This is all so pointless lol, but it's funny

yeah
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foreverpyrite
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# Python-generated files
__pycache__/
*.py[oc]
build/
dist/
wheels/
*.egg-info
# Virtual environments
.venv

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3.13

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# tic-tac-toe
This silly little repo showcases the stupid amount of effort I put into a python course.
You can see in the full spec it just wanted me to write out four silly little functions, but that's not what I did.
Because I was trying to be thorough and not hardcode anything.
I ended up hardcoding the display and logic for who wins, along with poor detection for ties.
Way way way more effort than it was worth and I don't even think it'll get accepted lol.
~~Plot twist: You didn't have to do it at all!!!~~
## Running the program
uhh...okay I guess?
Just download `main.py` and run `py main.py` on Windows or `./main.py` on Linux
## The specific instructions
<details>
<summary>It did NOT tell me to make classes or anything, it just wanted simple programming</summary>
### Scenario
Your task is to write **a simple program which pretends to play *tic-tac-toe* with the user**. To make it all easier for you, we've decided to simplify the game. Here are our assumptions:
- the computer (i.e., your program) should play the game using `'X's`;
- the user (e.g., you) should play the game using `'O'`s;
- the first move belongs to the computer it always puts its first `'X'` in the middle of the board;
- all the squares are numbered row by row starting with `1` (see the example session below for reference)
- the user inputs their move by entering the number of the square they choose the number must be valid, i.e., it must be an integer, it must be greater than `0` and less than `10`, and it cannot point to a field which is already occupied;
- the program checks if the game is over there are four possible verdicts: the game should continue, the game ends with a tie, you win, or the computer wins;
- the computer responds with its move and the check is repeated;
- don't implement any form of artificial intelligence a random field choice made by the computer is good enough for the game.
The example session with the program may look as follows:
```
+-------+-------+-------+
| | | |
| 1 | 2 | 3 |
| | | |
+-------+-------+-------+
| | | |
| 4 | X | 6 |
| | | |
+-------+-------+-------+
| | | |
| 7 | 8 | 9 |
| | | |
+-------+-------+-------+
Enter your move: 1
+-------+-------+-------+
| | | |
| O | 2 | 3 |
| | | |
+-------+-------+-------+
| | | |
| 4 | X | 6 |
| | | |
+-------+-------+-------+
| | | |
| 7 | 8 | 9 |
| | | |
+-------+-------+-------+
+-------+-------+-------+
| | | |
| O | X | 3 |
| | | |
+-------+-------+-------+
| | | |
| 4 | X | 6 |
| | | |
+-------+-------+-------+
| | | |
| 7 | 8 | 9 |
| | | |
+-------+-------+-------+
Enter your move: 8
+-------+-------+-------+
| | | |
| O | X | 3 |
| | | |
+-------+-------+-------+
| | | |
| 4 | X | 6 |
| | | |
+-------+-------+-------+
| | | |
| 7 | O | 9 |
| | | |
+-------+-------+-------+
+-------+-------+-------+
| | | |
| O | X | 3 |
| | | |
+-------+-------+-------+
| | | |
| 4 | X | X |
| | | |
+-------+-------+-------+
| | | |
| 7 | O | 9 |
| | | |
+-------+-------+-------+
Enter your move: 4
+-------+-------+-------+
| | | |
| O | X | 3 |
| | | |
+-------+-------+-------+
| | | |
| O | X | X |
| | | |
+-------+-------+-------+
| | | |
| 7 | O | 9 |
| | | |
+-------+-------+-------+
+-------+-------+-------+
| | | |
| O | X | X |
| | | |
+-------+-------+-------+
| | | |
| O | X | X |
| | | |
+-------+-------+-------+
| | | |
| 7 | O | 9 |
| | | |
+-------+-------+-------+
Enter your move: 7
+-------+-------+-------+
| | | |
| O | X | X |
| | | |
+-------+-------+-------+
| | | |
| O | X | X |
| | | |
+-------+-------+-------+
| | | |
| O | O | 9 |
| | | |
+-------+-------+-------+
You won!
```
### Requirements
Implement the following features:
- the board should be stored as a three-element list, while each element is another three-element list (the inner lists represent rows) so that all of the squares may be accessed using the following syntax:
```
board[row][column]
```
each of the inner list's elements can contain 'O', 'X', or a digit representing the square's number (such a square is considered free)
the board's appearance should be exactly the same as the one presented in the example.
implement the functions defined for you in the editor.
Drawing a random integer number can be done by utilizing a Python function called `randrange()`. The example program below shows how to use it (the program prints ten random numbers from 0 to 8).
[!NOTE] the `from-import` instruction provides access to the `randrange` function defined within an external Python module callled `random`.
```python
from random import randrange
for i in range(10):
print(randrange(8))
```
```python
def display_board(board):
# The function accepts one parameter containing the board's current status
# and prints it out to the console.
def enter_move(board):
# The function accepts the board's current status, asks the user about their move,
# checks the input, and updates the board according to the user's decision.
def make_list_of_free_fields(board):
# The function browses the board and builds a list of all the free squares;
# the list consists of tuples, while each tuple is a pair of row and column numbers.
def victory_for(board, sign):
# The function analyzes the board's status in order to check if
# the player using 'O's or 'X's has won the game
def draw_move(board):
# The function draws the computer's move and updates the board.
```
<details>
<summary>Their solution</summary>
```python
from random import randrange
def display_board(board):
print("+-------" * 3,"+", sep="")
for row in range(3):
print("| " * 3,"|", sep="")
for col in range(3):
print("| " + str(board[row][col]) + " ", end="")
print("|")
print("| " * 3,"|",sep="")
print("+-------" * 3,"+",sep="")
def enter_move(board):
ok = False # fake assumption - we need it to enter the loop
while not ok:
move = input("Enter your move: ")
ok = len(move) == 1 and move >= '1' and move <= '9' # is user's input valid?
if not ok:
print("Bad move - repeat your input!") # no, it isn't - do the input again
continue
move = int(move) - 1 # cell's number from 0 to 8
row = move // 3 # cell's row
col = move % 3 # cell's column
sign = board[row][col] # check the selected square
ok = sign not in ['O','X']
if not ok: # it's occupied - to the input again
print("Field already occupied - repeat your input!")
continue
board[row][col] = 'O' # set '0' at the selected square
def make_list_of_free_fields(board):
free = []
for row in range(3): # iterate through rows
for col in range(3): # iterate through columns
if board[row][col] not in ['O','X']: # is the cell free?
free.append((row,col)) # yes, it is - append new tuple to the list
return free
def victory_for(board,sgn):
if sgn == "X": # are we looking for X?
who = 'me' # yes - it's computer's side
elif sgn == "O": # ... or for O?
who = 'you' # yes - it's our side
else:
who = None # we should not fall here!
cross1 = cross2 = True # for diagonals
for rc in range(3):
if board[rc][0] == sgn and board[rc][1] == sgn and board[rc][2] == sgn: # check row rc
return who
if board[0][rc] == sgn and board[1][rc] == sgn and board[2][rc] == sgn: # check column rc
return who
if board[rc][rc] != sgn: # check 1st diagonal
cross1 = False
if board[2 - rc][2 - rc] != sgn: # check 2nd diagonal
cross2 = False
if cross1 or cross2:
return who
return None
def draw_move(board):
free = make_list_of_free_fields(board) # make a list of free fields
cnt = len(free)
if cnt > 0:
this = randrange(cnt)
row, col = free[this]
board[row][col] = 'X'
board = [ [3 * j + i + 1 for i in range(3)] for j in range(3) ]
board[1][1] = 'X' # set first 'X' in the middle
free = make_list_of_free_fields(board)
human_turn = True # which turn is it now?
while len(free):
display_board(board)
if human_turn:
enter_move(board)
victor = victory_for(board,'O')
else:
draw_move(board)
victor = victory_for(board,'X')
if victor != None:
break
human_turn = not human_turn
free = make_list_of_free_fields(board)
display_board(board)
if victor == 'you':
print("You won!")
elif victor == 'me':
print("I won")
else:
print("Tie!")
```
</details>
</details>

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#!/usr/bin/env python3
from random import choice
from enum import Enum
from sys import exit
from textwrap import dedent
class CellState(Enum):
"""
Enum to track the state for a cell on the board
X is a cell marked by the computer,
O is a cell marked by the player,
U is a cell that is unmarked
"""
X = False
O = True
U = None
class TicTacToe:
def __init__(self) -> None:
self.board: list[list[CellState]] = [
[CellState.U, CellState.U, CellState.U],
[CellState.U, CellState.U, CellState.U],
[CellState.U, CellState.U, CellState.U],
]
self.turn = 0
# Duplicate code in this function because I don't think I'm getting
# a mutable reference in Python, and I don't know a better way :pensive:
def change_state(self, cell: int, state: CellState) -> None:
# Data integreity check cause this is Python rip
if cell not in range(1, 10):
raise ValueError(f"Cell {cell} is not a number 1-9.")
if state.value is None:
raise ValueError("Cell cannot be reset to initial state")
# Okay cool now actually changing the state
# Decrements cell by one to turn into a valid index
index: int = cell - 1
# Decides the row using floor divison on the index
# (the amount of times index evenly divides into 3 is what list it will be in)
row: int = index // 3
# Gets the remanider of the previous operation to decide what row it's in
col: int = index % 3
self.board[row][col] = state
def get_cell(self, cell: int):
if cell not in range(1, 10):
raise ValueError(f"Cell {cell} is not a number 1-9.")
index: int = cell - 1
# Decides the row using floor divison on the index
# (the amount of times index evenly divides into 3 is what list it will be in)
row: int = index // 3
# Gets the remanider of the previous operation to decide what row it's in
col: int = index % 3
return self.board[row][col]
def display_cell(self, cell: int) -> str:
sign = self.get_cell(cell).name
return sign if not sign == "U" else str(cell)
def unmarked_cells(self) -> tuple[int, ...]:
unmarked: list[int] = []
for i in range(1, 10):
if self.get_cell(i).value is None:
unmarked.append(i)
else:
continue
return tuple(unmarked)
def main():
tic_tac_toe = TicTacToe()
# Game loop
while True:
# Check to see if the game tied
# (I'm too lazy to think about using turn count to do this quicker)
if len(tic_tac_toe.unmarked_cells()) == 0:
print("What a tie!")
break
# Incriment turn count
tic_tac_toe.turn += 1
# Emulate computer turn
draw_move(tic_tac_toe)
display_board(tic_tac_toe)
# Check if computer won
if victory_for(tic_tac_toe, CellState.X):
print("Computer won :(")
break
# Start player turn
enter_move(tic_tac_toe)
display_board(tic_tac_toe)
# Check if player won
if victory_for(tic_tac_toe, CellState.O):
print("You won!")
break
def display_board(board: TicTacToe):
# The function accepts one parameter containing the board's current status
# and prints it out to the console.
board_display = f"""\
+-------+-------+-------+
| | | |
| {board.display_cell(1)} | {board.display_cell(2)} | {board.display_cell(3)} |
| | | |
+-------+-------+-------+
| | | |
| {board.display_cell(4)} | {board.display_cell(5)} | {board.display_cell(6)} |
| | | |
+-------+-------+-------+
| | | |
| {board.display_cell(7)} | {board.display_cell(8)} | {board.display_cell(9)} |
| | | |
+-------+-------+-------+
"""
print(dedent(board_display), end="")
def enter_move(board: TicTacToe) -> None:
# The function accepts the board's current status, asks the user about their move,
# checks the input, and updates the board according to the user's decision.
while True:
user_input: str = input("Enter your move: ")
cell: int
try:
cell = int(user_input)
except ValueError:
print("Please enter a valid value")
continue
if cell not in board.unmarked_cells():
print("Please choose an unoccupied sqare")
continue
break
board.change_state(cell, CellState.O)
def make_list_of_free_fields(board: TicTacToe) -> list[tuple[int, int]]:
# The function browses the board and builds a list of all the free squares;
# the list consists of tuples, while each tuple is a pair of row and column numbers.
free_fields: list[tuple[int, int]] = []
unmarked_cells = board.unmarked_cells()
for i in unmarked_cells:
cell = i
free_fields.append((cell // 3 + 1, cell % 3 + 1))
return free_fields
def victory_for(board: TicTacToe, sign: CellState) -> bool:
# The function analyzes the board's status in order to check if
# the player using 'O's or 'X's has won the game
# The is certainly a better way to approach this, but oh well
# For example, if any of the spaces in a condition are unmarked, then it should be ignored
row1 = board.board[0]
row2 = board.board[1]
row3 = board.board[2]
col1 = [row1[0], row2[0], row3[0]]
col2 = [row1[1], row2[1], row3[1]]
col3 = [row1[2], row2[2], row3[2]]
diag1 = [row1[0], row2[1], row3[2]]
diag2 = [row1[2], row2[1], row3[0]]
win_conditions = [row1, row2, row3, col1, col2, col3, diag1, diag2]
for condition in win_conditions:
if all(state == sign for state in condition):
return True
return False
def draw_move(board: TicTacToe):
# The function draws the computer's move and updates the board.
# Puts an X in the middle of the board on the first turn, otherwise
computer_cell: int = 5 if board.turn == 1 else choice(board.unmarked_cells())
board.change_state(computer_cell, CellState.X)
if __name__ == "__main__":
try:
main()
exit(0)
except KeyboardInterrupt:
print("\nQuitting game...")
exit(0)
except:
exit(1)

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[project]
name = "tic-tac-toe"
version = "0.1.0"
description = "All of this is unnecassary, it's supposed to be a simple tic-tac-toe implementation lol"
readme = "README.md"
requires-python = ">=3.13"
dependencies = []