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patternpythonMinor

Mastermind game in Python

Submitted by: @import:stackexchange-codereview··
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mastermindgamepython

Problem

I am a C#/.Net developer and have decided it is time to branch out and really learn Python. I started with a simple implementation of a Mastermind-esque game. Any comments about the code would be greatly appreciated. I already know the gameplay isn't perfect, but it was just a quick attempt. I also am aware that there isn't much user input checking, but again, quick attempt.

```
import random

class Game(object):
def run(self):
guesses = []
game_states = []
length = int(input("Choose length of code to break: "))
code = [random.randint(0, 9) for i in range(length)]

def take_guess():
correct_guess_length = False
while not correct_guess_length:
guess = input("Guess a number of length {0}: ".format(length))
if len(guess) != length:
print("Guesses must be a number of length {0}.".format(length))
else:
correct_guess_length = True
return guess

def check_guess(guess):
return all([x == y for x, y in zip(guess, code)])

def evaluate_guess(guess):
new_state = []
for pos, number in enumerate(guess):
if code[pos] == number:
new_state.append(str(number))
elif number in code:
new_state.append("O")
else:
new_state.append("X")
game_states.append(''.join([c for c in new_state]))

def print_game_state():
print()
for guess, state in zip(guesses, game_states):
print("{0}\t{1}".format(guess, state))

correct = False
while not correct:
guess = take_guess()
guesses.append(guess)
guess_as_ints = [int(c) for c in guess]
if not check_guess(guess_as_ints):
evaluate_guess(guess_as_ints)
print_game_state()

Solution

Organization

As Simon points out, you shouldn't put the list of functions inside of run. It doesn't make much sense. Move them out into the class.
Use self

self in python is equivalent to this in C# and many other languages.

This:

guesses = []
    game_states = []
    length = int(input("Choose length of code to break: "))
    code = [random.randint(0, 9) for i in range(length)]


Should be this:

def __init__(self):
    self.guesses = []
    self.game_states = []
    self.code = [] # Add this later when you define length.


(Also, I would keep length as a local variable defined in run and then refer to len(self.code) instead.)

I would advise you look at how Python classes work.

You can replace random.randint(0, 9) with random.randrange(10).

Furthermore, once you pull the functions out of run, things like:

def take_guess():


become:

def take_guess(self):


Naming

correct_guess_length = False


I expect a varaible with the name of length have some sort of integer (maybe real?) value. A boolean? Not often.

You don't really need this anyway!

else:
                correct_guess_length = True


Can just be:

else:
                break


I would probably just get rid of that too and say:

else:
                return guess


Same thing goes for:

correct = False
    while not correct:
        ...


You can get rid of these and use a break statement instead.
randrange

code = [random.randint(0, 9) for i in range(length)]


Is pretty good except, randrange is a little more specialized for this:

code = [random.randrange(10) for _ in range(length)]


(Also, when you disregard a variable the convention is to use _, not i.)
__str__

Since you rap everything in a game object, maybe you should give it a string representation overloading the __str__ function, and just print out the string representation of itself. Move print_game_state to __str__.

Code Snippets

guesses = []
    game_states = []
    length = int(input("Choose length of code to break: "))
    code = [random.randint(0, 9) for i in range(length)]
def __init__(self):
    self.guesses = []
    self.game_states = []
    self.code = [] # Add this later when you define length.
def take_guess():
def take_guess(self):
correct_guess_length = False

Context

StackExchange Code Review Q#150034, answer score: 7

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