#!/usr/bin/env python3
# -*- coding: utf-8 -*-

"""
Project:    Hangman
File:       hangman.py
Author:     <NAME>

Created:    2017-11-24
IDE:        PyCharm Community Edition

Synopsis:
            hangman.py [ARGUMENT]

Description:
            A simple hangman game that runs in the command line.
            To play the game, figure out a proverb by guessing
            letters. If you guess a letter that's not in the
            proverb and you've already guessed it, you get
            a penalty. The game ends when you guess all letters
            correctly or when the hangman is finished.

            Optional arguments

            -h, --help
                show this docstring and exit

Notes:
            The proverbs come from a text file in the resources folder.

            The proverb file's first line contains an alphabet
            including all the single characters the proverbs have
            but excluding punctuation marks and characters not used
            in non-contracted words like quotation marks or apostrophes.

            For example for English it's abcdefghijklmnopqrstuvwxyz
            and for Hungarian it's aábcdeéfghiíjklmnoóöőpqrstuúüűvwxyz

            Each proverb is in a new line and there are no blank
            lines in the file. Blank lines would cause the game
            not to work properly.

            The file ends with the END_OF_FILE string, after that
            everything's ignored.

Exit codes:
            0: Program exited without errors
            1: one or modules couldn't be loaded
            2: incorrect argument passed in command line
"""

import os
import random
import sys

import matplotlib.pyplot as plt
import matplotlib.image as mpimg

from lib import get_ui_strings

__author__ = "<NAME>"
__copyright__ = "Copyright (c) 2017., <NAME>"
__license__ = "Apache 2.0"
__version__ = "1.1"
__email__ = "<EMAIL>"
__status__ = "Development"


# TODO: test on Windows


def get_proverb(filename):
    """
    This function reads a random line from a given file.

    :param filename: absolute or relative path to a file
    :type filename: str
    :return: a proverb
    :rtype: str
    """
    _ = 0  # initialize here
    with open(filename) as f:
        for _, line in enumerate(f):
            if "END_OF_FILE" in line:
                _ -= 1
                break

    # starts with index 1 because the first (index 0) line contains
    # the alphabet with all the letters used in proverbs in the file
    x = random.randint(1, _)
    with open(filename) as f:
        for _, line in enumerate(f):
            if _ == x:
                return line[:-1]


def get_alphabet(filename):
    """
    This function returns the alphabet, all the letters
    used in the proverbs in the file. The alphabet is
    the first line of the file.

    :param filename: the proverbs file
    :type filename: str
    :return: uppercase alphabet
    :rtype: str
    """
    with open(filename) as f:
        return f.readline().strip().upper()


def draw_hangman(x):
    """
    Creates a simple ASCII art of a hangman step by step from 0 to 10,
    then returns it as a string.

    :param x: current step
    :type x: int
    :return: simple ASCII art
    :rtype: str
    """
    if x == 0:
        img = "\n"
        img += " " + "—" * 15 + "\n"
        img += "   |" + " " * 9 + "|\n"
        img += "   |\n" * 6
        img += " " + "—" * 8

        return img
        #imgplot = plt.imshow(mpimg.imread('turtle7.jpg'))
        #plt.show()
    elif x == 1:
        imgplot = plt.imshow(mpimg.imread('turtle6.jpg'))
        plt.show()
    elif x == 2:
        imgplot = plt.imshow(mpimg.imread('turtle5.jpg'))
        plt.show()
    elif x == 3:
        imgplot = plt.imshow(mpimg.imread('turtle4.jpg'))
        plt.show()
    elif x == 4:
        imgplot = plt.imshow(mpimg.imread('turtle3.jpg'))
        plt.show()
    elif x == 5:
        imgplot = plt.imshow(mpimg.imread('turtle2.jpg'))
        plt.show()
    else:
        imgplot = plt.imshow(mpimg.imread('turtle1.jpg'))
        plt.show()

   # return img


def incomplete_proverb(pvb, lst, abc):
    """
    Returns a string where the unknown letters are replaced with
    underscores.
    Assumes everything is uppercase.

    :param abc: the alphabet used in the proverbs
    :type abc: str
    :param pvb: a proverb
    :type pvb: str
    :param lst: known letters
    :type lst: list
    :return: proverb with underscores replacing unknown letters
    :rtype: str
    """
    ret = ""
    for c in pvb:
        if c in abc and c not in lst:
            ret += "_"
        else:
            ret += c

    return ret


def wrong_guesses_to_display(lst):
    """
    Make a string from a list

    :param lst: list of strings
    :type lst: list
    :return: a string
    :rtype: str
    """
    ret = ""
    for _ in lst:
        if len(_) == 1:
            if len(ret) > 0:
                ret += ", " + _
            else:
                ret += _
    return ret


def complete_proverb(pvb):
    """
    Checks if the proverb is complete.
    Assumes the proverb is converted to have underscores replacing
    unknown letters.
    Assumes everything is uppercase.

    :param pvb: a proverb
    :type pvb: str
    :return: True | False
    :rtype: bool
    """
    if "_" not in pvb:
        return True
    return False


def letter_only(guess, abc):
    """
    Checks if the player's guess is a single ASCII letter only.

    :param abc: the alphabet used in the proverbs
    :type abc: str
    :param guess: the player's guess
    :type guess: str
    :return: True | False
    :rtype: bool
    """
    if len(guess) == 1 and guess.upper() in abc:
        return True
    return False


def used_letters(guess, pvb, lst):
    """
    Checks if the player's guess is in the proverb. Adds it to the
    list of used letters if it's not.
    Assumes everything is uppercase.

    :param guess: the player's guess, a single letter
    :type guess: str
    :param pvb: the proverb
    :type pvb: str
    :param lst: known letters
    :type lst: list
    :return: known letters updated and sorted
    :rtype: list
    """
    if guess not in pvb:
        lst.append(guess)

    return sorted(lst)


def in_proverb(guess, pvb):
    """
    Checks if the player's guess is in the proverb.
    Assumes everything is uppercase.

    :param guess: a single letter
    :type guess: str
    :param pvb: the proverb
    :type pvb: str
    :return: True | False
    :rtype: bool
    """
    if guess in pvb:
        return True
    return False


def already_guessed(guess, lst):
    """
    Checks if the player's guess was already made.
    Assumes everything is uppercase.

    :param guess: a single letter
    :type guess: str
    :param lst: the list of guesses
    :type lst: list
    :return: True | False
    :rtype: bool
    """
    if guess in lst:
        return True
    return False


def get_max_guess_number():
    """
    Returns the number of guesses the player has
    :return: max guess number
    :rtype: int
    """
    return 6


if __name__ == '__main__':
    # Wrong argument message
    message = "Argument unrecognized.\n" \
              "Usage:\n" \
              "     game.py\n" \
              "     game.py -h\n" \
              "     game.py --help"

    # Check arguments
    if len(sys.argv) == 1:
        pass
    elif len(sys.argv) > 2:
        print(message)
        sys.exit(2)
    elif sys.argv[1] == "-h" or sys.argv[1] == "--help":
        print(__doc__)
        sys.exit(2)
    else:
        print(message)
        sys.exit(2)

    language_file = os.path.join("resources", "lang.csv")
    language_list = get_ui_strings.get_language_list(language_file)

    # Set a string to clear the command line
    # Tested only on Linux
    cls = "\033[H\033[J"
    # Clear command line
    print(cls, end="")

    # Ask player to choose language
    for i, l in enumerate(language_list):
        print(f"    {i + 1}: {l}")

    selection = 0
    while selection < 1 or selection > len(language_list):
        selection = input("--> ")
        if selection == "exit" or selection == "quit":
            sys.exit(0)
        try:
            selection = int(selection)
        except ValueError:
            pass

    language = language_list[selection - 1]

    # Get the strings corresponding to selected language
    # used in-game from lang.csv
    string_list = get_ui_strings.get_strings(language_file, language)

    # File name and path of proverbs file
    prv_file = string_list[1]
    prv_path = os.path.join("resources", prv_file)

    # Get proverb
    proverb = get_proverb(prv_path)
    # Get alphabet
    alphabet = get_alphabet(prv_path)

    # Welcome message
    print(cls, end="")
    print(string_list[4])
    input()

    # Bye message
    bye = string_list[5]
    # Uppercase proverb
    proverb = proverb.upper()
    # List of the letters guessed and not in the proverb
    non_matches = []
    # List of the letters guessed and in the proverb
    matches = []
    # The proverb with underscores replacing unknown letters
    incomplete = incomplete_proverb(proverb, matches, alphabet)

    message = ""

    # Continue asking for input until the hangman
    # or the game is finished
    while len(non_matches) < get_max_guess_number():
        print(cls, end="")

        print(draw_hangman(len(non_matches)))

        inc_guesses = wrong_guesses_to_display(sorted(non_matches))
        # Print list of incorrect guesses
        print(f"{string_list[6]}".replace("VARIABLE", f"{inc_guesses}"))
        print(f"{string_list[7]}".replace("VARIABLE", f"{incomplete}"))
        print(message)

        # Get player input
        g = None
        while g is None:
            # ask player for guess
            g = input(f"{string_list[8]}")
            if letter_only(g, alphabet) is False:
                if g == "exit" or g == "quit":
                    print(bye)
                    sys.exit(0)
                g = None
                # print invalid input message
                print(f"{string_list[9]}")
            else:
                g = g.upper()

        # Check guess
        if already_guessed(g, matches):
            # correct guess already given
            message = f"{string_list[10]}"
        elif already_guessed(g, non_matches):
            # incorrect guess already given
            message = f"{string_list[11]}"
            # append "penalty" to non_matches
            non_matches.append("+1")
        elif in_proverb(g, proverb):
            matches.append(g)
            message = ""
        else:
            non_matches.append(g)
            message = ""

        # recreate var incomplete with new data
        incomplete = incomplete_proverb(proverb, matches, alphabet)

        if complete_proverb(incomplete):
            print("\n")
            print(incomplete, "\n")
            # win message
            print(f"{string_list[12]}")
            print(bye)
            sys.exit(0)

    print(cls, end="")

    print(draw_hangman(len(non_matches)), "\n")
    print(proverb.upper(), "\n")
    # lose message
    print(f"{string_list[13]}")
    print(bye)

    sys.exit(0)
#!/usr/bin/env python3
# -*- coding: utf-8 -*-

"""
Project:    Hangman
File:       hangman.py
Author:     <NAME>

Created:    2017-11-24
IDE:        PyCharm Community Edition

Synopsis:
            hangman.py [ARGUMENT]

Description:
            A simple hangman game that runs in the command line.
            To play the game, figure out a proverb by guessing
            letters. If you guess a letter that's not in the
            proverb and you've already guessed it, you get
            a penalty. The game ends when you guess all letters
            correctly or when the hangman is finished.

            Optional arguments

            -h, --help
                show this docstring and exit

Notes:
            The proverbs come from a text file in the resources folder.

            The proverb file's first line contains an alphabet
            including all the single characters the proverbs have
            but excluding punctuation marks and characters not used
            in non-contracted words like quotation marks or apostrophes.

            For example for English it's abcdefghijklmnopqrstuvwxyz
            and for Hungarian it's aábcdeéfghiíjklmnoóöőpqrstuúüűvwxyz

            Each proverb is in a new line and there are no blank
            lines in the file. Blank lines would cause the game
            not to work properly.

            The file ends with the END_OF_FILE string, after that
            everything's ignored.

Exit codes:
            0: Program exited without errors
            1: one or modules couldn't be loaded
            2: incorrect argument passed in command line
"""

import os
import random
import sys

import matplotlib.pyplot as plt
import matplotlib.image as mpimg

from lib import get_ui_strings

__author__ = "<NAME>"
__copyright__ = "Copyright (c) 2017., <NAME>"
__license__ = "Apache 2.0"
__version__ = "1.1"
__email__ = "<EMAIL>"
__status__ = "Development"


# TODO: test on Windows


def get_proverb(filename):
    """
    This function reads a random line from a given file.

    :param filename: absolute or relative path to a file
    :type filename: str
    :return: a proverb
    :rtype: str
    """
    _ = 0  # initialize here
    with open(filename) as f:
        for _, line in enumerate(f):
            if "END_OF_FILE" in line:
                _ -= 1
                break

    # starts with index 1 because the first (index 0) line contains
    # the alphabet with all the letters used in proverbs in the file
    x = random.randint(1, _)
    with open(filename) as f:
        for _, line in enumerate(f):
            if _ == x:
                return line[:-1]


def get_alphabet(filename):
    """
    This function returns the alphabet, all the letters
    used in the proverbs in the file. The alphabet is
    the first line of the file.

    :param filename: the proverbs file
    :type filename: str
    :return: uppercase alphabet
    :rtype: str
    """
    with open(filename) as f:
        return f.readline().strip().upper()


def draw_hangman(x):
    """
    Creates a simple ASCII art of a hangman step by step from 0 to 10,
    then returns it as a string.

    :param x: current step
    :type x: int
    :return: simple ASCII art
    :rtype: str
    """
    if x == 0:
        img = "\n"
        img += " " + "—" * 15 + "\n"
        img += "   |" + " " * 9 + "|\n"
        img += "   |\n" * 6
        img += " " + "—" * 8

        return img
        #imgplot = plt.imshow(mpimg.imread('turtle7.jpg'))
        #plt.show()
    elif x == 1:
        imgplot = plt.imshow(mpimg.imread('turtle6.jpg'))
        plt.show()
    elif x == 2:
        imgplot = plt.imshow(mpimg.imread('turtle5.jpg'))
        plt.show()
    elif x == 3:
        imgplot = plt.imshow(mpimg.imread('turtle4.jpg'))
        plt.show()
    elif x == 4:
        imgplot = plt.imshow(mpimg.imread('turtle3.jpg'))
        plt.show()
    elif x == 5:
        imgplot = plt.imshow(mpimg.imread('turtle2.jpg'))
        plt.show()
    else:
        imgplot = plt.imshow(mpimg.imread('turtle1.jpg'))
        plt.show()

   # return img


def incomplete_proverb(pvb, lst, abc):
    """
    Returns a string where the unknown letters are replaced with
    underscores.
    Assumes everything is uppercase.

    :param abc: the alphabet used in the proverbs
    :type abc: str
    :param pvb: a proverb
    :type pvb: str
    :param lst: known letters
    :type lst: list
    :return: proverb with underscores replacing unknown letters
    :rtype: str
    """
    ret = ""
    for c in pvb:
        if c in abc and c not in lst:
            ret += "_"
        else:
            ret += c

    return ret


def wrong_guesses_to_display(lst):
    """
    Make a string from a list

    :param lst: list of strings
    :type lst: list
    :return: a string
    :rtype: str
    """
    ret = ""
    for _ in lst:
        if len(_) == 1:
            if len(ret) > 0:
                ret += ", " + _
            else:
                ret += _
    return ret


def complete_proverb(pvb):
    """
    Checks if the proverb is complete.
    Assumes the proverb is converted to have underscores replacing
    unknown letters.
    Assumes everything is uppercase.

    :param pvb: a proverb
    :type pvb: str
    :return: True | False
    :rtype: bool
    """
    if "_" not in pvb:
        return True
    return False


def letter_only(guess, abc):
    """
    Checks if the player's guess is a single ASCII letter only.

    :param abc: the alphabet used in the proverbs
    :type abc: str
    :param guess: the player's guess
    :type guess: str
    :return: True | False
    :rtype: bool
    """
    if len(guess) == 1 and guess.upper() in abc:
        return True
    return False


def used_letters(guess, pvb, lst):
    """
    Checks if the player's guess is in the proverb. Adds it to the
    list of used letters if it's not.
    Assumes everything is uppercase.

    :param guess: the player's guess, a single letter
    :type guess: str
    :param pvb: the proverb
    :type pvb: str
    :param lst: known letters
    :type lst: list
    :return: known letters updated and sorted
    :rtype: list
    """
    if guess not in pvb:
        lst.append(guess)

    return sorted(lst)


def in_proverb(guess, pvb):
    """
    Checks if the player's guess is in the proverb.
    Assumes everything is uppercase.

    :param guess: a single letter
    :type guess: str
    :param pvb: the proverb
    :type pvb: str
    :return: True | False
    :rtype: bool
    """
    if guess in pvb:
        return True
    return False


def already_guessed(guess, lst):
    """
    Checks if the player's guess was already made.
    Assumes everything is uppercase.

    :param guess: a single letter
    :type guess: str
    :param lst: the list of guesses
    :type lst: list
    :return: True | False
    :rtype: bool
    """
    if guess in lst:
        return True
    return False


def get_max_guess_number():
    """
    Returns the number of guesses the player has
    :return: max guess number
    :rtype: int
    """
    return 6


if __name__ == '__main__':
    # Wrong argument message
    message = "Argument unrecognized.\n" \
              "Usage:\n" \
              "     game.py\n" \
              "     game.py -h\n" \
              "     game.py --help"

    # Check arguments
    if len(sys.argv) == 1:
        pass
    elif len(sys.argv) > 2:
        print(message)
        sys.exit(2)
    elif sys.argv[1] == "-h" or sys.argv[1] == "--help":
        print(__doc__)
        sys.exit(2)
    else:
        print(message)
        sys.exit(2)

    language_file = os.path.join("resources", "lang.csv")
    language_list = get_ui_strings.get_language_list(language_file)

    # Set a string to clear the command line
    # Tested only on Linux
    cls = "\033[H\033[J"
    # Clear command line
    print(cls, end="")

    # Ask player to choose language
    for i, l in enumerate(language_list):
        print(f"    {i + 1}: {l}")

    selection = 0
    while selection < 1 or selection > len(language_list):
        selection = input("--> ")
        if selection == "exit" or selection == "quit":
            sys.exit(0)
        try:
            selection = int(selection)
        except ValueError:
            pass

    language = language_list[selection - 1]

    # Get the strings corresponding to selected language
    # used in-game from lang.csv
    string_list = get_ui_strings.get_strings(language_file, language)

    # File name and path of proverbs file
    prv_file = string_list[1]
    prv_path = os.path.join("resources", prv_file)

    # Get proverb
    proverb = get_proverb(prv_path)
    # Get alphabet
    alphabet = get_alphabet(prv_path)

    # Welcome message
    print(cls, end="")
    print(string_list[4])
    input()

    # Bye message
    bye = string_list[5]
    # Uppercase proverb
    proverb = proverb.upper()
    # List of the letters guessed and not in the proverb
    non_matches = []
    # List of the letters guessed and in the proverb
    matches = []
    # The proverb with underscores replacing unknown letters
    incomplete = incomplete_proverb(proverb, matches, alphabet)

    message = ""

    # Continue asking for input until the hangman
    # or the game is finished
    while len(non_matches) < get_max_guess_number():
        print(cls, end="")

        print(draw_hangman(len(non_matches)))

        inc_guesses = wrong_guesses_to_display(sorted(non_matches))
        # Print list of incorrect guesses
        print(f"{string_list[6]}".replace("VARIABLE", f"{inc_guesses}"))
        print(f"{string_list[7]}".replace("VARIABLE", f"{incomplete}"))
        print(message)

        # Get player input
        g = None
        while g is None:
            # ask player for guess
            g = input(f"{string_list[8]}")
            if letter_only(g, alphabet) is False:
                if g == "exit" or g == "quit":
                    print(bye)
                    sys.exit(0)
                g = None
                # print invalid input message
                print(f"{string_list[9]}")
            else:
                g = g.upper()

        # Check guess
        if already_guessed(g, matches):
            # correct guess already given
            message = f"{string_list[10]}"
        elif already_guessed(g, non_matches):
            # incorrect guess already given
            message = f"{string_list[11]}"
            # append "penalty" to non_matches
            non_matches.append("+1")
        elif in_proverb(g, proverb):
            matches.append(g)
            message = ""
        else:
            non_matches.append(g)
            message = ""

        # recreate var incomplete with new data
        incomplete = incomplete_proverb(proverb, matches, alphabet)

        if complete_proverb(incomplete):
            print("\n")
            print(incomplete, "\n")
            # win message
            print(f"{string_list[12]}")
            print(bye)
            sys.exit(0)

    print(cls, end="")

    print(draw_hangman(len(non_matches)), "\n")
    print(proverb.upper(), "\n")
    # lose message
    print(f"{string_list[13]}")
    print(bye)

    sys.exit(0)
#!/usr/bin/env python3 # -*- coding: utf-8 -*- Project:    Hangman
 File:       hangman.py
 Author:     <NAME>
 
 Created:    2017-11-24
 IDE:        PyCharm Community Edition
 
 Synopsis:
             hangman.py [ARGUMENT]
 
 Description:
             A simple hangman game that runs in the command line.
             To play the game, figure out a proverb by guessing
             letters. If you guess a letter that's not in the
             proverb and you've already guessed it, you get
             a penalty. The game ends when you guess all letters
             correctly or when the hangman is finished.
 
             Optional arguments
 
             -h, --help
                 show this docstring and exit
 
 Notes:
             The proverbs come from a text file in the resources folder.
 
             The proverb file's first line contains an alphabet
             including all the single characters the proverbs have
             but excluding punctuation marks and characters not used
             in non-contracted words like quotation marks or apostrophes.
 
             For example for English it's abcdefghijklmnopqrstuvwxyz
             and for Hungarian it's aábcdeéfghiíjklmnoóöőpqrstuúüűvwxyz
 
             Each proverb is in a new line and there are no blank
             lines in the file. Blank lines would cause the game
             not to work properly.
 
             The file ends with the END_OF_FILE string, after that
             everything's ignored.
 
 Exit codes:
             0: Program exited without errors
             1: one or modules couldn't be loaded
             2: incorrect argument passed in command line # TODO: test on Windows This function reads a random line from a given file.
 
     :param filename: absolute or relative path to a file
     :type filename: str
     :return: a proverb
     :rtype: str # initialize here # starts with index 1 because the first (index 0) line contains # the alphabet with all the letters used in proverbs in the file This function returns the alphabet, all the letters
     used in the proverbs in the file. The alphabet is
     the first line of the file.
 
     :param filename: the proverbs file
     :type filename: str
     :return: uppercase alphabet
     :rtype: str Creates a simple ASCII art of a hangman step by step from 0 to 10,
     then returns it as a string.
 
     :param x: current step
     :type x: int
     :return: simple ASCII art
     :rtype: str #imgplot = plt.imshow(mpimg.imread('turtle7.jpg')) #plt.show() # return img Returns a string where the unknown letters are replaced with
     underscores.
     Assumes everything is uppercase.
 
     :param abc: the alphabet used in the proverbs
     :type abc: str
     :param pvb: a proverb
     :type pvb: str
     :param lst: known letters
     :type lst: list
     :return: proverb with underscores replacing unknown letters
     :rtype: str Make a string from a list
 
     :param lst: list of strings
     :type lst: list
     :return: a string
     :rtype: str Checks if the proverb is complete.
     Assumes the proverb is converted to have underscores replacing
     unknown letters.
     Assumes everything is uppercase.
 
     :param pvb: a proverb
     :type pvb: str
     :return: True | False
     :rtype: bool Checks if the player's guess is a single ASCII letter only.
 
     :param abc: the alphabet used in the proverbs
     :type abc: str
     :param guess: the player's guess
     :type guess: str
     :return: True | False
     :rtype: bool Checks if the player's guess is in the proverb. Adds it to the
     list of used letters if it's not.
     Assumes everything is uppercase.
 
     :param guess: the player's guess, a single letter
     :type guess: str
     :param pvb: the proverb
     :type pvb: str
     :param lst: known letters
     :type lst: list
     :return: known letters updated and sorted
     :rtype: list Checks if the player's guess is in the proverb.
     Assumes everything is uppercase.
 
     :param guess: a single letter
     :type guess: str
     :param pvb: the proverb
     :type pvb: str
     :return: True | False
     :rtype: bool Checks if the player's guess was already made.
     Assumes everything is uppercase.
 
     :param guess: a single letter
     :type guess: str
     :param lst: the list of guesses
     :type lst: list
     :return: True | False
     :rtype: bool Returns the number of guesses the player has
     :return: max guess number
     :rtype: int # Wrong argument message # Check arguments # Set a string to clear the command line # Tested only on Linux # Clear command line # Ask player to choose language # Get the strings corresponding to selected language # used in-game from lang.csv # File name and path of proverbs file # Get proverb # Get alphabet # Welcome message # Bye message # Uppercase proverb # List of the letters guessed and not in the proverb # List of the letters guessed and in the proverb # The proverb with underscores replacing unknown letters # Continue asking for input until the hangman # or the game is finished # Print list of incorrect guesses # Get player input # ask player for guess # print invalid input message # Check guess # correct guess already given # incorrect guess already given # append "penalty" to non_matches # recreate var incomplete with new data # win message # lose message