1,0,0,0}, -- {0,0,1,0,1,0,0,0}, -- {0,1,0,0,0,1,0,0}, -- {0,1,1,1,1,1,0,0}, -- {1,0,0,0,0,0,1,0}, -- {1,0,0,0,0,0,1,0}, -- {1,0,0,0,0,0,1,0}, -- {1,0,0,0,0,0,1,0}}, ----B -- "b" = {{1,1,1,1,0,0,0}, -- {1,0,0,0,1,0,0}, -- {1,0,0,0,1,0,0}, -- {1,0,0,0,1,0,0}, -- {1,1,1,1,0,0,0}, -- {1,0,0,0,1,0,0}, -- {1,0,0,0,0,1,0}, -- {1,0,0,0,0,1,0}, -- {1,1,1,1,1,0,0}}, --........... --....... --... -- --Z -- "z"= {{1,1,1,1,1,1,1,0}, -- {0,0,0,0,0,1,0,0}, -- {0,0,0,0,1,0,0,0}, -- {0,0,0,0,1,0,0,0}, -- {0,0,0,1,0,0,0,0}, -- {0,0,1,0,0,0,0,0}, -- {0,0,1,0,0,0,0,0}, -- {0,1,0,0,0,0,0,0}, -- {1,1,1,1,1,1,1,0}} -- } -- } -- stores all levels in ordered table so that one can be selected randomly by index Levels.levels = { --Levels.test4, Levels.test5 -- Levels.test6, } function Levels:GetRandomLevel() return self.levels[math.random(#Levels.levels)] end Levels.notPlayedYet = {} Levels.currentLevel = Levels:GetRandomLevel() -- Events function Levels:allBricksBroken(event) self.currentLevel = Levels:GetRandomLevel() end Events.allBricksBroken:AddObject(Levels) return Levels The work I've done thus far (same as above) as an external download: http://www.mediafire.com/download/1t89ftkbznkn184/Breakout2.rar
In the interest of actually answering the question: I'm not 100% sure what you mean by "How can I join these letters", but from poking through the code I have a guess, so please clarify on whether it is accurate, or if I am wrong about what you wanted. Scenario 1 You haven't successfully achieved the image illustrated in the screenshot - you've been able to draw one letter, but not multiple ones. In this case, you'll need to have a better understanding of what your code is doing. The CreateBricksFromTable function takes in a Level object, which is created by the MakeLevel function from a table with a bricks property, which is a table of tables that represent rows with columns in them, showing what type of brick should be at each position. In your commented-out level, you have created an table where the bricks field contains a field for each letter, but the MakeLevel function still expects a bricks field that directly contains the grid of blocks. You will have to - as it seems you attempted - create a MakeWordLevel function (or the like) that takes this letter list, and a word for each line, and constructs a larger grid by copying the appropriate letters into it. StackOverflow is not your programming tutor, and an SO question is not the right forum for having people write code for you or getting into step-by-step details of how to do this, but I'll leave you a basic outline. Your function would look something like this: local function MakeWordLevel(data, line1, line2) local level = {} ... return level end And then would have to: Populate all of the same properties that MakeLevel does Calculate how wide (level.columns) the level should be with all the letters Create a table in the same format as the bricks properties, but big enough to hold all of the letters Go through the input strings (line1 and line2), find the correct letter data from what is now the test6 array, and copy that data into the large table Assign that table as level.bricks This question already is a bit outside of what StackOverflow is intended for in that it asks about how to implement a feature rather than achieve a small, specific programming task, so any further followup should take place in a chatroom - perhaps the Hello World room would be helpful. Scenario 2: This was my original guess, but after considering and reading past edits, I doubt this is answering the right question You may want a solid "background" of, say, red blocks, surrounding your letters and making the field into a solid "wall", with the name in a different color. And you may want these bricks to slowly show up a few at a time. In that case, the main thing you need to do is keep track of what spaces are "taken" by the name bricks. There are many ways to do this, but I would start with a matrix to keep track of that - as big as the final playing field - full of 0's. Then, as you add the bricks for the name, set a 1 at the x,y location in that matrix according to that block's coordinate. When you want to fill in the background, each time you go to add a block at a coordinate, check that "taken" matrix before trying to add a block - if it's taken (1), then just skip it and move onto the next coordinate. This works if you're filling in the background blocks sequentially (say, left to right, top to bottom), or if you want to add them randomly. With random, you'd also want to keep updating the "taken" matrix so you don't try to add a block twice. The random fill-in, however, presents its own problem - it will keep taking longer to fill in as it goes, because it'll find more and more "taken" blocks and have to pick a new one. There are solutions to this, of course, but I won't go too far down that road when I don't know if that's even what you want.
I don't really understand (or read, for that matter) your code but from what I see joining them into complete words is easy. You have two possibilities. You can "render" them directly into your level/display data, simply copy them to the appropriate places, like this: -- The level data. local level = {} -- Create the level data. for row = 1, 25, 1 do local rowData = {} for column = 1, 80, 1 do rowData[column] = "." end level[row] = rowData end -- Now let us setup the letters. local letters = { A = { {".",".",".","#",".",".",".","."}, {".",".","#",".","#",".",".","."}, {".",".","#",".","#",".",".","."}, {".","#",".",".",".","#",".","."}, {".","#","#","#","#","#",".","."}, {"#",".",".",".",".",".","#","."}, {"#",".",".",".",".",".","#","."}, {"#",".",".",".",".",".","#","."}, {"#",".",".",".",".",".","#","."} }, B = { {"#","#","#","#",".",".","."}, {"#",".",".",".","#",".","."}, {"#",".",".",".","#",".","."}, {"#",".",".",".","#",".","."}, {"#","#","#","#",".",".","."}, {"#",".",".",".","#",".","."}, {"#",".",".",".",".","#","."}, {"#",".",".",".",".","#","."}, {"#","#","#","#","#",".","."} } } -- The string to print. local text = "ABBA" -- Let us insert the data into the level data. for index = 1, #text, 1 do local char = string.sub(text, index, index) local charData = letters[char] local offset = index * 7 for row = 1, 9, 1 do local rowData = charData[row] for column = 1, 7, 1 do level[row][offset + column] = rowData[column] end end end -- Print everything for row = 1, 25, 1 do local rowData = level[row] for column = 1, 80, 1 do io.write(rowData[column]) end print() end You save you letters in a lookup table and then copy them, piece by piece, to the level data. Here I replaced the numbers with dots and number signs to make it prettier on the command line. Alternately to that you can also "render" the words into a prepared buffer and then insert that into the level data by using the same logic.
how to generate endless random objects in corona SDK?
so I am very new to coding in general and I am trying to make a vertically-scrolling endless runner which basically involves jumping onto platforms to stay alive.I want to generate the same platform in three different locations endlessly. I basically copied some code from an article on the internet and then changed it around to try to make it suit my needs. However, when I run my code in the simulator, one platform is generated in the same location and no others appear. Also, when I look at the console, random numbers do appear. here is the code I am using local blocks = display.newGroup () local groundMin = 200 local groundMax = 100 local groundLevel = groundMin local function blockgenerate( event ) for a = 1, 1, -1 do isDone = false numGen = math.random(3) local newBlock print (numGen) if (numGen == 1 and isDone == false) then newBlock = display.newImage ("platform.jpg") end if (numGen == 2 and isDone == false) then newBlock = display.newImage ("platform.jpg") end if (numGen == 3 and isDone == false) then newBlock = display.newImage ("platform.jpg") end newBlock.name = ("block" .. a) newBlock.id = a newBlock.x = (a * 100) - 100 newBlock.y = groundLevel blocks : insert(newBlock) end end timer.performWithDelay (1000, blockgenerate, -1) thank you very much in advance and sorry my description was so long
Your "a" variable is always going to be 1. Perhaps you meant to use: a = a + 1
Positional Argument Undefined
I am working on a larger project to write a code so the user can play Connect 4 against the computer. Right now, the user can choose whether or not to go first and the board is drawn. While truing to make sure that the user can only enter legal moves, I have run into a problem where my function legal_moves() takes 1 positional argument, and 0 are given, but I do not understand what I need to do to male everything agree. #connect 4 #using my own formating import random #define global variables X = "X" O = "O" EMPTY = "_" TIE = "TIE" NUM_ROWS = 6 NUM_COLS = 8 def display_instruct(): """Display game instructions.""" print( """ Welcome to the second greatest intellectual challenge of all time: Connect4. This will be a showdown between your human brain and my silicon processor. You will make your move known by entering a column number, 1 - 7. Your move (if that column isn't already filled) will move to the lowest available position. Prepare yourself, human. May the Schwartz be with you! \n """ ) def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = input(question).lower() return response def ask_number(question,low,high): """Ask for a number within range.""" #using range in Python sense-i.e., to ask for #a number between 1 and 7, call ask_number with low=1, high=8 low=1 high=NUM_COLS response = None while response not in range (low,high): response=int(input(question)) return response def pieces(): """Determine if player or computer goes first.""" go_first = ask_yes_no("Do you require the first move? (y/n): ") if go_first == "y": print("\nThen take the first move. You will need it.") human = X computer = O else: print("\nYour bravery will be your undoing... I will go first.") computer = X human = O return computer, human def new_board(): board = [] for x in range (NUM_COLS): board.append([" "]*NUM_ROWS) return board def display_board(board): """Display game board on screen.""" for r in range(NUM_ROWS): print_row(board,r) print("\n") def print_row(board, num): """Print specified row from current board""" this_row = board[num] print("\n\t| ", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num],"|") print("\t", "|---|---|---|---|---|---|---|") # everything works up to here! def legal_moves(board): """Create list of column numbers where a player can drop piece""" legals = [] if move < NUM_COLS: # make sure this is a legal column for r in range(NUM_ROWS): legals.append(board[move]) return legals #returns a list of legal columns #in human_move function, move input must be in legal_moves list print (legals) def human_move(board,human): """Get human move""" legals = legal_moves(board) print("LEGALS:", legals) move = None while move not in legals: move = ask_number("Which column will you move to? (1-7):", 1, NUM_COLS) if move not in legals: print("\nThat column is already full, nerdling. Choose another.\n") print("Human moving to column", move) return move #return the column number chosen by user def get_move_row(turn,move): move=ask_number("Which column would you like to drop a piece?") for m in range (NUM_COLS): place_piece(turn,move) display_board() def place_piece(turn,move): if this_row[m[move]]==" ": this_row.append[m[move]]=turn display_instruct() computer,human=pieces() board=new_board() display_board(board) move= int(input("Move?")) legal_moves() print ("Human:", human, "\nComputer:", computer)
Right down the bottom of the script, you call: move= int(input("Move?")) legal_moves() # ^ no arguments This does not supply the necessary board argument, hence the error message.