本文整理汇总了Python中languages.Alphabet.bit_pattern方法的典型用法代码示例。如果您正苦于以下问题:Python Alphabet.bit_pattern方法的具体用法?Python Alphabet.bit_pattern怎么用?Python Alphabet.bit_pattern使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类languages.Alphabet
的用法示例。
在下文中一共展示了Alphabet.bit_pattern方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: init_crosschecks
# 需要导入模块: from languages import Alphabet [as 别名]
# 或者: from languages.Alphabet import bit_pattern [as 别名]
def init_crosschecks(self):
""" Calculate and return a list of cross-check bit patterns for the indicated axis """
# The cross-check set is the set of letters that can appear in a square
# and make cross words (above/left and/or below/right of the square) valid
board = self._autoplayer.board()
# Prepare to visit all squares on the axis
x, y = self.coordinate_of(0)
xd, yd = self.coordinate_step()
# Fetch the default cross-check bits, which depend on the rack.
# If the rack contains a wildcard (blank tile), the default cc set
# contains all letters in the Alphabet. Otherwise, it contains the
# letters in the rack.
all_cc = self._autoplayer.rack_bit_pattern()
# Go through the open squares and calculate their cross-checks
for ix in range(Board.SIZE):
cc = all_cc # Start with the default cross-check set
if not board.is_covered(x, y):
if self.is_horizontal():
above = board.letters_above(x, y)
below = board.letters_below(x, y)
else:
above = board.letters_left(x, y)
below = board.letters_right(x, y)
query = u'' if not above else above
query += u'?'
if below:
query += below
if len(query) > 1:
# Nontrivial cross-check: Query the word database for words that fit this pattern
matches = Wordbase.dawg().find_matches(query, sort = False) # Don't need a sorted result
bits = 0
if matches:
cix = 0 if not above else len(above)
# Note the set of allowed letters here
bits = Alphabet.bit_pattern([wrd[cix] for wrd in matches])
# Reduce the cross-check set by intersecting it with the allowed set.
# If the cross-check set and the rack have nothing in common, this
# will lead to the square being marked as closed, which saves
# calculation later on
cc &= bits
# Initialize the square
self._sq[ix].init(self._autoplayer, x, y, cc)
# Keep track of empty squares within the axis in a bit pattern for speed
if self._sq[ix].is_empty():
self._empty_bits |= (1 << ix)
x += xd
y += yd
示例2: __init__
# 需要导入模块: from languages import Alphabet [as 别名]
# 或者: from languages.Alphabet import bit_pattern [as 别名]
def __init__(self, state):
# List of valid, candidate moves
self._candidates = []
self._state = state
self._board = state.board()
# The rack that the autoplayer has to work with
self._rack = state.player_rack().contents()
# Calculate a bit pattern representation of the rack
if u'?' in self._rack:
# Wildcard in rack: all letters allowed
self._rack_bit_pattern = Alphabet.all_bits_set()
else:
# No wildcard: limits the possibilities of covering squares
self._rack_bit_pattern = Alphabet.bit_pattern(self._rack)