Fishing simulator





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ margin-bottom:0;
}







20












$begingroup$


I'm new to Python, for a school project I created a "fishing simulator". Basically, it is a use of random. I know that my code is repetitive towards the end, but I don't know how to simplify it.



import time
import random
fishing = True
a = b = c = d = e = 0 #define multiple variables as same thing
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print ("Welcome to Lake Tocowaga")
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
time.sleep(1)
name = input("What is your name fisherman?")
answer = input("Would you like to go fishing, " + name + "?")
if answer.lower() == "no":
fishing == False
while fishing == True:
time.sleep(1)
answer = input("Throw out your line, or go home?")
if answer == "go home":
fishing = False
er = float(e / (a + b + c + d))
print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print("Thanks for playing " + name + "!")
print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
else:
t = random.randrange(1, 7)
if t == 1:
a += 1
print("You caught a cod!")
elif t == 2:
b += 1
print("You caught a salmon!")
elif t == 3:
c += 1
print("You caught a shark!")
elif t == 4:
d += 1
print("You caught a wildfish!")
elif t >= 5:
e += 1
print("You caught nothing!")









share|improve this question









New contributor




Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$








  • 3




    $begingroup$
    Why did you tag this question as python-2.x? I'm not convinced that it would work correctly in Python 2.
    $endgroup$
    – 200_success
    2 days ago


















20












$begingroup$


I'm new to Python, for a school project I created a "fishing simulator". Basically, it is a use of random. I know that my code is repetitive towards the end, but I don't know how to simplify it.



import time
import random
fishing = True
a = b = c = d = e = 0 #define multiple variables as same thing
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print ("Welcome to Lake Tocowaga")
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
time.sleep(1)
name = input("What is your name fisherman?")
answer = input("Would you like to go fishing, " + name + "?")
if answer.lower() == "no":
fishing == False
while fishing == True:
time.sleep(1)
answer = input("Throw out your line, or go home?")
if answer == "go home":
fishing = False
er = float(e / (a + b + c + d))
print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print("Thanks for playing " + name + "!")
print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
else:
t = random.randrange(1, 7)
if t == 1:
a += 1
print("You caught a cod!")
elif t == 2:
b += 1
print("You caught a salmon!")
elif t == 3:
c += 1
print("You caught a shark!")
elif t == 4:
d += 1
print("You caught a wildfish!")
elif t >= 5:
e += 1
print("You caught nothing!")









share|improve this question









New contributor




Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$








  • 3




    $begingroup$
    Why did you tag this question as python-2.x? I'm not convinced that it would work correctly in Python 2.
    $endgroup$
    – 200_success
    2 days ago














20












20








20


2



$begingroup$


I'm new to Python, for a school project I created a "fishing simulator". Basically, it is a use of random. I know that my code is repetitive towards the end, but I don't know how to simplify it.



import time
import random
fishing = True
a = b = c = d = e = 0 #define multiple variables as same thing
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print ("Welcome to Lake Tocowaga")
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
time.sleep(1)
name = input("What is your name fisherman?")
answer = input("Would you like to go fishing, " + name + "?")
if answer.lower() == "no":
fishing == False
while fishing == True:
time.sleep(1)
answer = input("Throw out your line, or go home?")
if answer == "go home":
fishing = False
er = float(e / (a + b + c + d))
print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print("Thanks for playing " + name + "!")
print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
else:
t = random.randrange(1, 7)
if t == 1:
a += 1
print("You caught a cod!")
elif t == 2:
b += 1
print("You caught a salmon!")
elif t == 3:
c += 1
print("You caught a shark!")
elif t == 4:
d += 1
print("You caught a wildfish!")
elif t >= 5:
e += 1
print("You caught nothing!")









share|improve this question









New contributor




Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




I'm new to Python, for a school project I created a "fishing simulator". Basically, it is a use of random. I know that my code is repetitive towards the end, but I don't know how to simplify it.



import time
import random
fishing = True
a = b = c = d = e = 0 #define multiple variables as same thing
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print ("Welcome to Lake Tocowaga")
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
time.sleep(1)
name = input("What is your name fisherman?")
answer = input("Would you like to go fishing, " + name + "?")
if answer.lower() == "no":
fishing == False
while fishing == True:
time.sleep(1)
answer = input("Throw out your line, or go home?")
if answer == "go home":
fishing = False
er = float(e / (a + b + c + d))
print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print("Thanks for playing " + name + "!")
print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
else:
t = random.randrange(1, 7)
if t == 1:
a += 1
print("You caught a cod!")
elif t == 2:
b += 1
print("You caught a salmon!")
elif t == 3:
c += 1
print("You caught a shark!")
elif t == 4:
d += 1
print("You caught a wildfish!")
elif t >= 5:
e += 1
print("You caught nothing!")






python beginner python-3.x






share|improve this question









New contributor




Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 10 hours ago









Stephen Rauch

3,77061630




3,77061630






New contributor




Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked 2 days ago









MattthecommieMattthecommie

1487




1487




New contributor




Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Mattthecommie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








  • 3




    $begingroup$
    Why did you tag this question as python-2.x? I'm not convinced that it would work correctly in Python 2.
    $endgroup$
    – 200_success
    2 days ago














  • 3




    $begingroup$
    Why did you tag this question as python-2.x? I'm not convinced that it would work correctly in Python 2.
    $endgroup$
    – 200_success
    2 days ago








3




3




$begingroup$
Why did you tag this question as python-2.x? I'm not convinced that it would work correctly in Python 2.
$endgroup$
– 200_success
2 days ago




$begingroup$
Why did you tag this question as python-2.x? I'm not convinced that it would work correctly in Python 2.
$endgroup$
– 200_success
2 days ago










5 Answers
5






active

oldest

votes


















19












$begingroup$

Welcome to CodeReview. It's never too early to develop good coding habits, and reviewing your code is about the best way to do so.



First, congratulations on writing a clean, straightforward program. While you do have some issues (below), they're not major, and your program seems appropriate for its level.



Now, for the issues ;-)



Use whitespace



Python requires you to use horizontal whitespace. But you should also use vertical whitespace (aka "blank lines") to organize the different parts of your code into paragraphs.



This huge block:



import time
import random
fishing = True
a = b = c = d = e = 0 #define multiple variables as same thing
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print ("Welcome to Lake Tocowaga")
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
time.sleep(1)
name = input("What is your name fisherman?")
answer = input("Would you like to go fishing, " + name + "?")
if answer.lower() == "no":
fishing == False
while fishing == True:


would read better if it were broken up like so:



import time
import random

fishing = True
a = b = c = d = e = 0 #define multiple variables as same thing

print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print ("Welcome to Lake Tocowaga")
print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
time.sleep(1)

name = input("What is your name fisherman?")
answer = input("Would you like to go fishing, " + name + "?")

if answer.lower() == "no":
fishing == False

while fishing == True:


All I did was add a few blank lines, but I was trying to show that "these things go together" and "these things are in sequence but not related".



Use meaningful names:



Which one of these is the shark?



a = b = c = d = e = 0


I have no idea. But if you named them appropriately:



cod = shark = wildfish = salmon = nothing = 0


I would know for sure!



Use named constants



This line appears three times:



print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")


It's probably hard to get the right number of tilde characters, unless you are copy/pasting it. And if you're doing that, it's probably a pain. Instead, create a name for the tildes. By convention, constants are spelled in uppercase. (It's not really a constant, but since constants are spelled in upper case, if you name it in upper case you'll know not to modify it.)



H_LINE = "~" * 32

print(H_LINE)
print("Welcome to Lake Tocowaga")
print(H_LINE)


Put last things last



There's a place for everything. And everything should be in its place. The place for printing a summary would be at the bottom.



You had a good idea with your while fishing: loop. But instead of immediately printing the summary when you respond to the user input, just change the variable and let the loop fail, then print the summary at the bottom. It's more "natural" (and it makes your loops easier to read!).



while fishing == True:    
time.sleep(1)
answer = input("Throw out your line, or go home?")
if answer == "go home":
fishing = False
er = float(e / (a + b + c + d))
print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
print("Thanks for playing " + name + "!")
print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
else:
...


Becomes:



while fishing == True:    
time.sleep(1)
answer = input("Throw out your line, or go home?")
if answer == "go home":
fishing = False
else:
...

er = float(e / (a + b + c + d))
print(H_LINE)
print("Thanks for playing " + name + "!")
print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")


Let the built-in functions do their job



You are calling functions that you don't need to call. The result of "true" division between integers is a float. You don't need to call float(e / (a + b + c + d)). And if you did need to call it, you'd be calling it too late!



Likewise, print knows how to handle integers and floating point numbers. You don't need to print(..., str(a), ...) when you can just do: print(..., a, ...).






share|improve this answer









$endgroup$





















    22












    $begingroup$

    A few simple things.





    a = b = c = d = e = 0


    This is bad for a couple reasons:




    • Those are all nondescript, overly simple names. There's no way to tell what they represent just by looking at them.


    • You're shoving their declarations/definitions all on one line. This is generally regarded as poor practice. Say I'm looking for where c is defined. It's much easier to find it when I can be sure that I'm looking for exactly c = ... somewhere. It's harder to find though when it's declared half way through a line.



    In both cases, you're sacrificing readability for brevity. Avoid doing this unless you're code golfing. Readability takes precedence over nearly everything else.





    fishing = True is the third line in your file, yet you don't use it until later. Unless it's a constant, it's a good idea to declare variables near where they're first used. When someone's reading your code and wants to see the definition of fishing, it's more efficient if they only have to look up a line or two instead of needing to scroll to the top of the file.





    while fishing == True: can simply be written as while fishing:.





    You actually have a bug. fishing == False should be fishing = False.





    if answer.lower() == "no": could be written to be more "tolerant" (but less exact) by only checking the first letter:



    if answer.lower().startswith("n"):


    Now input like "nope" will work as well. Whether or not you want this behavior is another story though. If you had other answers that require "n" as the first letter, obviously this would break things.






    share|improve this answer











    $endgroup$













    • $begingroup$
      About while fishing: Suppose, say by user input or something, fishing is a string, then while fishing would always be True. Isn't it safer to write while fishing is True?
      $endgroup$
      – niko
      20 hours ago










    • $begingroup$
      if answer.lower()[0] == "n": will break if answer is an empty string. Better if answer.lower().startswith('n'):. :-)
      $endgroup$
      – TrebledJ
      19 hours ago










    • $begingroup$
      @niko fishing is never assigned user input. If it was accidentally, any behavior resulting from that would be incorrect, so I don't think using is True would help anything.
      $endgroup$
      – Carcigenicate
      13 hours ago










    • $begingroup$
      @TrebledJ Yes, good call.
      $endgroup$
      – Carcigenicate
      13 hours ago



















    18












    $begingroup$

    First off I think your use case is a nifty way of getting into Python, and it looks like aside from the bugs that others have already pointed out you'll likely soon be unstoppable.



    However, instead of simplifying the code I'd suggest modularizing as well as making use of __doc__ strings. It'll make adding features much easier in the future, and if you so choose, allow for making a full application with Kivy, Blender, or one of the other many GUI frameworks for Python development. Plus modularizing or abstraction allows for simplifying the intentions/usage.




    Some notes before diving-in...




    • it's probably a good idea to get a snack and drink; I'm a bit verbose and am about to compress some years of knowledge


    • __bar__ when spoken is "dunder bar" , and the phylum that their classified under are "magic methods"



    ... okay back on track.




    Here's some example code inspired by yours that shows some of what I was going on about in your question's comments...



    #!/usr/bin/env python

    import time
    import random


    print_separator = "".join(['_' for _ in range(9)])
    __author__ = "S0AndS0"


    class Gone_Fishing(dict):
    """
    Gone_Fishing is a simple simulation inspired by
    [Python - Fishing Simulator](https://codereview.stackexchange.com/q/217357/197446)

    ## Arguments

    - `fishes`, `dict`ionary such as `{'cod': {'amount': 0, 'chances': [1, 2]}}`
    - `min_chance`, `int`eger of min number that `random.randint` may generate
    - `max_chance`, `int`eger of max number that `random.randint` may generate
    """

    def __init__(self, fishes, min_chance = 1, max_chance = 10, **kwargs):
    super(Gone_Fishing, self).__init__(**kwargs)
    self.update(fishes = fishes,
    chances = {'min': min_chance, 'max': max_chance})

    @staticmethod
    def question(message):
    """ Returns response to `message` from user """
    return input("{message}? ".format(message = message))

    @staticmethod
    def keep_fishing(response, expected):
    """ Return `bool`ean of if `response` matches `expected` """
    if not response or not isinstance(response, str):
    return False

    return response.lower() == expected

    @property
    def dump_cooler(self):
    """
    Returns `score`, a `dict`ionary similar to `{'cod': 5, 'tire': 2}`,
    after printing and reseting _`amount`s_ caught
    """
    score = {}
    for fish, data in self['fishes'].items():
    if data['amount'] > 0:
    score.update({fish: data['amount']})
    if data['amount'] > 1 and data.get('plural'):
    fish = data['plural']

    print("{amount} {fish}".format(**{
    'fish': fish,
    'amount': data['amount']}))

    data['amount'] = 0

    return score

    def catch(self, chance):
    """ Returns `None` or name of `fish` caught based on `chance` """
    caught =
    for fish, data in self['fishes'].items():
    if chance in data['chances']:
    caught.append(fish)

    return caught

    def main_loop(self):
    """
    Asks questions, adds to _cooler_ anything caught, and prints score when finished
    """
    first = True
    message = 'Go fishing'
    expected = 'yes'
    while self.keep_fishing(self.question(message), expected):
    time.sleep(1)
    if first:
    first = False
    message = "Keep fishing"

    chances = random.randint(self['chances']['min'], self['chances']['max'])
    caught = self.catch(chances)
    if caught:
    for fish in caught:
    self['fishes'][fish]['amount'] += 1
    fancy_fish = ' '.join(fish.split('_')).title()
    print("You caught a {fish}".format(fish = fancy_fish))
    else:
    print("Nothing was caught this time.")

    print("{0}nThanks for playing".format(print_separator))
    if True in [x['amount'] > 0 for x in self['fishes'].values()]:
    print("You caught")
    self.dump_cooler
    print(print_separator)


    if __name__ == '__main__':
    """
    This block of code is not executed during import
    and instead is usually run when a file is executed,
    eg. `python gone_fishing.py`, making it a good
    place for simple unit tests and example usage.
    """
    gone_fishing = Gone_Fishing(
    fishes = {
    'cod': {'amount': 0, 'chances': [1]},
    'salmon': {'amount': 0, 'chances': [5]},
    'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
    'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
    'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
    'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
    },
    min_chances = 0,
    max_chances = 20,
    )

    gone_fishing.main_loop()


    ... okay there's a bit going on up there, so feel free to dissect it's operation by adding breakpoints or print(something) lines.





    Here's what output of running the above script may look like



    # python gone_fishing.py
    Go fishing? 'yes'
    You caught a Wild Fish
    Keep fishing? 'yes'
    Nothing was caught this time.
    Keep fishing? 'yes'
    You caught a Shark
    You caught a Old Shoe
    Keep fishing? 'yes'
    Nothing was caught this time.
    # ... trimmed for brevity
    Keep fishing? 'no'
    _________
    Thanks for playing
    You caught
    2 sharks
    1 tire
    2 wild_fishes
    1 cod
    _________




    Taking it from the top print_separator = "".join(['_' for _ in range(9)]) is what I like to use when generating strings of repeating characters because it's easy to make something that outputs _-_-_ via "-".join(['_' for _ in range(3)]).





    By defining a class that inherits from the built in dictionary class (that's what the class Gone_Fishing(dict): line did), I'm being a bit lazy as this allows for dumping all saved states via...



    print(gone_fishing)
    # -> {'cod': {'amount': 2, 'chances': [1]}, ...}



    ... and while I'm on the tangent of getting info back out...




    print(gone_fishing.main_loop.__doc__)
    # Or
    # help(gone_fishing.main_loop)



    ... will print the previously mentioned __doc__ strings.




    ... and figuring out where you too can avoid re-inventing the wheel is just something that'll get picked up over time. Personally I choose to view it as expanding one's vocabulary, when I discover some built-in that's been waiting to solve some edge-case.





    The __init__ method absorbs three arguments and re-assigns'em with self.update() so that other methods that use the self argument are able to get and/or modify class saved states; more on that latter.



    That bit with **kwargs stands for key word arguments which passes things as a bare dictionary, the other syntax you may run across is *args, which passes things as a bare list of arguments; there be some fanciness that can be done with this syntax that I'll not get into at this point. However, you'll find some examples of passing an unwrapped dictionary, such as to format via print("{amount} {fish}".format(**{...})), which hint hint, is a great way of passing variable parameter names.




    This is one of those idiomatic things that you can pick-up with some experimentation (and grokking-out others' code bases); it's super powerful so use it often but be kind to your future self too.




    The bit with super(Gone_Fishing, self).__init__(**kwargs) is what allows the Gone_Fishing class to call dict's __init__ from within it's own __init__ method... indeed that was a little convoluted so taking a sec to unpack that...



    class SomeThing(dict):
    def __init__(self, an_argument = None, **kwargs):
    super(SomeThing, self).__init__(**kwargs)
    self.update({'an_argument': an_argument})


    ... it's possible to call self.update() from within SomeThing.___init__ without causing confusion of intent, where as to have SomeThing still operate as a dictionary, eg. assigning something = SomeThing(spam = 'Spam') without causing errors, one should use super(SomeThing, self).__init__(**kwargs) to allow Python to preform it's voodoo with figuring out which inheriting class'll take responsibility for those arguments. Side note, that does mean that one could do class SomeThing(dict, Iterator), and have that mean something but I'll not get into that here; kinda already covered that specifically on math stack in regards to graph modeling and prioritization.





    The @staticmethod and other decorators are ways of denoting a special use method. In the case of propertys they operate similarly to Object properties, eg...



    class Test_Obj:
    pass

    o = Test_Obj()
    o.foo = 'Foo'

    print(o.foo)
    # -> Foo


    ... but can only be gotten not set, which makes'em a great place to stash dynamic or semiprivate properties about an object.



    In the case of staticmethods, they're not passed a reference to self so cannot easily access or modify saved states, but they can be more easily used without initializing, eg...



    responses = 

    responses.append(Gone_Fishing.question("Where to"))
    print("I heard -> {response}".format(response = responses[-1]))
    for _ in range(7):
    responses.append(Gone_Fishing.question("... are you sure"))
    print("I heard -> {response}".format(response = responses[-1]))

    print("Okay... though...")



    Note also the various .format() usages are to show ways of future prepping (for perhaps using f strings in the future), as well as making strings somewhat more explicit.




    Generally I use'em to make the intended usage more explicit but that's not to say that you couldn't get lost in the amount of options available just for decorating a method.





    That bit within the main_loop method with while self.keep_fishing(self.question(message), expected), when unwrapped I think you'll really like, it's returning True or False at the top of every iteration based on asking the user a question and comparing their response with what's expected.



    And the bit with if True in [x['amount'] > 0 for x in self['fishes'].values()] is something that masks data using list comprehensions, I'll advise against getting too fancy with'em, and instead try to utilize'em whenever it doesn't make code less readable. Also don't get to attached to such cleverness because numpy, pandas, or one of the many other libraries, will preform similar tasks far faster.





    The things happening bellow the if __name__ == '__main__':, aside from the doc string ...




    Side note for those new to Python; sure you could call'em "dunder docs" and those in the know would know what you where saying, but they'd also likely smize at ya too, and saying "dundar doc string" if timed when a listener is drinking could have messy consequences... so "pro-tip", callem "doc strings" to be super classy when talking about Python code ;-)




    gone_fishing = Gone_Fishing(fishes = {
    'cod': {'amount': 0, 'chances': [1]},
    'salmon': {'amount': 0, 'chances': [2]},
    'shark': {'amount': 0, 'chances': [3], 'plural': 'sharks'},
    'wild_fish': {'amount': 0, 'chances': [4], 'plural': 'wild_fishes'},
    'old_shoe': {'amount': 0, 'chances': [5, 6], 'plural': 'old_shoes'},
    'tire': {'amount': 0, 'chances': [7, 8], 'plural': 'tires'},
    })


    ... and how the above is parsed could take some words to do a full stack trace, but the gist is that chances is a list that you could even have overlapping integers, eg. a shark who had an old_shoe inside could be...



    gone_fishing['fishes']['shark']['chances'].append(5)


    ... though without adjustments to other values that would make for a very large shoal of soul hungry sharks.




    Note from the future; I've made adjustments to the code to enable overlapping values and returning of more than one result; there probably be better ways of doing it but this is also an example of iterative development now.






    When you've figured out how plural is an optional key value pair within a nested dictionary you'll start seeing similar things in other code (at least it's one of those things I've not been unable to unsee), try not to get messy with that trick though, otherwise I think it's self-explanatory as to the intentions of it's usage.





    The arguments that I didn't assign, min_chance and max_chance, much like the chances with sharks could be updated similarly, eg...



    gone_fishing['chances']['max'] = 20


    ... though initializing a new trip would look like...



    another_fishing_trip = Gone_Fishing(
    fishes = {
    'cod': {'amount': 0, 'chances': [1]},
    'salmon': {'amount': 0, 'chances': [5]},
    'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
    'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
    'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
    'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
    },
    min_chances = 0,
    max_chances = 20,
    )


    ... which serves as an example of something you'd be wise to avoid doing to your own code, swapping words especially isn't going to win any points from a future self or other developers.





    There's certainly more room for improvement, eg. having gone_fishing['fishes'][fish_name]['ammount'] subtracted from, while adding to gone_fishing['cooler'] or similar structure; just for a start. But this was all just to expose quick-n-dirty methods of organizing the problem space with Object Oriented Programing.



    Hopefully having code with a bit more abstraction shows ya that going with something that looks a bit more complex can allow for simplifying the usage and future feature creep. Please keep us posted if ya make something more out of your learning project.






    share|improve this answer










    New contributor




    S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.






    $endgroup$









    • 4




      $begingroup$
      Welcome to Code Review! I think you did a grat job on your first answer here. Keep it going!
      $endgroup$
      – Alex
      yesterday






    • 1




      $begingroup$
      A lot of great advice, but I would like to note that this: print_separator = "".join(['_' for _ in range(9)]) Can be shortened to this: print_separator = '_' * 9
      $endgroup$
      – shellster
      yesterday








    • 1




      $begingroup$
      print("{amount} {fish}".format(**{'fish': fish, 'amount': data['amount']})) -- why not print("{amount} {fish}".format(fish=fish, amount=data['amount']))?
      $endgroup$
      – kevinsa5
      23 hours ago






    • 1




      $begingroup$
      @S0AndS0 This is obviously a tiny nitpick, but even then it would probably be better to use one of "--".join('_' * 3) (limitations: underscore must be single character and builds intermediary string), "--".join('_' for _ in range(3)), "--".join(itertools.repeat('_', 3)), depending whether or not you like itertools. Constructing an intermediary list in memory here is really not necessary.
      $endgroup$
      – Izaak van Dongen
      9 hours ago






    • 1




      $begingroup$
      Indeed an intermediate list is uncalled for in the example use case, and I'm glad that you've pointed out a plethora of other options. That first one is sweet @Izaak van Dongen! And has some interesting outputs when more than one character is used, eg. "--".join('_|' * 3) -> _--|--_--|--_--|. Especially when compared to the output of your other suggestion "--".join('_|' for _ in range(3)) -> _|--_|--_|... definitely something that I'll keep in mind for fancy dividers.
      $endgroup$
      – S0AndS0
      8 hours ago



















    8












    $begingroup$

    This is another inprovement using a dictionary. Currently all of your data is hardcoded and distributed somewhere in the code. If you wanted to add another fish, you would have to add a variable f, extend random.randint (so the chance for nothing does not decrease) and finally add it to the if conditions and the printing.



    That is a lot of work just to add one more fish. Instead I would propose to use a dictionary of possible fishing outcomes and their chance of being caught. You can then use this with random.choices, which takes a weights argument detailing the probabilities.



    pond = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}


    The probabilities are here just relative to each other, random.choices normalizes them for you. All fish have the same probability and getting nothing has double the probability of any single fish.



    Your loop also does not need the fishing variable at all, just break it when the user is done fishing.



    Whenever you need to count something, using collections.Counter is probably a good idea. It basically works like a dictionary and has the nice feature that it assumes all elements have a count of zero.



    In Python 3.6 a new way to format strings was introduced, the f-string.



    from collections import Counter
    from random import choices
    from time import sleep

    POND = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}

    name = input("What is your name fisherman? ")

    caught = Counter()
    while True:
    keep_fishing = input("Throw out your line, or go home? ")
    if keep_fishing == "go home":
    break
    sleep(1)
    result = choices(list(POND), weights=POND.values(), k=1)[0]
    print(f"You caught: {result}")
    caught[result] += 1

    print(f"nThanks for playing, {name}!")
    print("You caught:")
    for fish, n in caught.most_common():
    if fish != "nothing":
    print(n, fish)





    share|improve this answer











    $endgroup$













    • $begingroup$
      For the behavior to be the same as the original code, nothing should have chance 3
      $endgroup$
      – Vaelus
      6 hours ago










    • $begingroup$
      @Vaelus randrange is exclusive of the end, so produces vales from 1 to 6 (inclusive), therefore only 5 and 6 produce nothing.
      $endgroup$
      – Graipher
      5 hours ago










    • $begingroup$
      Whoops, you're right. Yet another reason to use your method.
      $endgroup$
      – Vaelus
      3 hours ago



















    5












    $begingroup$

    In addition to the other answers, you can also take advantage of python dictionaries:



    a = b = c = d = e = 0
    ...
    else:
    t = random.randrange(1, 7)
    if t == 1:
    a += 1
    print("You caught a cod!")
    elif t == 2:
    b += 1
    print("You caught a salmon!")
    elif t == 3:
    c += 1
    print("You caught a shark!")
    elif t == 4:
    d += 1
    print("You caught a wildfish!")
    elif t >= 5:
    e += 1
    print("You caught nothing!")


    Becomes:



    caught_fish = {
    'cod': 0,
    'salmon': 0,
    'shark': 0,
    'wildfish': 0,
    'nothing': 0,
    }
    ...
    else:
    t = random.randrange(1,7)
    # clamp 't' to dictionary size
    if t > len(caught_fish):
    t = len(caught_fish)
    # pick a type of fish from the list of keys of 'caught_fish' using index 't'
    type_of_fish = list(caught_fish)[t - 1]
    # update the dictionary
    caught_fish[type_of_fish] += 1
    # print what type of fish was caught, or if no fish was caught
    article = 'a ' if type_of_fish != 'nothing' else ''
    print("You caught {}{}!".format(article, type_of_fish))





    share|improve this answer











    $endgroup$














      Your Answer






      StackExchange.ifUsing("editor", function () {
      StackExchange.using("externalEditor", function () {
      StackExchange.using("snippets", function () {
      StackExchange.snippets.init();
      });
      });
      }, "code-snippets");

      StackExchange.ready(function() {
      var channelOptions = {
      tags: "".split(" "),
      id: "196"
      };
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function() {
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled) {
      StackExchange.using("snippets", function() {
      createEditor();
      });
      }
      else {
      createEditor();
      }
      });

      function createEditor() {
      StackExchange.prepareEditor({
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: false,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: null,
      bindNavPrevention: true,
      postfix: "",
      imageUploader: {
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      },
      onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      });


      }
      });






      Mattthecommie is a new contributor. Be nice, and check out our Code of Conduct.










      draft saved

      draft discarded


















      StackExchange.ready(
      function () {
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f217357%2ffishing-simulator%23new-answer', 'question_page');
      }
      );

      Post as a guest















      Required, but never shown

























      5 Answers
      5






      active

      oldest

      votes








      5 Answers
      5






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      19












      $begingroup$

      Welcome to CodeReview. It's never too early to develop good coding habits, and reviewing your code is about the best way to do so.



      First, congratulations on writing a clean, straightforward program. While you do have some issues (below), they're not major, and your program seems appropriate for its level.



      Now, for the issues ;-)



      Use whitespace



      Python requires you to use horizontal whitespace. But you should also use vertical whitespace (aka "blank lines") to organize the different parts of your code into paragraphs.



      This huge block:



      import time
      import random
      fishing = True
      a = b = c = d = e = 0 #define multiple variables as same thing
      print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
      print ("Welcome to Lake Tocowaga")
      print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
      time.sleep(1)
      name = input("What is your name fisherman?")
      answer = input("Would you like to go fishing, " + name + "?")
      if answer.lower() == "no":
      fishing == False
      while fishing == True:


      would read better if it were broken up like so:



      import time
      import random

      fishing = True
      a = b = c = d = e = 0 #define multiple variables as same thing

      print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
      print ("Welcome to Lake Tocowaga")
      print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
      time.sleep(1)

      name = input("What is your name fisherman?")
      answer = input("Would you like to go fishing, " + name + "?")

      if answer.lower() == "no":
      fishing == False

      while fishing == True:


      All I did was add a few blank lines, but I was trying to show that "these things go together" and "these things are in sequence but not related".



      Use meaningful names:



      Which one of these is the shark?



      a = b = c = d = e = 0


      I have no idea. But if you named them appropriately:



      cod = shark = wildfish = salmon = nothing = 0


      I would know for sure!



      Use named constants



      This line appears three times:



      print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")


      It's probably hard to get the right number of tilde characters, unless you are copy/pasting it. And if you're doing that, it's probably a pain. Instead, create a name for the tildes. By convention, constants are spelled in uppercase. (It's not really a constant, but since constants are spelled in upper case, if you name it in upper case you'll know not to modify it.)



      H_LINE = "~" * 32

      print(H_LINE)
      print("Welcome to Lake Tocowaga")
      print(H_LINE)


      Put last things last



      There's a place for everything. And everything should be in its place. The place for printing a summary would be at the bottom.



      You had a good idea with your while fishing: loop. But instead of immediately printing the summary when you respond to the user input, just change the variable and let the loop fail, then print the summary at the bottom. It's more "natural" (and it makes your loops easier to read!).



      while fishing == True:    
      time.sleep(1)
      answer = input("Throw out your line, or go home?")
      if answer == "go home":
      fishing = False
      er = float(e / (a + b + c + d))
      print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
      print("Thanks for playing " + name + "!")
      print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
      else:
      ...


      Becomes:



      while fishing == True:    
      time.sleep(1)
      answer = input("Throw out your line, or go home?")
      if answer == "go home":
      fishing = False
      else:
      ...

      er = float(e / (a + b + c + d))
      print(H_LINE)
      print("Thanks for playing " + name + "!")
      print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")


      Let the built-in functions do their job



      You are calling functions that you don't need to call. The result of "true" division between integers is a float. You don't need to call float(e / (a + b + c + d)). And if you did need to call it, you'd be calling it too late!



      Likewise, print knows how to handle integers and floating point numbers. You don't need to print(..., str(a), ...) when you can just do: print(..., a, ...).






      share|improve this answer









      $endgroup$


















        19












        $begingroup$

        Welcome to CodeReview. It's never too early to develop good coding habits, and reviewing your code is about the best way to do so.



        First, congratulations on writing a clean, straightforward program. While you do have some issues (below), they're not major, and your program seems appropriate for its level.



        Now, for the issues ;-)



        Use whitespace



        Python requires you to use horizontal whitespace. But you should also use vertical whitespace (aka "blank lines") to organize the different parts of your code into paragraphs.



        This huge block:



        import time
        import random
        fishing = True
        a = b = c = d = e = 0 #define multiple variables as same thing
        print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
        print ("Welcome to Lake Tocowaga")
        print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
        time.sleep(1)
        name = input("What is your name fisherman?")
        answer = input("Would you like to go fishing, " + name + "?")
        if answer.lower() == "no":
        fishing == False
        while fishing == True:


        would read better if it were broken up like so:



        import time
        import random

        fishing = True
        a = b = c = d = e = 0 #define multiple variables as same thing

        print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
        print ("Welcome to Lake Tocowaga")
        print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
        time.sleep(1)

        name = input("What is your name fisherman?")
        answer = input("Would you like to go fishing, " + name + "?")

        if answer.lower() == "no":
        fishing == False

        while fishing == True:


        All I did was add a few blank lines, but I was trying to show that "these things go together" and "these things are in sequence but not related".



        Use meaningful names:



        Which one of these is the shark?



        a = b = c = d = e = 0


        I have no idea. But if you named them appropriately:



        cod = shark = wildfish = salmon = nothing = 0


        I would know for sure!



        Use named constants



        This line appears three times:



        print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")


        It's probably hard to get the right number of tilde characters, unless you are copy/pasting it. And if you're doing that, it's probably a pain. Instead, create a name for the tildes. By convention, constants are spelled in uppercase. (It's not really a constant, but since constants are spelled in upper case, if you name it in upper case you'll know not to modify it.)



        H_LINE = "~" * 32

        print(H_LINE)
        print("Welcome to Lake Tocowaga")
        print(H_LINE)


        Put last things last



        There's a place for everything. And everything should be in its place. The place for printing a summary would be at the bottom.



        You had a good idea with your while fishing: loop. But instead of immediately printing the summary when you respond to the user input, just change the variable and let the loop fail, then print the summary at the bottom. It's more "natural" (and it makes your loops easier to read!).



        while fishing == True:    
        time.sleep(1)
        answer = input("Throw out your line, or go home?")
        if answer == "go home":
        fishing = False
        er = float(e / (a + b + c + d))
        print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
        print("Thanks for playing " + name + "!")
        print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
        else:
        ...


        Becomes:



        while fishing == True:    
        time.sleep(1)
        answer = input("Throw out your line, or go home?")
        if answer == "go home":
        fishing = False
        else:
        ...

        er = float(e / (a + b + c + d))
        print(H_LINE)
        print("Thanks for playing " + name + "!")
        print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")


        Let the built-in functions do their job



        You are calling functions that you don't need to call. The result of "true" division between integers is a float. You don't need to call float(e / (a + b + c + d)). And if you did need to call it, you'd be calling it too late!



        Likewise, print knows how to handle integers and floating point numbers. You don't need to print(..., str(a), ...) when you can just do: print(..., a, ...).






        share|improve this answer









        $endgroup$
















          19












          19








          19





          $begingroup$

          Welcome to CodeReview. It's never too early to develop good coding habits, and reviewing your code is about the best way to do so.



          First, congratulations on writing a clean, straightforward program. While you do have some issues (below), they're not major, and your program seems appropriate for its level.



          Now, for the issues ;-)



          Use whitespace



          Python requires you to use horizontal whitespace. But you should also use vertical whitespace (aka "blank lines") to organize the different parts of your code into paragraphs.



          This huge block:



          import time
          import random
          fishing = True
          a = b = c = d = e = 0 #define multiple variables as same thing
          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          print ("Welcome to Lake Tocowaga")
          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          time.sleep(1)
          name = input("What is your name fisherman?")
          answer = input("Would you like to go fishing, " + name + "?")
          if answer.lower() == "no":
          fishing == False
          while fishing == True:


          would read better if it were broken up like so:



          import time
          import random

          fishing = True
          a = b = c = d = e = 0 #define multiple variables as same thing

          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          print ("Welcome to Lake Tocowaga")
          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          time.sleep(1)

          name = input("What is your name fisherman?")
          answer = input("Would you like to go fishing, " + name + "?")

          if answer.lower() == "no":
          fishing == False

          while fishing == True:


          All I did was add a few blank lines, but I was trying to show that "these things go together" and "these things are in sequence but not related".



          Use meaningful names:



          Which one of these is the shark?



          a = b = c = d = e = 0


          I have no idea. But if you named them appropriately:



          cod = shark = wildfish = salmon = nothing = 0


          I would know for sure!



          Use named constants



          This line appears three times:



          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")


          It's probably hard to get the right number of tilde characters, unless you are copy/pasting it. And if you're doing that, it's probably a pain. Instead, create a name for the tildes. By convention, constants are spelled in uppercase. (It's not really a constant, but since constants are spelled in upper case, if you name it in upper case you'll know not to modify it.)



          H_LINE = "~" * 32

          print(H_LINE)
          print("Welcome to Lake Tocowaga")
          print(H_LINE)


          Put last things last



          There's a place for everything. And everything should be in its place. The place for printing a summary would be at the bottom.



          You had a good idea with your while fishing: loop. But instead of immediately printing the summary when you respond to the user input, just change the variable and let the loop fail, then print the summary at the bottom. It's more "natural" (and it makes your loops easier to read!).



          while fishing == True:    
          time.sleep(1)
          answer = input("Throw out your line, or go home?")
          if answer == "go home":
          fishing = False
          er = float(e / (a + b + c + d))
          print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          print("Thanks for playing " + name + "!")
          print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
          else:
          ...


          Becomes:



          while fishing == True:    
          time.sleep(1)
          answer = input("Throw out your line, or go home?")
          if answer == "go home":
          fishing = False
          else:
          ...

          er = float(e / (a + b + c + d))
          print(H_LINE)
          print("Thanks for playing " + name + "!")
          print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")


          Let the built-in functions do their job



          You are calling functions that you don't need to call. The result of "true" division between integers is a float. You don't need to call float(e / (a + b + c + d)). And if you did need to call it, you'd be calling it too late!



          Likewise, print knows how to handle integers and floating point numbers. You don't need to print(..., str(a), ...) when you can just do: print(..., a, ...).






          share|improve this answer









          $endgroup$



          Welcome to CodeReview. It's never too early to develop good coding habits, and reviewing your code is about the best way to do so.



          First, congratulations on writing a clean, straightforward program. While you do have some issues (below), they're not major, and your program seems appropriate for its level.



          Now, for the issues ;-)



          Use whitespace



          Python requires you to use horizontal whitespace. But you should also use vertical whitespace (aka "blank lines") to organize the different parts of your code into paragraphs.



          This huge block:



          import time
          import random
          fishing = True
          a = b = c = d = e = 0 #define multiple variables as same thing
          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          print ("Welcome to Lake Tocowaga")
          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          time.sleep(1)
          name = input("What is your name fisherman?")
          answer = input("Would you like to go fishing, " + name + "?")
          if answer.lower() == "no":
          fishing == False
          while fishing == True:


          would read better if it were broken up like so:



          import time
          import random

          fishing = True
          a = b = c = d = e = 0 #define multiple variables as same thing

          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          print ("Welcome to Lake Tocowaga")
          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          time.sleep(1)

          name = input("What is your name fisherman?")
          answer = input("Would you like to go fishing, " + name + "?")

          if answer.lower() == "no":
          fishing == False

          while fishing == True:


          All I did was add a few blank lines, but I was trying to show that "these things go together" and "these things are in sequence but not related".



          Use meaningful names:



          Which one of these is the shark?



          a = b = c = d = e = 0


          I have no idea. But if you named them appropriately:



          cod = shark = wildfish = salmon = nothing = 0


          I would know for sure!



          Use named constants



          This line appears three times:



          print ("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")


          It's probably hard to get the right number of tilde characters, unless you are copy/pasting it. And if you're doing that, it's probably a pain. Instead, create a name for the tildes. By convention, constants are spelled in uppercase. (It's not really a constant, but since constants are spelled in upper case, if you name it in upper case you'll know not to modify it.)



          H_LINE = "~" * 32

          print(H_LINE)
          print("Welcome to Lake Tocowaga")
          print(H_LINE)


          Put last things last



          There's a place for everything. And everything should be in its place. The place for printing a summary would be at the bottom.



          You had a good idea with your while fishing: loop. But instead of immediately printing the summary when you respond to the user input, just change the variable and let the loop fail, then print the summary at the bottom. It's more "natural" (and it makes your loops easier to read!).



          while fishing == True:    
          time.sleep(1)
          answer = input("Throw out your line, or go home?")
          if answer == "go home":
          fishing = False
          er = float(e / (a + b + c + d))
          print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~")
          print("Thanks for playing " + name + "!")
          print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")
          else:
          ...


          Becomes:



          while fishing == True:    
          time.sleep(1)
          answer = input("Throw out your line, or go home?")
          if answer == "go home":
          fishing = False
          else:
          ...

          er = float(e / (a + b + c + d))
          print(H_LINE)
          print("Thanks for playing " + name + "!")
          print("You caught:", str(a), "cod, ", str(b), "salmon, ", str(c), "shark, ", str(d), "wildfish. nEfficiency Rate: ", str(er), ".")


          Let the built-in functions do their job



          You are calling functions that you don't need to call. The result of "true" division between integers is a float. You don't need to call float(e / (a + b + c + d)). And if you did need to call it, you'd be calling it too late!



          Likewise, print knows how to handle integers and floating point numbers. You don't need to print(..., str(a), ...) when you can just do: print(..., a, ...).







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 2 days ago









          Austin HastingsAustin Hastings

          7,9971237




          7,9971237

























              22












              $begingroup$

              A few simple things.





              a = b = c = d = e = 0


              This is bad for a couple reasons:




              • Those are all nondescript, overly simple names. There's no way to tell what they represent just by looking at them.


              • You're shoving their declarations/definitions all on one line. This is generally regarded as poor practice. Say I'm looking for where c is defined. It's much easier to find it when I can be sure that I'm looking for exactly c = ... somewhere. It's harder to find though when it's declared half way through a line.



              In both cases, you're sacrificing readability for brevity. Avoid doing this unless you're code golfing. Readability takes precedence over nearly everything else.





              fishing = True is the third line in your file, yet you don't use it until later. Unless it's a constant, it's a good idea to declare variables near where they're first used. When someone's reading your code and wants to see the definition of fishing, it's more efficient if they only have to look up a line or two instead of needing to scroll to the top of the file.





              while fishing == True: can simply be written as while fishing:.





              You actually have a bug. fishing == False should be fishing = False.





              if answer.lower() == "no": could be written to be more "tolerant" (but less exact) by only checking the first letter:



              if answer.lower().startswith("n"):


              Now input like "nope" will work as well. Whether or not you want this behavior is another story though. If you had other answers that require "n" as the first letter, obviously this would break things.






              share|improve this answer











              $endgroup$













              • $begingroup$
                About while fishing: Suppose, say by user input or something, fishing is a string, then while fishing would always be True. Isn't it safer to write while fishing is True?
                $endgroup$
                – niko
                20 hours ago










              • $begingroup$
                if answer.lower()[0] == "n": will break if answer is an empty string. Better if answer.lower().startswith('n'):. :-)
                $endgroup$
                – TrebledJ
                19 hours ago










              • $begingroup$
                @niko fishing is never assigned user input. If it was accidentally, any behavior resulting from that would be incorrect, so I don't think using is True would help anything.
                $endgroup$
                – Carcigenicate
                13 hours ago










              • $begingroup$
                @TrebledJ Yes, good call.
                $endgroup$
                – Carcigenicate
                13 hours ago
















              22












              $begingroup$

              A few simple things.





              a = b = c = d = e = 0


              This is bad for a couple reasons:




              • Those are all nondescript, overly simple names. There's no way to tell what they represent just by looking at them.


              • You're shoving their declarations/definitions all on one line. This is generally regarded as poor practice. Say I'm looking for where c is defined. It's much easier to find it when I can be sure that I'm looking for exactly c = ... somewhere. It's harder to find though when it's declared half way through a line.



              In both cases, you're sacrificing readability for brevity. Avoid doing this unless you're code golfing. Readability takes precedence over nearly everything else.





              fishing = True is the third line in your file, yet you don't use it until later. Unless it's a constant, it's a good idea to declare variables near where they're first used. When someone's reading your code and wants to see the definition of fishing, it's more efficient if they only have to look up a line or two instead of needing to scroll to the top of the file.





              while fishing == True: can simply be written as while fishing:.





              You actually have a bug. fishing == False should be fishing = False.





              if answer.lower() == "no": could be written to be more "tolerant" (but less exact) by only checking the first letter:



              if answer.lower().startswith("n"):


              Now input like "nope" will work as well. Whether or not you want this behavior is another story though. If you had other answers that require "n" as the first letter, obviously this would break things.






              share|improve this answer











              $endgroup$













              • $begingroup$
                About while fishing: Suppose, say by user input or something, fishing is a string, then while fishing would always be True. Isn't it safer to write while fishing is True?
                $endgroup$
                – niko
                20 hours ago










              • $begingroup$
                if answer.lower()[0] == "n": will break if answer is an empty string. Better if answer.lower().startswith('n'):. :-)
                $endgroup$
                – TrebledJ
                19 hours ago










              • $begingroup$
                @niko fishing is never assigned user input. If it was accidentally, any behavior resulting from that would be incorrect, so I don't think using is True would help anything.
                $endgroup$
                – Carcigenicate
                13 hours ago










              • $begingroup$
                @TrebledJ Yes, good call.
                $endgroup$
                – Carcigenicate
                13 hours ago














              22












              22








              22





              $begingroup$

              A few simple things.





              a = b = c = d = e = 0


              This is bad for a couple reasons:




              • Those are all nondescript, overly simple names. There's no way to tell what they represent just by looking at them.


              • You're shoving their declarations/definitions all on one line. This is generally regarded as poor practice. Say I'm looking for where c is defined. It's much easier to find it when I can be sure that I'm looking for exactly c = ... somewhere. It's harder to find though when it's declared half way through a line.



              In both cases, you're sacrificing readability for brevity. Avoid doing this unless you're code golfing. Readability takes precedence over nearly everything else.





              fishing = True is the third line in your file, yet you don't use it until later. Unless it's a constant, it's a good idea to declare variables near where they're first used. When someone's reading your code and wants to see the definition of fishing, it's more efficient if they only have to look up a line or two instead of needing to scroll to the top of the file.





              while fishing == True: can simply be written as while fishing:.





              You actually have a bug. fishing == False should be fishing = False.





              if answer.lower() == "no": could be written to be more "tolerant" (but less exact) by only checking the first letter:



              if answer.lower().startswith("n"):


              Now input like "nope" will work as well. Whether or not you want this behavior is another story though. If you had other answers that require "n" as the first letter, obviously this would break things.






              share|improve this answer











              $endgroup$



              A few simple things.





              a = b = c = d = e = 0


              This is bad for a couple reasons:




              • Those are all nondescript, overly simple names. There's no way to tell what they represent just by looking at them.


              • You're shoving their declarations/definitions all on one line. This is generally regarded as poor practice. Say I'm looking for where c is defined. It's much easier to find it when I can be sure that I'm looking for exactly c = ... somewhere. It's harder to find though when it's declared half way through a line.



              In both cases, you're sacrificing readability for brevity. Avoid doing this unless you're code golfing. Readability takes precedence over nearly everything else.





              fishing = True is the third line in your file, yet you don't use it until later. Unless it's a constant, it's a good idea to declare variables near where they're first used. When someone's reading your code and wants to see the definition of fishing, it's more efficient if they only have to look up a line or two instead of needing to scroll to the top of the file.





              while fishing == True: can simply be written as while fishing:.





              You actually have a bug. fishing == False should be fishing = False.





              if answer.lower() == "no": could be written to be more "tolerant" (but less exact) by only checking the first letter:



              if answer.lower().startswith("n"):


              Now input like "nope" will work as well. Whether or not you want this behavior is another story though. If you had other answers that require "n" as the first letter, obviously this would break things.







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited 13 hours ago

























              answered 2 days ago









              CarcigenicateCarcigenicate

              4,30911635




              4,30911635












              • $begingroup$
                About while fishing: Suppose, say by user input or something, fishing is a string, then while fishing would always be True. Isn't it safer to write while fishing is True?
                $endgroup$
                – niko
                20 hours ago










              • $begingroup$
                if answer.lower()[0] == "n": will break if answer is an empty string. Better if answer.lower().startswith('n'):. :-)
                $endgroup$
                – TrebledJ
                19 hours ago










              • $begingroup$
                @niko fishing is never assigned user input. If it was accidentally, any behavior resulting from that would be incorrect, so I don't think using is True would help anything.
                $endgroup$
                – Carcigenicate
                13 hours ago










              • $begingroup$
                @TrebledJ Yes, good call.
                $endgroup$
                – Carcigenicate
                13 hours ago


















              • $begingroup$
                About while fishing: Suppose, say by user input or something, fishing is a string, then while fishing would always be True. Isn't it safer to write while fishing is True?
                $endgroup$
                – niko
                20 hours ago










              • $begingroup$
                if answer.lower()[0] == "n": will break if answer is an empty string. Better if answer.lower().startswith('n'):. :-)
                $endgroup$
                – TrebledJ
                19 hours ago










              • $begingroup$
                @niko fishing is never assigned user input. If it was accidentally, any behavior resulting from that would be incorrect, so I don't think using is True would help anything.
                $endgroup$
                – Carcigenicate
                13 hours ago










              • $begingroup$
                @TrebledJ Yes, good call.
                $endgroup$
                – Carcigenicate
                13 hours ago
















              $begingroup$
              About while fishing: Suppose, say by user input or something, fishing is a string, then while fishing would always be True. Isn't it safer to write while fishing is True?
              $endgroup$
              – niko
              20 hours ago




              $begingroup$
              About while fishing: Suppose, say by user input or something, fishing is a string, then while fishing would always be True. Isn't it safer to write while fishing is True?
              $endgroup$
              – niko
              20 hours ago












              $begingroup$
              if answer.lower()[0] == "n": will break if answer is an empty string. Better if answer.lower().startswith('n'):. :-)
              $endgroup$
              – TrebledJ
              19 hours ago




              $begingroup$
              if answer.lower()[0] == "n": will break if answer is an empty string. Better if answer.lower().startswith('n'):. :-)
              $endgroup$
              – TrebledJ
              19 hours ago












              $begingroup$
              @niko fishing is never assigned user input. If it was accidentally, any behavior resulting from that would be incorrect, so I don't think using is True would help anything.
              $endgroup$
              – Carcigenicate
              13 hours ago




              $begingroup$
              @niko fishing is never assigned user input. If it was accidentally, any behavior resulting from that would be incorrect, so I don't think using is True would help anything.
              $endgroup$
              – Carcigenicate
              13 hours ago












              $begingroup$
              @TrebledJ Yes, good call.
              $endgroup$
              – Carcigenicate
              13 hours ago




              $begingroup$
              @TrebledJ Yes, good call.
              $endgroup$
              – Carcigenicate
              13 hours ago











              18












              $begingroup$

              First off I think your use case is a nifty way of getting into Python, and it looks like aside from the bugs that others have already pointed out you'll likely soon be unstoppable.



              However, instead of simplifying the code I'd suggest modularizing as well as making use of __doc__ strings. It'll make adding features much easier in the future, and if you so choose, allow for making a full application with Kivy, Blender, or one of the other many GUI frameworks for Python development. Plus modularizing or abstraction allows for simplifying the intentions/usage.




              Some notes before diving-in...




              • it's probably a good idea to get a snack and drink; I'm a bit verbose and am about to compress some years of knowledge


              • __bar__ when spoken is "dunder bar" , and the phylum that their classified under are "magic methods"



              ... okay back on track.




              Here's some example code inspired by yours that shows some of what I was going on about in your question's comments...



              #!/usr/bin/env python

              import time
              import random


              print_separator = "".join(['_' for _ in range(9)])
              __author__ = "S0AndS0"


              class Gone_Fishing(dict):
              """
              Gone_Fishing is a simple simulation inspired by
              [Python - Fishing Simulator](https://codereview.stackexchange.com/q/217357/197446)

              ## Arguments

              - `fishes`, `dict`ionary such as `{'cod': {'amount': 0, 'chances': [1, 2]}}`
              - `min_chance`, `int`eger of min number that `random.randint` may generate
              - `max_chance`, `int`eger of max number that `random.randint` may generate
              """

              def __init__(self, fishes, min_chance = 1, max_chance = 10, **kwargs):
              super(Gone_Fishing, self).__init__(**kwargs)
              self.update(fishes = fishes,
              chances = {'min': min_chance, 'max': max_chance})

              @staticmethod
              def question(message):
              """ Returns response to `message` from user """
              return input("{message}? ".format(message = message))

              @staticmethod
              def keep_fishing(response, expected):
              """ Return `bool`ean of if `response` matches `expected` """
              if not response or not isinstance(response, str):
              return False

              return response.lower() == expected

              @property
              def dump_cooler(self):
              """
              Returns `score`, a `dict`ionary similar to `{'cod': 5, 'tire': 2}`,
              after printing and reseting _`amount`s_ caught
              """
              score = {}
              for fish, data in self['fishes'].items():
              if data['amount'] > 0:
              score.update({fish: data['amount']})
              if data['amount'] > 1 and data.get('plural'):
              fish = data['plural']

              print("{amount} {fish}".format(**{
              'fish': fish,
              'amount': data['amount']}))

              data['amount'] = 0

              return score

              def catch(self, chance):
              """ Returns `None` or name of `fish` caught based on `chance` """
              caught =
              for fish, data in self['fishes'].items():
              if chance in data['chances']:
              caught.append(fish)

              return caught

              def main_loop(self):
              """
              Asks questions, adds to _cooler_ anything caught, and prints score when finished
              """
              first = True
              message = 'Go fishing'
              expected = 'yes'
              while self.keep_fishing(self.question(message), expected):
              time.sleep(1)
              if first:
              first = False
              message = "Keep fishing"

              chances = random.randint(self['chances']['min'], self['chances']['max'])
              caught = self.catch(chances)
              if caught:
              for fish in caught:
              self['fishes'][fish]['amount'] += 1
              fancy_fish = ' '.join(fish.split('_')).title()
              print("You caught a {fish}".format(fish = fancy_fish))
              else:
              print("Nothing was caught this time.")

              print("{0}nThanks for playing".format(print_separator))
              if True in [x['amount'] > 0 for x in self['fishes'].values()]:
              print("You caught")
              self.dump_cooler
              print(print_separator)


              if __name__ == '__main__':
              """
              This block of code is not executed during import
              and instead is usually run when a file is executed,
              eg. `python gone_fishing.py`, making it a good
              place for simple unit tests and example usage.
              """
              gone_fishing = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )

              gone_fishing.main_loop()


              ... okay there's a bit going on up there, so feel free to dissect it's operation by adding breakpoints or print(something) lines.





              Here's what output of running the above script may look like



              # python gone_fishing.py
              Go fishing? 'yes'
              You caught a Wild Fish
              Keep fishing? 'yes'
              Nothing was caught this time.
              Keep fishing? 'yes'
              You caught a Shark
              You caught a Old Shoe
              Keep fishing? 'yes'
              Nothing was caught this time.
              # ... trimmed for brevity
              Keep fishing? 'no'
              _________
              Thanks for playing
              You caught
              2 sharks
              1 tire
              2 wild_fishes
              1 cod
              _________




              Taking it from the top print_separator = "".join(['_' for _ in range(9)]) is what I like to use when generating strings of repeating characters because it's easy to make something that outputs _-_-_ via "-".join(['_' for _ in range(3)]).





              By defining a class that inherits from the built in dictionary class (that's what the class Gone_Fishing(dict): line did), I'm being a bit lazy as this allows for dumping all saved states via...



              print(gone_fishing)
              # -> {'cod': {'amount': 2, 'chances': [1]}, ...}



              ... and while I'm on the tangent of getting info back out...




              print(gone_fishing.main_loop.__doc__)
              # Or
              # help(gone_fishing.main_loop)



              ... will print the previously mentioned __doc__ strings.




              ... and figuring out where you too can avoid re-inventing the wheel is just something that'll get picked up over time. Personally I choose to view it as expanding one's vocabulary, when I discover some built-in that's been waiting to solve some edge-case.





              The __init__ method absorbs three arguments and re-assigns'em with self.update() so that other methods that use the self argument are able to get and/or modify class saved states; more on that latter.



              That bit with **kwargs stands for key word arguments which passes things as a bare dictionary, the other syntax you may run across is *args, which passes things as a bare list of arguments; there be some fanciness that can be done with this syntax that I'll not get into at this point. However, you'll find some examples of passing an unwrapped dictionary, such as to format via print("{amount} {fish}".format(**{...})), which hint hint, is a great way of passing variable parameter names.




              This is one of those idiomatic things that you can pick-up with some experimentation (and grokking-out others' code bases); it's super powerful so use it often but be kind to your future self too.




              The bit with super(Gone_Fishing, self).__init__(**kwargs) is what allows the Gone_Fishing class to call dict's __init__ from within it's own __init__ method... indeed that was a little convoluted so taking a sec to unpack that...



              class SomeThing(dict):
              def __init__(self, an_argument = None, **kwargs):
              super(SomeThing, self).__init__(**kwargs)
              self.update({'an_argument': an_argument})


              ... it's possible to call self.update() from within SomeThing.___init__ without causing confusion of intent, where as to have SomeThing still operate as a dictionary, eg. assigning something = SomeThing(spam = 'Spam') without causing errors, one should use super(SomeThing, self).__init__(**kwargs) to allow Python to preform it's voodoo with figuring out which inheriting class'll take responsibility for those arguments. Side note, that does mean that one could do class SomeThing(dict, Iterator), and have that mean something but I'll not get into that here; kinda already covered that specifically on math stack in regards to graph modeling and prioritization.





              The @staticmethod and other decorators are ways of denoting a special use method. In the case of propertys they operate similarly to Object properties, eg...



              class Test_Obj:
              pass

              o = Test_Obj()
              o.foo = 'Foo'

              print(o.foo)
              # -> Foo


              ... but can only be gotten not set, which makes'em a great place to stash dynamic or semiprivate properties about an object.



              In the case of staticmethods, they're not passed a reference to self so cannot easily access or modify saved states, but they can be more easily used without initializing, eg...



              responses = 

              responses.append(Gone_Fishing.question("Where to"))
              print("I heard -> {response}".format(response = responses[-1]))
              for _ in range(7):
              responses.append(Gone_Fishing.question("... are you sure"))
              print("I heard -> {response}".format(response = responses[-1]))

              print("Okay... though...")



              Note also the various .format() usages are to show ways of future prepping (for perhaps using f strings in the future), as well as making strings somewhat more explicit.




              Generally I use'em to make the intended usage more explicit but that's not to say that you couldn't get lost in the amount of options available just for decorating a method.





              That bit within the main_loop method with while self.keep_fishing(self.question(message), expected), when unwrapped I think you'll really like, it's returning True or False at the top of every iteration based on asking the user a question and comparing their response with what's expected.



              And the bit with if True in [x['amount'] > 0 for x in self['fishes'].values()] is something that masks data using list comprehensions, I'll advise against getting too fancy with'em, and instead try to utilize'em whenever it doesn't make code less readable. Also don't get to attached to such cleverness because numpy, pandas, or one of the many other libraries, will preform similar tasks far faster.





              The things happening bellow the if __name__ == '__main__':, aside from the doc string ...




              Side note for those new to Python; sure you could call'em "dunder docs" and those in the know would know what you where saying, but they'd also likely smize at ya too, and saying "dundar doc string" if timed when a listener is drinking could have messy consequences... so "pro-tip", callem "doc strings" to be super classy when talking about Python code ;-)




              gone_fishing = Gone_Fishing(fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [2]},
              'shark': {'amount': 0, 'chances': [3], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [4], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [5, 6], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [7, 8], 'plural': 'tires'},
              })


              ... and how the above is parsed could take some words to do a full stack trace, but the gist is that chances is a list that you could even have overlapping integers, eg. a shark who had an old_shoe inside could be...



              gone_fishing['fishes']['shark']['chances'].append(5)


              ... though without adjustments to other values that would make for a very large shoal of soul hungry sharks.




              Note from the future; I've made adjustments to the code to enable overlapping values and returning of more than one result; there probably be better ways of doing it but this is also an example of iterative development now.






              When you've figured out how plural is an optional key value pair within a nested dictionary you'll start seeing similar things in other code (at least it's one of those things I've not been unable to unsee), try not to get messy with that trick though, otherwise I think it's self-explanatory as to the intentions of it's usage.





              The arguments that I didn't assign, min_chance and max_chance, much like the chances with sharks could be updated similarly, eg...



              gone_fishing['chances']['max'] = 20


              ... though initializing a new trip would look like...



              another_fishing_trip = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )


              ... which serves as an example of something you'd be wise to avoid doing to your own code, swapping words especially isn't going to win any points from a future self or other developers.





              There's certainly more room for improvement, eg. having gone_fishing['fishes'][fish_name]['ammount'] subtracted from, while adding to gone_fishing['cooler'] or similar structure; just for a start. But this was all just to expose quick-n-dirty methods of organizing the problem space with Object Oriented Programing.



              Hopefully having code with a bit more abstraction shows ya that going with something that looks a bit more complex can allow for simplifying the usage and future feature creep. Please keep us posted if ya make something more out of your learning project.






              share|improve this answer










              New contributor




              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              $endgroup$









              • 4




                $begingroup$
                Welcome to Code Review! I think you did a grat job on your first answer here. Keep it going!
                $endgroup$
                – Alex
                yesterday






              • 1




                $begingroup$
                A lot of great advice, but I would like to note that this: print_separator = "".join(['_' for _ in range(9)]) Can be shortened to this: print_separator = '_' * 9
                $endgroup$
                – shellster
                yesterday








              • 1




                $begingroup$
                print("{amount} {fish}".format(**{'fish': fish, 'amount': data['amount']})) -- why not print("{amount} {fish}".format(fish=fish, amount=data['amount']))?
                $endgroup$
                – kevinsa5
                23 hours ago






              • 1




                $begingroup$
                @S0AndS0 This is obviously a tiny nitpick, but even then it would probably be better to use one of "--".join('_' * 3) (limitations: underscore must be single character and builds intermediary string), "--".join('_' for _ in range(3)), "--".join(itertools.repeat('_', 3)), depending whether or not you like itertools. Constructing an intermediary list in memory here is really not necessary.
                $endgroup$
                – Izaak van Dongen
                9 hours ago






              • 1




                $begingroup$
                Indeed an intermediate list is uncalled for in the example use case, and I'm glad that you've pointed out a plethora of other options. That first one is sweet @Izaak van Dongen! And has some interesting outputs when more than one character is used, eg. "--".join('_|' * 3) -> _--|--_--|--_--|. Especially when compared to the output of your other suggestion "--".join('_|' for _ in range(3)) -> _|--_|--_|... definitely something that I'll keep in mind for fancy dividers.
                $endgroup$
                – S0AndS0
                8 hours ago
















              18












              $begingroup$

              First off I think your use case is a nifty way of getting into Python, and it looks like aside from the bugs that others have already pointed out you'll likely soon be unstoppable.



              However, instead of simplifying the code I'd suggest modularizing as well as making use of __doc__ strings. It'll make adding features much easier in the future, and if you so choose, allow for making a full application with Kivy, Blender, or one of the other many GUI frameworks for Python development. Plus modularizing or abstraction allows for simplifying the intentions/usage.




              Some notes before diving-in...




              • it's probably a good idea to get a snack and drink; I'm a bit verbose and am about to compress some years of knowledge


              • __bar__ when spoken is "dunder bar" , and the phylum that their classified under are "magic methods"



              ... okay back on track.




              Here's some example code inspired by yours that shows some of what I was going on about in your question's comments...



              #!/usr/bin/env python

              import time
              import random


              print_separator = "".join(['_' for _ in range(9)])
              __author__ = "S0AndS0"


              class Gone_Fishing(dict):
              """
              Gone_Fishing is a simple simulation inspired by
              [Python - Fishing Simulator](https://codereview.stackexchange.com/q/217357/197446)

              ## Arguments

              - `fishes`, `dict`ionary such as `{'cod': {'amount': 0, 'chances': [1, 2]}}`
              - `min_chance`, `int`eger of min number that `random.randint` may generate
              - `max_chance`, `int`eger of max number that `random.randint` may generate
              """

              def __init__(self, fishes, min_chance = 1, max_chance = 10, **kwargs):
              super(Gone_Fishing, self).__init__(**kwargs)
              self.update(fishes = fishes,
              chances = {'min': min_chance, 'max': max_chance})

              @staticmethod
              def question(message):
              """ Returns response to `message` from user """
              return input("{message}? ".format(message = message))

              @staticmethod
              def keep_fishing(response, expected):
              """ Return `bool`ean of if `response` matches `expected` """
              if not response or not isinstance(response, str):
              return False

              return response.lower() == expected

              @property
              def dump_cooler(self):
              """
              Returns `score`, a `dict`ionary similar to `{'cod': 5, 'tire': 2}`,
              after printing and reseting _`amount`s_ caught
              """
              score = {}
              for fish, data in self['fishes'].items():
              if data['amount'] > 0:
              score.update({fish: data['amount']})
              if data['amount'] > 1 and data.get('plural'):
              fish = data['plural']

              print("{amount} {fish}".format(**{
              'fish': fish,
              'amount': data['amount']}))

              data['amount'] = 0

              return score

              def catch(self, chance):
              """ Returns `None` or name of `fish` caught based on `chance` """
              caught =
              for fish, data in self['fishes'].items():
              if chance in data['chances']:
              caught.append(fish)

              return caught

              def main_loop(self):
              """
              Asks questions, adds to _cooler_ anything caught, and prints score when finished
              """
              first = True
              message = 'Go fishing'
              expected = 'yes'
              while self.keep_fishing(self.question(message), expected):
              time.sleep(1)
              if first:
              first = False
              message = "Keep fishing"

              chances = random.randint(self['chances']['min'], self['chances']['max'])
              caught = self.catch(chances)
              if caught:
              for fish in caught:
              self['fishes'][fish]['amount'] += 1
              fancy_fish = ' '.join(fish.split('_')).title()
              print("You caught a {fish}".format(fish = fancy_fish))
              else:
              print("Nothing was caught this time.")

              print("{0}nThanks for playing".format(print_separator))
              if True in [x['amount'] > 0 for x in self['fishes'].values()]:
              print("You caught")
              self.dump_cooler
              print(print_separator)


              if __name__ == '__main__':
              """
              This block of code is not executed during import
              and instead is usually run when a file is executed,
              eg. `python gone_fishing.py`, making it a good
              place for simple unit tests and example usage.
              """
              gone_fishing = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )

              gone_fishing.main_loop()


              ... okay there's a bit going on up there, so feel free to dissect it's operation by adding breakpoints or print(something) lines.





              Here's what output of running the above script may look like



              # python gone_fishing.py
              Go fishing? 'yes'
              You caught a Wild Fish
              Keep fishing? 'yes'
              Nothing was caught this time.
              Keep fishing? 'yes'
              You caught a Shark
              You caught a Old Shoe
              Keep fishing? 'yes'
              Nothing was caught this time.
              # ... trimmed for brevity
              Keep fishing? 'no'
              _________
              Thanks for playing
              You caught
              2 sharks
              1 tire
              2 wild_fishes
              1 cod
              _________




              Taking it from the top print_separator = "".join(['_' for _ in range(9)]) is what I like to use when generating strings of repeating characters because it's easy to make something that outputs _-_-_ via "-".join(['_' for _ in range(3)]).





              By defining a class that inherits from the built in dictionary class (that's what the class Gone_Fishing(dict): line did), I'm being a bit lazy as this allows for dumping all saved states via...



              print(gone_fishing)
              # -> {'cod': {'amount': 2, 'chances': [1]}, ...}



              ... and while I'm on the tangent of getting info back out...




              print(gone_fishing.main_loop.__doc__)
              # Or
              # help(gone_fishing.main_loop)



              ... will print the previously mentioned __doc__ strings.




              ... and figuring out where you too can avoid re-inventing the wheel is just something that'll get picked up over time. Personally I choose to view it as expanding one's vocabulary, when I discover some built-in that's been waiting to solve some edge-case.





              The __init__ method absorbs three arguments and re-assigns'em with self.update() so that other methods that use the self argument are able to get and/or modify class saved states; more on that latter.



              That bit with **kwargs stands for key word arguments which passes things as a bare dictionary, the other syntax you may run across is *args, which passes things as a bare list of arguments; there be some fanciness that can be done with this syntax that I'll not get into at this point. However, you'll find some examples of passing an unwrapped dictionary, such as to format via print("{amount} {fish}".format(**{...})), which hint hint, is a great way of passing variable parameter names.




              This is one of those idiomatic things that you can pick-up with some experimentation (and grokking-out others' code bases); it's super powerful so use it often but be kind to your future self too.




              The bit with super(Gone_Fishing, self).__init__(**kwargs) is what allows the Gone_Fishing class to call dict's __init__ from within it's own __init__ method... indeed that was a little convoluted so taking a sec to unpack that...



              class SomeThing(dict):
              def __init__(self, an_argument = None, **kwargs):
              super(SomeThing, self).__init__(**kwargs)
              self.update({'an_argument': an_argument})


              ... it's possible to call self.update() from within SomeThing.___init__ without causing confusion of intent, where as to have SomeThing still operate as a dictionary, eg. assigning something = SomeThing(spam = 'Spam') without causing errors, one should use super(SomeThing, self).__init__(**kwargs) to allow Python to preform it's voodoo with figuring out which inheriting class'll take responsibility for those arguments. Side note, that does mean that one could do class SomeThing(dict, Iterator), and have that mean something but I'll not get into that here; kinda already covered that specifically on math stack in regards to graph modeling and prioritization.





              The @staticmethod and other decorators are ways of denoting a special use method. In the case of propertys they operate similarly to Object properties, eg...



              class Test_Obj:
              pass

              o = Test_Obj()
              o.foo = 'Foo'

              print(o.foo)
              # -> Foo


              ... but can only be gotten not set, which makes'em a great place to stash dynamic or semiprivate properties about an object.



              In the case of staticmethods, they're not passed a reference to self so cannot easily access or modify saved states, but they can be more easily used without initializing, eg...



              responses = 

              responses.append(Gone_Fishing.question("Where to"))
              print("I heard -> {response}".format(response = responses[-1]))
              for _ in range(7):
              responses.append(Gone_Fishing.question("... are you sure"))
              print("I heard -> {response}".format(response = responses[-1]))

              print("Okay... though...")



              Note also the various .format() usages are to show ways of future prepping (for perhaps using f strings in the future), as well as making strings somewhat more explicit.




              Generally I use'em to make the intended usage more explicit but that's not to say that you couldn't get lost in the amount of options available just for decorating a method.





              That bit within the main_loop method with while self.keep_fishing(self.question(message), expected), when unwrapped I think you'll really like, it's returning True or False at the top of every iteration based on asking the user a question and comparing their response with what's expected.



              And the bit with if True in [x['amount'] > 0 for x in self['fishes'].values()] is something that masks data using list comprehensions, I'll advise against getting too fancy with'em, and instead try to utilize'em whenever it doesn't make code less readable. Also don't get to attached to such cleverness because numpy, pandas, or one of the many other libraries, will preform similar tasks far faster.





              The things happening bellow the if __name__ == '__main__':, aside from the doc string ...




              Side note for those new to Python; sure you could call'em "dunder docs" and those in the know would know what you where saying, but they'd also likely smize at ya too, and saying "dundar doc string" if timed when a listener is drinking could have messy consequences... so "pro-tip", callem "doc strings" to be super classy when talking about Python code ;-)




              gone_fishing = Gone_Fishing(fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [2]},
              'shark': {'amount': 0, 'chances': [3], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [4], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [5, 6], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [7, 8], 'plural': 'tires'},
              })


              ... and how the above is parsed could take some words to do a full stack trace, but the gist is that chances is a list that you could even have overlapping integers, eg. a shark who had an old_shoe inside could be...



              gone_fishing['fishes']['shark']['chances'].append(5)


              ... though without adjustments to other values that would make for a very large shoal of soul hungry sharks.




              Note from the future; I've made adjustments to the code to enable overlapping values and returning of more than one result; there probably be better ways of doing it but this is also an example of iterative development now.






              When you've figured out how plural is an optional key value pair within a nested dictionary you'll start seeing similar things in other code (at least it's one of those things I've not been unable to unsee), try not to get messy with that trick though, otherwise I think it's self-explanatory as to the intentions of it's usage.





              The arguments that I didn't assign, min_chance and max_chance, much like the chances with sharks could be updated similarly, eg...



              gone_fishing['chances']['max'] = 20


              ... though initializing a new trip would look like...



              another_fishing_trip = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )


              ... which serves as an example of something you'd be wise to avoid doing to your own code, swapping words especially isn't going to win any points from a future self or other developers.





              There's certainly more room for improvement, eg. having gone_fishing['fishes'][fish_name]['ammount'] subtracted from, while adding to gone_fishing['cooler'] or similar structure; just for a start. But this was all just to expose quick-n-dirty methods of organizing the problem space with Object Oriented Programing.



              Hopefully having code with a bit more abstraction shows ya that going with something that looks a bit more complex can allow for simplifying the usage and future feature creep. Please keep us posted if ya make something more out of your learning project.






              share|improve this answer










              New contributor




              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              $endgroup$









              • 4




                $begingroup$
                Welcome to Code Review! I think you did a grat job on your first answer here. Keep it going!
                $endgroup$
                – Alex
                yesterday






              • 1




                $begingroup$
                A lot of great advice, but I would like to note that this: print_separator = "".join(['_' for _ in range(9)]) Can be shortened to this: print_separator = '_' * 9
                $endgroup$
                – shellster
                yesterday








              • 1




                $begingroup$
                print("{amount} {fish}".format(**{'fish': fish, 'amount': data['amount']})) -- why not print("{amount} {fish}".format(fish=fish, amount=data['amount']))?
                $endgroup$
                – kevinsa5
                23 hours ago






              • 1




                $begingroup$
                @S0AndS0 This is obviously a tiny nitpick, but even then it would probably be better to use one of "--".join('_' * 3) (limitations: underscore must be single character and builds intermediary string), "--".join('_' for _ in range(3)), "--".join(itertools.repeat('_', 3)), depending whether or not you like itertools. Constructing an intermediary list in memory here is really not necessary.
                $endgroup$
                – Izaak van Dongen
                9 hours ago






              • 1




                $begingroup$
                Indeed an intermediate list is uncalled for in the example use case, and I'm glad that you've pointed out a plethora of other options. That first one is sweet @Izaak van Dongen! And has some interesting outputs when more than one character is used, eg. "--".join('_|' * 3) -> _--|--_--|--_--|. Especially when compared to the output of your other suggestion "--".join('_|' for _ in range(3)) -> _|--_|--_|... definitely something that I'll keep in mind for fancy dividers.
                $endgroup$
                – S0AndS0
                8 hours ago














              18












              18








              18





              $begingroup$

              First off I think your use case is a nifty way of getting into Python, and it looks like aside from the bugs that others have already pointed out you'll likely soon be unstoppable.



              However, instead of simplifying the code I'd suggest modularizing as well as making use of __doc__ strings. It'll make adding features much easier in the future, and if you so choose, allow for making a full application with Kivy, Blender, or one of the other many GUI frameworks for Python development. Plus modularizing or abstraction allows for simplifying the intentions/usage.




              Some notes before diving-in...




              • it's probably a good idea to get a snack and drink; I'm a bit verbose and am about to compress some years of knowledge


              • __bar__ when spoken is "dunder bar" , and the phylum that their classified under are "magic methods"



              ... okay back on track.




              Here's some example code inspired by yours that shows some of what I was going on about in your question's comments...



              #!/usr/bin/env python

              import time
              import random


              print_separator = "".join(['_' for _ in range(9)])
              __author__ = "S0AndS0"


              class Gone_Fishing(dict):
              """
              Gone_Fishing is a simple simulation inspired by
              [Python - Fishing Simulator](https://codereview.stackexchange.com/q/217357/197446)

              ## Arguments

              - `fishes`, `dict`ionary such as `{'cod': {'amount': 0, 'chances': [1, 2]}}`
              - `min_chance`, `int`eger of min number that `random.randint` may generate
              - `max_chance`, `int`eger of max number that `random.randint` may generate
              """

              def __init__(self, fishes, min_chance = 1, max_chance = 10, **kwargs):
              super(Gone_Fishing, self).__init__(**kwargs)
              self.update(fishes = fishes,
              chances = {'min': min_chance, 'max': max_chance})

              @staticmethod
              def question(message):
              """ Returns response to `message` from user """
              return input("{message}? ".format(message = message))

              @staticmethod
              def keep_fishing(response, expected):
              """ Return `bool`ean of if `response` matches `expected` """
              if not response or not isinstance(response, str):
              return False

              return response.lower() == expected

              @property
              def dump_cooler(self):
              """
              Returns `score`, a `dict`ionary similar to `{'cod': 5, 'tire': 2}`,
              after printing and reseting _`amount`s_ caught
              """
              score = {}
              for fish, data in self['fishes'].items():
              if data['amount'] > 0:
              score.update({fish: data['amount']})
              if data['amount'] > 1 and data.get('plural'):
              fish = data['plural']

              print("{amount} {fish}".format(**{
              'fish': fish,
              'amount': data['amount']}))

              data['amount'] = 0

              return score

              def catch(self, chance):
              """ Returns `None` or name of `fish` caught based on `chance` """
              caught =
              for fish, data in self['fishes'].items():
              if chance in data['chances']:
              caught.append(fish)

              return caught

              def main_loop(self):
              """
              Asks questions, adds to _cooler_ anything caught, and prints score when finished
              """
              first = True
              message = 'Go fishing'
              expected = 'yes'
              while self.keep_fishing(self.question(message), expected):
              time.sleep(1)
              if first:
              first = False
              message = "Keep fishing"

              chances = random.randint(self['chances']['min'], self['chances']['max'])
              caught = self.catch(chances)
              if caught:
              for fish in caught:
              self['fishes'][fish]['amount'] += 1
              fancy_fish = ' '.join(fish.split('_')).title()
              print("You caught a {fish}".format(fish = fancy_fish))
              else:
              print("Nothing was caught this time.")

              print("{0}nThanks for playing".format(print_separator))
              if True in [x['amount'] > 0 for x in self['fishes'].values()]:
              print("You caught")
              self.dump_cooler
              print(print_separator)


              if __name__ == '__main__':
              """
              This block of code is not executed during import
              and instead is usually run when a file is executed,
              eg. `python gone_fishing.py`, making it a good
              place for simple unit tests and example usage.
              """
              gone_fishing = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )

              gone_fishing.main_loop()


              ... okay there's a bit going on up there, so feel free to dissect it's operation by adding breakpoints or print(something) lines.





              Here's what output of running the above script may look like



              # python gone_fishing.py
              Go fishing? 'yes'
              You caught a Wild Fish
              Keep fishing? 'yes'
              Nothing was caught this time.
              Keep fishing? 'yes'
              You caught a Shark
              You caught a Old Shoe
              Keep fishing? 'yes'
              Nothing was caught this time.
              # ... trimmed for brevity
              Keep fishing? 'no'
              _________
              Thanks for playing
              You caught
              2 sharks
              1 tire
              2 wild_fishes
              1 cod
              _________




              Taking it from the top print_separator = "".join(['_' for _ in range(9)]) is what I like to use when generating strings of repeating characters because it's easy to make something that outputs _-_-_ via "-".join(['_' for _ in range(3)]).





              By defining a class that inherits from the built in dictionary class (that's what the class Gone_Fishing(dict): line did), I'm being a bit lazy as this allows for dumping all saved states via...



              print(gone_fishing)
              # -> {'cod': {'amount': 2, 'chances': [1]}, ...}



              ... and while I'm on the tangent of getting info back out...




              print(gone_fishing.main_loop.__doc__)
              # Or
              # help(gone_fishing.main_loop)



              ... will print the previously mentioned __doc__ strings.




              ... and figuring out where you too can avoid re-inventing the wheel is just something that'll get picked up over time. Personally I choose to view it as expanding one's vocabulary, when I discover some built-in that's been waiting to solve some edge-case.





              The __init__ method absorbs three arguments and re-assigns'em with self.update() so that other methods that use the self argument are able to get and/or modify class saved states; more on that latter.



              That bit with **kwargs stands for key word arguments which passes things as a bare dictionary, the other syntax you may run across is *args, which passes things as a bare list of arguments; there be some fanciness that can be done with this syntax that I'll not get into at this point. However, you'll find some examples of passing an unwrapped dictionary, such as to format via print("{amount} {fish}".format(**{...})), which hint hint, is a great way of passing variable parameter names.




              This is one of those idiomatic things that you can pick-up with some experimentation (and grokking-out others' code bases); it's super powerful so use it often but be kind to your future self too.




              The bit with super(Gone_Fishing, self).__init__(**kwargs) is what allows the Gone_Fishing class to call dict's __init__ from within it's own __init__ method... indeed that was a little convoluted so taking a sec to unpack that...



              class SomeThing(dict):
              def __init__(self, an_argument = None, **kwargs):
              super(SomeThing, self).__init__(**kwargs)
              self.update({'an_argument': an_argument})


              ... it's possible to call self.update() from within SomeThing.___init__ without causing confusion of intent, where as to have SomeThing still operate as a dictionary, eg. assigning something = SomeThing(spam = 'Spam') without causing errors, one should use super(SomeThing, self).__init__(**kwargs) to allow Python to preform it's voodoo with figuring out which inheriting class'll take responsibility for those arguments. Side note, that does mean that one could do class SomeThing(dict, Iterator), and have that mean something but I'll not get into that here; kinda already covered that specifically on math stack in regards to graph modeling and prioritization.





              The @staticmethod and other decorators are ways of denoting a special use method. In the case of propertys they operate similarly to Object properties, eg...



              class Test_Obj:
              pass

              o = Test_Obj()
              o.foo = 'Foo'

              print(o.foo)
              # -> Foo


              ... but can only be gotten not set, which makes'em a great place to stash dynamic or semiprivate properties about an object.



              In the case of staticmethods, they're not passed a reference to self so cannot easily access or modify saved states, but they can be more easily used without initializing, eg...



              responses = 

              responses.append(Gone_Fishing.question("Where to"))
              print("I heard -> {response}".format(response = responses[-1]))
              for _ in range(7):
              responses.append(Gone_Fishing.question("... are you sure"))
              print("I heard -> {response}".format(response = responses[-1]))

              print("Okay... though...")



              Note also the various .format() usages are to show ways of future prepping (for perhaps using f strings in the future), as well as making strings somewhat more explicit.




              Generally I use'em to make the intended usage more explicit but that's not to say that you couldn't get lost in the amount of options available just for decorating a method.





              That bit within the main_loop method with while self.keep_fishing(self.question(message), expected), when unwrapped I think you'll really like, it's returning True or False at the top of every iteration based on asking the user a question and comparing their response with what's expected.



              And the bit with if True in [x['amount'] > 0 for x in self['fishes'].values()] is something that masks data using list comprehensions, I'll advise against getting too fancy with'em, and instead try to utilize'em whenever it doesn't make code less readable. Also don't get to attached to such cleverness because numpy, pandas, or one of the many other libraries, will preform similar tasks far faster.





              The things happening bellow the if __name__ == '__main__':, aside from the doc string ...




              Side note for those new to Python; sure you could call'em "dunder docs" and those in the know would know what you where saying, but they'd also likely smize at ya too, and saying "dundar doc string" if timed when a listener is drinking could have messy consequences... so "pro-tip", callem "doc strings" to be super classy when talking about Python code ;-)




              gone_fishing = Gone_Fishing(fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [2]},
              'shark': {'amount': 0, 'chances': [3], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [4], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [5, 6], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [7, 8], 'plural': 'tires'},
              })


              ... and how the above is parsed could take some words to do a full stack trace, but the gist is that chances is a list that you could even have overlapping integers, eg. a shark who had an old_shoe inside could be...



              gone_fishing['fishes']['shark']['chances'].append(5)


              ... though without adjustments to other values that would make for a very large shoal of soul hungry sharks.




              Note from the future; I've made adjustments to the code to enable overlapping values and returning of more than one result; there probably be better ways of doing it but this is also an example of iterative development now.






              When you've figured out how plural is an optional key value pair within a nested dictionary you'll start seeing similar things in other code (at least it's one of those things I've not been unable to unsee), try not to get messy with that trick though, otherwise I think it's self-explanatory as to the intentions of it's usage.





              The arguments that I didn't assign, min_chance and max_chance, much like the chances with sharks could be updated similarly, eg...



              gone_fishing['chances']['max'] = 20


              ... though initializing a new trip would look like...



              another_fishing_trip = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )


              ... which serves as an example of something you'd be wise to avoid doing to your own code, swapping words especially isn't going to win any points from a future self or other developers.





              There's certainly more room for improvement, eg. having gone_fishing['fishes'][fish_name]['ammount'] subtracted from, while adding to gone_fishing['cooler'] or similar structure; just for a start. But this was all just to expose quick-n-dirty methods of organizing the problem space with Object Oriented Programing.



              Hopefully having code with a bit more abstraction shows ya that going with something that looks a bit more complex can allow for simplifying the usage and future feature creep. Please keep us posted if ya make something more out of your learning project.






              share|improve this answer










              New contributor




              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              $endgroup$



              First off I think your use case is a nifty way of getting into Python, and it looks like aside from the bugs that others have already pointed out you'll likely soon be unstoppable.



              However, instead of simplifying the code I'd suggest modularizing as well as making use of __doc__ strings. It'll make adding features much easier in the future, and if you so choose, allow for making a full application with Kivy, Blender, or one of the other many GUI frameworks for Python development. Plus modularizing or abstraction allows for simplifying the intentions/usage.




              Some notes before diving-in...




              • it's probably a good idea to get a snack and drink; I'm a bit verbose and am about to compress some years of knowledge


              • __bar__ when spoken is "dunder bar" , and the phylum that their classified under are "magic methods"



              ... okay back on track.




              Here's some example code inspired by yours that shows some of what I was going on about in your question's comments...



              #!/usr/bin/env python

              import time
              import random


              print_separator = "".join(['_' for _ in range(9)])
              __author__ = "S0AndS0"


              class Gone_Fishing(dict):
              """
              Gone_Fishing is a simple simulation inspired by
              [Python - Fishing Simulator](https://codereview.stackexchange.com/q/217357/197446)

              ## Arguments

              - `fishes`, `dict`ionary such as `{'cod': {'amount': 0, 'chances': [1, 2]}}`
              - `min_chance`, `int`eger of min number that `random.randint` may generate
              - `max_chance`, `int`eger of max number that `random.randint` may generate
              """

              def __init__(self, fishes, min_chance = 1, max_chance = 10, **kwargs):
              super(Gone_Fishing, self).__init__(**kwargs)
              self.update(fishes = fishes,
              chances = {'min': min_chance, 'max': max_chance})

              @staticmethod
              def question(message):
              """ Returns response to `message` from user """
              return input("{message}? ".format(message = message))

              @staticmethod
              def keep_fishing(response, expected):
              """ Return `bool`ean of if `response` matches `expected` """
              if not response or not isinstance(response, str):
              return False

              return response.lower() == expected

              @property
              def dump_cooler(self):
              """
              Returns `score`, a `dict`ionary similar to `{'cod': 5, 'tire': 2}`,
              after printing and reseting _`amount`s_ caught
              """
              score = {}
              for fish, data in self['fishes'].items():
              if data['amount'] > 0:
              score.update({fish: data['amount']})
              if data['amount'] > 1 and data.get('plural'):
              fish = data['plural']

              print("{amount} {fish}".format(**{
              'fish': fish,
              'amount': data['amount']}))

              data['amount'] = 0

              return score

              def catch(self, chance):
              """ Returns `None` or name of `fish` caught based on `chance` """
              caught =
              for fish, data in self['fishes'].items():
              if chance in data['chances']:
              caught.append(fish)

              return caught

              def main_loop(self):
              """
              Asks questions, adds to _cooler_ anything caught, and prints score when finished
              """
              first = True
              message = 'Go fishing'
              expected = 'yes'
              while self.keep_fishing(self.question(message), expected):
              time.sleep(1)
              if first:
              first = False
              message = "Keep fishing"

              chances = random.randint(self['chances']['min'], self['chances']['max'])
              caught = self.catch(chances)
              if caught:
              for fish in caught:
              self['fishes'][fish]['amount'] += 1
              fancy_fish = ' '.join(fish.split('_')).title()
              print("You caught a {fish}".format(fish = fancy_fish))
              else:
              print("Nothing was caught this time.")

              print("{0}nThanks for playing".format(print_separator))
              if True in [x['amount'] > 0 for x in self['fishes'].values()]:
              print("You caught")
              self.dump_cooler
              print(print_separator)


              if __name__ == '__main__':
              """
              This block of code is not executed during import
              and instead is usually run when a file is executed,
              eg. `python gone_fishing.py`, making it a good
              place for simple unit tests and example usage.
              """
              gone_fishing = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )

              gone_fishing.main_loop()


              ... okay there's a bit going on up there, so feel free to dissect it's operation by adding breakpoints or print(something) lines.





              Here's what output of running the above script may look like



              # python gone_fishing.py
              Go fishing? 'yes'
              You caught a Wild Fish
              Keep fishing? 'yes'
              Nothing was caught this time.
              Keep fishing? 'yes'
              You caught a Shark
              You caught a Old Shoe
              Keep fishing? 'yes'
              Nothing was caught this time.
              # ... trimmed for brevity
              Keep fishing? 'no'
              _________
              Thanks for playing
              You caught
              2 sharks
              1 tire
              2 wild_fishes
              1 cod
              _________




              Taking it from the top print_separator = "".join(['_' for _ in range(9)]) is what I like to use when generating strings of repeating characters because it's easy to make something that outputs _-_-_ via "-".join(['_' for _ in range(3)]).





              By defining a class that inherits from the built in dictionary class (that's what the class Gone_Fishing(dict): line did), I'm being a bit lazy as this allows for dumping all saved states via...



              print(gone_fishing)
              # -> {'cod': {'amount': 2, 'chances': [1]}, ...}



              ... and while I'm on the tangent of getting info back out...




              print(gone_fishing.main_loop.__doc__)
              # Or
              # help(gone_fishing.main_loop)



              ... will print the previously mentioned __doc__ strings.




              ... and figuring out where you too can avoid re-inventing the wheel is just something that'll get picked up over time. Personally I choose to view it as expanding one's vocabulary, when I discover some built-in that's been waiting to solve some edge-case.





              The __init__ method absorbs three arguments and re-assigns'em with self.update() so that other methods that use the self argument are able to get and/or modify class saved states; more on that latter.



              That bit with **kwargs stands for key word arguments which passes things as a bare dictionary, the other syntax you may run across is *args, which passes things as a bare list of arguments; there be some fanciness that can be done with this syntax that I'll not get into at this point. However, you'll find some examples of passing an unwrapped dictionary, such as to format via print("{amount} {fish}".format(**{...})), which hint hint, is a great way of passing variable parameter names.




              This is one of those idiomatic things that you can pick-up with some experimentation (and grokking-out others' code bases); it's super powerful so use it often but be kind to your future self too.




              The bit with super(Gone_Fishing, self).__init__(**kwargs) is what allows the Gone_Fishing class to call dict's __init__ from within it's own __init__ method... indeed that was a little convoluted so taking a sec to unpack that...



              class SomeThing(dict):
              def __init__(self, an_argument = None, **kwargs):
              super(SomeThing, self).__init__(**kwargs)
              self.update({'an_argument': an_argument})


              ... it's possible to call self.update() from within SomeThing.___init__ without causing confusion of intent, where as to have SomeThing still operate as a dictionary, eg. assigning something = SomeThing(spam = 'Spam') without causing errors, one should use super(SomeThing, self).__init__(**kwargs) to allow Python to preform it's voodoo with figuring out which inheriting class'll take responsibility for those arguments. Side note, that does mean that one could do class SomeThing(dict, Iterator), and have that mean something but I'll not get into that here; kinda already covered that specifically on math stack in regards to graph modeling and prioritization.





              The @staticmethod and other decorators are ways of denoting a special use method. In the case of propertys they operate similarly to Object properties, eg...



              class Test_Obj:
              pass

              o = Test_Obj()
              o.foo = 'Foo'

              print(o.foo)
              # -> Foo


              ... but can only be gotten not set, which makes'em a great place to stash dynamic or semiprivate properties about an object.



              In the case of staticmethods, they're not passed a reference to self so cannot easily access or modify saved states, but they can be more easily used without initializing, eg...



              responses = 

              responses.append(Gone_Fishing.question("Where to"))
              print("I heard -> {response}".format(response = responses[-1]))
              for _ in range(7):
              responses.append(Gone_Fishing.question("... are you sure"))
              print("I heard -> {response}".format(response = responses[-1]))

              print("Okay... though...")



              Note also the various .format() usages are to show ways of future prepping (for perhaps using f strings in the future), as well as making strings somewhat more explicit.




              Generally I use'em to make the intended usage more explicit but that's not to say that you couldn't get lost in the amount of options available just for decorating a method.





              That bit within the main_loop method with while self.keep_fishing(self.question(message), expected), when unwrapped I think you'll really like, it's returning True or False at the top of every iteration based on asking the user a question and comparing their response with what's expected.



              And the bit with if True in [x['amount'] > 0 for x in self['fishes'].values()] is something that masks data using list comprehensions, I'll advise against getting too fancy with'em, and instead try to utilize'em whenever it doesn't make code less readable. Also don't get to attached to such cleverness because numpy, pandas, or one of the many other libraries, will preform similar tasks far faster.





              The things happening bellow the if __name__ == '__main__':, aside from the doc string ...




              Side note for those new to Python; sure you could call'em "dunder docs" and those in the know would know what you where saying, but they'd also likely smize at ya too, and saying "dundar doc string" if timed when a listener is drinking could have messy consequences... so "pro-tip", callem "doc strings" to be super classy when talking about Python code ;-)




              gone_fishing = Gone_Fishing(fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [2]},
              'shark': {'amount': 0, 'chances': [3], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [4], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [5, 6], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [7, 8], 'plural': 'tires'},
              })


              ... and how the above is parsed could take some words to do a full stack trace, but the gist is that chances is a list that you could even have overlapping integers, eg. a shark who had an old_shoe inside could be...



              gone_fishing['fishes']['shark']['chances'].append(5)


              ... though without adjustments to other values that would make for a very large shoal of soul hungry sharks.




              Note from the future; I've made adjustments to the code to enable overlapping values and returning of more than one result; there probably be better ways of doing it but this is also an example of iterative development now.






              When you've figured out how plural is an optional key value pair within a nested dictionary you'll start seeing similar things in other code (at least it's one of those things I've not been unable to unsee), try not to get messy with that trick though, otherwise I think it's self-explanatory as to the intentions of it's usage.





              The arguments that I didn't assign, min_chance and max_chance, much like the chances with sharks could be updated similarly, eg...



              gone_fishing['chances']['max'] = 20


              ... though initializing a new trip would look like...



              another_fishing_trip = Gone_Fishing(
              fishes = {
              'cod': {'amount': 0, 'chances': [1]},
              'salmon': {'amount': 0, 'chances': [5]},
              'shark': {'amount': 0, 'chances': [9, 10], 'plural': 'sharks'},
              'wild_fish': {'amount': 0, 'chances': [7], 'plural': 'wild_fishes'},
              'old_shoe': {'amount': 0, 'chances': [10, 15], 'plural': 'old_shoes'},
              'tire': {'amount': 0, 'chances': [2, 19], 'plural': 'tires'},
              },
              min_chances = 0,
              max_chances = 20,
              )


              ... which serves as an example of something you'd be wise to avoid doing to your own code, swapping words especially isn't going to win any points from a future self or other developers.





              There's certainly more room for improvement, eg. having gone_fishing['fishes'][fish_name]['ammount'] subtracted from, while adding to gone_fishing['cooler'] or similar structure; just for a start. But this was all just to expose quick-n-dirty methods of organizing the problem space with Object Oriented Programing.



              Hopefully having code with a bit more abstraction shows ya that going with something that looks a bit more complex can allow for simplifying the usage and future feature creep. Please keep us posted if ya make something more out of your learning project.







              share|improve this answer










              New contributor




              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.









              share|improve this answer



              share|improve this answer








              edited 21 hours ago





















              New contributor




              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.









              answered yesterday









              S0AndS0S0AndS0

              2816




              2816




              New contributor




              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.





              New contributor





              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              S0AndS0 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.








              • 4




                $begingroup$
                Welcome to Code Review! I think you did a grat job on your first answer here. Keep it going!
                $endgroup$
                – Alex
                yesterday






              • 1




                $begingroup$
                A lot of great advice, but I would like to note that this: print_separator = "".join(['_' for _ in range(9)]) Can be shortened to this: print_separator = '_' * 9
                $endgroup$
                – shellster
                yesterday








              • 1




                $begingroup$
                print("{amount} {fish}".format(**{'fish': fish, 'amount': data['amount']})) -- why not print("{amount} {fish}".format(fish=fish, amount=data['amount']))?
                $endgroup$
                – kevinsa5
                23 hours ago






              • 1




                $begingroup$
                @S0AndS0 This is obviously a tiny nitpick, but even then it would probably be better to use one of "--".join('_' * 3) (limitations: underscore must be single character and builds intermediary string), "--".join('_' for _ in range(3)), "--".join(itertools.repeat('_', 3)), depending whether or not you like itertools. Constructing an intermediary list in memory here is really not necessary.
                $endgroup$
                – Izaak van Dongen
                9 hours ago






              • 1




                $begingroup$
                Indeed an intermediate list is uncalled for in the example use case, and I'm glad that you've pointed out a plethora of other options. That first one is sweet @Izaak van Dongen! And has some interesting outputs when more than one character is used, eg. "--".join('_|' * 3) -> _--|--_--|--_--|. Especially when compared to the output of your other suggestion "--".join('_|' for _ in range(3)) -> _|--_|--_|... definitely something that I'll keep in mind for fancy dividers.
                $endgroup$
                – S0AndS0
                8 hours ago














              • 4




                $begingroup$
                Welcome to Code Review! I think you did a grat job on your first answer here. Keep it going!
                $endgroup$
                – Alex
                yesterday






              • 1




                $begingroup$
                A lot of great advice, but I would like to note that this: print_separator = "".join(['_' for _ in range(9)]) Can be shortened to this: print_separator = '_' * 9
                $endgroup$
                – shellster
                yesterday








              • 1




                $begingroup$
                print("{amount} {fish}".format(**{'fish': fish, 'amount': data['amount']})) -- why not print("{amount} {fish}".format(fish=fish, amount=data['amount']))?
                $endgroup$
                – kevinsa5
                23 hours ago






              • 1




                $begingroup$
                @S0AndS0 This is obviously a tiny nitpick, but even then it would probably be better to use one of "--".join('_' * 3) (limitations: underscore must be single character and builds intermediary string), "--".join('_' for _ in range(3)), "--".join(itertools.repeat('_', 3)), depending whether or not you like itertools. Constructing an intermediary list in memory here is really not necessary.
                $endgroup$
                – Izaak van Dongen
                9 hours ago






              • 1




                $begingroup$
                Indeed an intermediate list is uncalled for in the example use case, and I'm glad that you've pointed out a plethora of other options. That first one is sweet @Izaak van Dongen! And has some interesting outputs when more than one character is used, eg. "--".join('_|' * 3) -> _--|--_--|--_--|. Especially when compared to the output of your other suggestion "--".join('_|' for _ in range(3)) -> _|--_|--_|... definitely something that I'll keep in mind for fancy dividers.
                $endgroup$
                – S0AndS0
                8 hours ago








              4




              4




              $begingroup$
              Welcome to Code Review! I think you did a grat job on your first answer here. Keep it going!
              $endgroup$
              – Alex
              yesterday




              $begingroup$
              Welcome to Code Review! I think you did a grat job on your first answer here. Keep it going!
              $endgroup$
              – Alex
              yesterday




              1




              1




              $begingroup$
              A lot of great advice, but I would like to note that this: print_separator = "".join(['_' for _ in range(9)]) Can be shortened to this: print_separator = '_' * 9
              $endgroup$
              – shellster
              yesterday






              $begingroup$
              A lot of great advice, but I would like to note that this: print_separator = "".join(['_' for _ in range(9)]) Can be shortened to this: print_separator = '_' * 9
              $endgroup$
              – shellster
              yesterday






              1




              1




              $begingroup$
              print("{amount} {fish}".format(**{'fish': fish, 'amount': data['amount']})) -- why not print("{amount} {fish}".format(fish=fish, amount=data['amount']))?
              $endgroup$
              – kevinsa5
              23 hours ago




              $begingroup$
              print("{amount} {fish}".format(**{'fish': fish, 'amount': data['amount']})) -- why not print("{amount} {fish}".format(fish=fish, amount=data['amount']))?
              $endgroup$
              – kevinsa5
              23 hours ago




              1




              1




              $begingroup$
              @S0AndS0 This is obviously a tiny nitpick, but even then it would probably be better to use one of "--".join('_' * 3) (limitations: underscore must be single character and builds intermediary string), "--".join('_' for _ in range(3)), "--".join(itertools.repeat('_', 3)), depending whether or not you like itertools. Constructing an intermediary list in memory here is really not necessary.
              $endgroup$
              – Izaak van Dongen
              9 hours ago




              $begingroup$
              @S0AndS0 This is obviously a tiny nitpick, but even then it would probably be better to use one of "--".join('_' * 3) (limitations: underscore must be single character and builds intermediary string), "--".join('_' for _ in range(3)), "--".join(itertools.repeat('_', 3)), depending whether or not you like itertools. Constructing an intermediary list in memory here is really not necessary.
              $endgroup$
              – Izaak van Dongen
              9 hours ago




              1




              1




              $begingroup$
              Indeed an intermediate list is uncalled for in the example use case, and I'm glad that you've pointed out a plethora of other options. That first one is sweet @Izaak van Dongen! And has some interesting outputs when more than one character is used, eg. "--".join('_|' * 3) -> _--|--_--|--_--|. Especially when compared to the output of your other suggestion "--".join('_|' for _ in range(3)) -> _|--_|--_|... definitely something that I'll keep in mind for fancy dividers.
              $endgroup$
              – S0AndS0
              8 hours ago




              $begingroup$
              Indeed an intermediate list is uncalled for in the example use case, and I'm glad that you've pointed out a plethora of other options. That first one is sweet @Izaak van Dongen! And has some interesting outputs when more than one character is used, eg. "--".join('_|' * 3) -> _--|--_--|--_--|. Especially when compared to the output of your other suggestion "--".join('_|' for _ in range(3)) -> _|--_|--_|... definitely something that I'll keep in mind for fancy dividers.
              $endgroup$
              – S0AndS0
              8 hours ago











              8












              $begingroup$

              This is another inprovement using a dictionary. Currently all of your data is hardcoded and distributed somewhere in the code. If you wanted to add another fish, you would have to add a variable f, extend random.randint (so the chance for nothing does not decrease) and finally add it to the if conditions and the printing.



              That is a lot of work just to add one more fish. Instead I would propose to use a dictionary of possible fishing outcomes and their chance of being caught. You can then use this with random.choices, which takes a weights argument detailing the probabilities.



              pond = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}


              The probabilities are here just relative to each other, random.choices normalizes them for you. All fish have the same probability and getting nothing has double the probability of any single fish.



              Your loop also does not need the fishing variable at all, just break it when the user is done fishing.



              Whenever you need to count something, using collections.Counter is probably a good idea. It basically works like a dictionary and has the nice feature that it assumes all elements have a count of zero.



              In Python 3.6 a new way to format strings was introduced, the f-string.



              from collections import Counter
              from random import choices
              from time import sleep

              POND = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}

              name = input("What is your name fisherman? ")

              caught = Counter()
              while True:
              keep_fishing = input("Throw out your line, or go home? ")
              if keep_fishing == "go home":
              break
              sleep(1)
              result = choices(list(POND), weights=POND.values(), k=1)[0]
              print(f"You caught: {result}")
              caught[result] += 1

              print(f"nThanks for playing, {name}!")
              print("You caught:")
              for fish, n in caught.most_common():
              if fish != "nothing":
              print(n, fish)





              share|improve this answer











              $endgroup$













              • $begingroup$
                For the behavior to be the same as the original code, nothing should have chance 3
                $endgroup$
                – Vaelus
                6 hours ago










              • $begingroup$
                @Vaelus randrange is exclusive of the end, so produces vales from 1 to 6 (inclusive), therefore only 5 and 6 produce nothing.
                $endgroup$
                – Graipher
                5 hours ago










              • $begingroup$
                Whoops, you're right. Yet another reason to use your method.
                $endgroup$
                – Vaelus
                3 hours ago
















              8












              $begingroup$

              This is another inprovement using a dictionary. Currently all of your data is hardcoded and distributed somewhere in the code. If you wanted to add another fish, you would have to add a variable f, extend random.randint (so the chance for nothing does not decrease) and finally add it to the if conditions and the printing.



              That is a lot of work just to add one more fish. Instead I would propose to use a dictionary of possible fishing outcomes and their chance of being caught. You can then use this with random.choices, which takes a weights argument detailing the probabilities.



              pond = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}


              The probabilities are here just relative to each other, random.choices normalizes them for you. All fish have the same probability and getting nothing has double the probability of any single fish.



              Your loop also does not need the fishing variable at all, just break it when the user is done fishing.



              Whenever you need to count something, using collections.Counter is probably a good idea. It basically works like a dictionary and has the nice feature that it assumes all elements have a count of zero.



              In Python 3.6 a new way to format strings was introduced, the f-string.



              from collections import Counter
              from random import choices
              from time import sleep

              POND = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}

              name = input("What is your name fisherman? ")

              caught = Counter()
              while True:
              keep_fishing = input("Throw out your line, or go home? ")
              if keep_fishing == "go home":
              break
              sleep(1)
              result = choices(list(POND), weights=POND.values(), k=1)[0]
              print(f"You caught: {result}")
              caught[result] += 1

              print(f"nThanks for playing, {name}!")
              print("You caught:")
              for fish, n in caught.most_common():
              if fish != "nothing":
              print(n, fish)





              share|improve this answer











              $endgroup$













              • $begingroup$
                For the behavior to be the same as the original code, nothing should have chance 3
                $endgroup$
                – Vaelus
                6 hours ago










              • $begingroup$
                @Vaelus randrange is exclusive of the end, so produces vales from 1 to 6 (inclusive), therefore only 5 and 6 produce nothing.
                $endgroup$
                – Graipher
                5 hours ago










              • $begingroup$
                Whoops, you're right. Yet another reason to use your method.
                $endgroup$
                – Vaelus
                3 hours ago














              8












              8








              8





              $begingroup$

              This is another inprovement using a dictionary. Currently all of your data is hardcoded and distributed somewhere in the code. If you wanted to add another fish, you would have to add a variable f, extend random.randint (so the chance for nothing does not decrease) and finally add it to the if conditions and the printing.



              That is a lot of work just to add one more fish. Instead I would propose to use a dictionary of possible fishing outcomes and their chance of being caught. You can then use this with random.choices, which takes a weights argument detailing the probabilities.



              pond = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}


              The probabilities are here just relative to each other, random.choices normalizes them for you. All fish have the same probability and getting nothing has double the probability of any single fish.



              Your loop also does not need the fishing variable at all, just break it when the user is done fishing.



              Whenever you need to count something, using collections.Counter is probably a good idea. It basically works like a dictionary and has the nice feature that it assumes all elements have a count of zero.



              In Python 3.6 a new way to format strings was introduced, the f-string.



              from collections import Counter
              from random import choices
              from time import sleep

              POND = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}

              name = input("What is your name fisherman? ")

              caught = Counter()
              while True:
              keep_fishing = input("Throw out your line, or go home? ")
              if keep_fishing == "go home":
              break
              sleep(1)
              result = choices(list(POND), weights=POND.values(), k=1)[0]
              print(f"You caught: {result}")
              caught[result] += 1

              print(f"nThanks for playing, {name}!")
              print("You caught:")
              for fish, n in caught.most_common():
              if fish != "nothing":
              print(n, fish)





              share|improve this answer











              $endgroup$



              This is another inprovement using a dictionary. Currently all of your data is hardcoded and distributed somewhere in the code. If you wanted to add another fish, you would have to add a variable f, extend random.randint (so the chance for nothing does not decrease) and finally add it to the if conditions and the printing.



              That is a lot of work just to add one more fish. Instead I would propose to use a dictionary of possible fishing outcomes and their chance of being caught. You can then use this with random.choices, which takes a weights argument detailing the probabilities.



              pond = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}


              The probabilities are here just relative to each other, random.choices normalizes them for you. All fish have the same probability and getting nothing has double the probability of any single fish.



              Your loop also does not need the fishing variable at all, just break it when the user is done fishing.



              Whenever you need to count something, using collections.Counter is probably a good idea. It basically works like a dictionary and has the nice feature that it assumes all elements have a count of zero.



              In Python 3.6 a new way to format strings was introduced, the f-string.



              from collections import Counter
              from random import choices
              from time import sleep

              POND = {'cod': 1, 'salmon': 1, 'shark': 1, 'wildfish': 1, 'nothing': 2}

              name = input("What is your name fisherman? ")

              caught = Counter()
              while True:
              keep_fishing = input("Throw out your line, or go home? ")
              if keep_fishing == "go home":
              break
              sleep(1)
              result = choices(list(POND), weights=POND.values(), k=1)[0]
              print(f"You caught: {result}")
              caught[result] += 1

              print(f"nThanks for playing, {name}!")
              print("You caught:")
              for fish, n in caught.most_common():
              if fish != "nothing":
              print(n, fish)






              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited 9 hours ago

























              answered yesterday









              GraipherGraipher

              27.2k54497




              27.2k54497












              • $begingroup$
                For the behavior to be the same as the original code, nothing should have chance 3
                $endgroup$
                – Vaelus
                6 hours ago










              • $begingroup$
                @Vaelus randrange is exclusive of the end, so produces vales from 1 to 6 (inclusive), therefore only 5 and 6 produce nothing.
                $endgroup$
                – Graipher
                5 hours ago










              • $begingroup$
                Whoops, you're right. Yet another reason to use your method.
                $endgroup$
                – Vaelus
                3 hours ago


















              • $begingroup$
                For the behavior to be the same as the original code, nothing should have chance 3
                $endgroup$
                – Vaelus
                6 hours ago










              • $begingroup$
                @Vaelus randrange is exclusive of the end, so produces vales from 1 to 6 (inclusive), therefore only 5 and 6 produce nothing.
                $endgroup$
                – Graipher
                5 hours ago










              • $begingroup$
                Whoops, you're right. Yet another reason to use your method.
                $endgroup$
                – Vaelus
                3 hours ago
















              $begingroup$
              For the behavior to be the same as the original code, nothing should have chance 3
              $endgroup$
              – Vaelus
              6 hours ago




              $begingroup$
              For the behavior to be the same as the original code, nothing should have chance 3
              $endgroup$
              – Vaelus
              6 hours ago












              $begingroup$
              @Vaelus randrange is exclusive of the end, so produces vales from 1 to 6 (inclusive), therefore only 5 and 6 produce nothing.
              $endgroup$
              – Graipher
              5 hours ago




              $begingroup$
              @Vaelus randrange is exclusive of the end, so produces vales from 1 to 6 (inclusive), therefore only 5 and 6 produce nothing.
              $endgroup$
              – Graipher
              5 hours ago












              $begingroup$
              Whoops, you're right. Yet another reason to use your method.
              $endgroup$
              – Vaelus
              3 hours ago




              $begingroup$
              Whoops, you're right. Yet another reason to use your method.
              $endgroup$
              – Vaelus
              3 hours ago











              5












              $begingroup$

              In addition to the other answers, you can also take advantage of python dictionaries:



              a = b = c = d = e = 0
              ...
              else:
              t = random.randrange(1, 7)
              if t == 1:
              a += 1
              print("You caught a cod!")
              elif t == 2:
              b += 1
              print("You caught a salmon!")
              elif t == 3:
              c += 1
              print("You caught a shark!")
              elif t == 4:
              d += 1
              print("You caught a wildfish!")
              elif t >= 5:
              e += 1
              print("You caught nothing!")


              Becomes:



              caught_fish = {
              'cod': 0,
              'salmon': 0,
              'shark': 0,
              'wildfish': 0,
              'nothing': 0,
              }
              ...
              else:
              t = random.randrange(1,7)
              # clamp 't' to dictionary size
              if t > len(caught_fish):
              t = len(caught_fish)
              # pick a type of fish from the list of keys of 'caught_fish' using index 't'
              type_of_fish = list(caught_fish)[t - 1]
              # update the dictionary
              caught_fish[type_of_fish] += 1
              # print what type of fish was caught, or if no fish was caught
              article = 'a ' if type_of_fish != 'nothing' else ''
              print("You caught {}{}!".format(article, type_of_fish))





              share|improve this answer











              $endgroup$


















                5












                $begingroup$

                In addition to the other answers, you can also take advantage of python dictionaries:



                a = b = c = d = e = 0
                ...
                else:
                t = random.randrange(1, 7)
                if t == 1:
                a += 1
                print("You caught a cod!")
                elif t == 2:
                b += 1
                print("You caught a salmon!")
                elif t == 3:
                c += 1
                print("You caught a shark!")
                elif t == 4:
                d += 1
                print("You caught a wildfish!")
                elif t >= 5:
                e += 1
                print("You caught nothing!")


                Becomes:



                caught_fish = {
                'cod': 0,
                'salmon': 0,
                'shark': 0,
                'wildfish': 0,
                'nothing': 0,
                }
                ...
                else:
                t = random.randrange(1,7)
                # clamp 't' to dictionary size
                if t > len(caught_fish):
                t = len(caught_fish)
                # pick a type of fish from the list of keys of 'caught_fish' using index 't'
                type_of_fish = list(caught_fish)[t - 1]
                # update the dictionary
                caught_fish[type_of_fish] += 1
                # print what type of fish was caught, or if no fish was caught
                article = 'a ' if type_of_fish != 'nothing' else ''
                print("You caught {}{}!".format(article, type_of_fish))





                share|improve this answer











                $endgroup$
















                  5












                  5








                  5





                  $begingroup$

                  In addition to the other answers, you can also take advantage of python dictionaries:



                  a = b = c = d = e = 0
                  ...
                  else:
                  t = random.randrange(1, 7)
                  if t == 1:
                  a += 1
                  print("You caught a cod!")
                  elif t == 2:
                  b += 1
                  print("You caught a salmon!")
                  elif t == 3:
                  c += 1
                  print("You caught a shark!")
                  elif t == 4:
                  d += 1
                  print("You caught a wildfish!")
                  elif t >= 5:
                  e += 1
                  print("You caught nothing!")


                  Becomes:



                  caught_fish = {
                  'cod': 0,
                  'salmon': 0,
                  'shark': 0,
                  'wildfish': 0,
                  'nothing': 0,
                  }
                  ...
                  else:
                  t = random.randrange(1,7)
                  # clamp 't' to dictionary size
                  if t > len(caught_fish):
                  t = len(caught_fish)
                  # pick a type of fish from the list of keys of 'caught_fish' using index 't'
                  type_of_fish = list(caught_fish)[t - 1]
                  # update the dictionary
                  caught_fish[type_of_fish] += 1
                  # print what type of fish was caught, or if no fish was caught
                  article = 'a ' if type_of_fish != 'nothing' else ''
                  print("You caught {}{}!".format(article, type_of_fish))





                  share|improve this answer











                  $endgroup$



                  In addition to the other answers, you can also take advantage of python dictionaries:



                  a = b = c = d = e = 0
                  ...
                  else:
                  t = random.randrange(1, 7)
                  if t == 1:
                  a += 1
                  print("You caught a cod!")
                  elif t == 2:
                  b += 1
                  print("You caught a salmon!")
                  elif t == 3:
                  c += 1
                  print("You caught a shark!")
                  elif t == 4:
                  d += 1
                  print("You caught a wildfish!")
                  elif t >= 5:
                  e += 1
                  print("You caught nothing!")


                  Becomes:



                  caught_fish = {
                  'cod': 0,
                  'salmon': 0,
                  'shark': 0,
                  'wildfish': 0,
                  'nothing': 0,
                  }
                  ...
                  else:
                  t = random.randrange(1,7)
                  # clamp 't' to dictionary size
                  if t > len(caught_fish):
                  t = len(caught_fish)
                  # pick a type of fish from the list of keys of 'caught_fish' using index 't'
                  type_of_fish = list(caught_fish)[t - 1]
                  # update the dictionary
                  caught_fish[type_of_fish] += 1
                  # print what type of fish was caught, or if no fish was caught
                  article = 'a ' if type_of_fish != 'nothing' else ''
                  print("You caught {}{}!".format(article, type_of_fish))






                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited yesterday

























                  answered yesterday









                  VaelusVaelus

                  1614




                  1614






















                      Mattthecommie is a new contributor. Be nice, and check out our Code of Conduct.










                      draft saved

                      draft discarded


















                      Mattthecommie is a new contributor. Be nice, and check out our Code of Conduct.













                      Mattthecommie is a new contributor. Be nice, and check out our Code of Conduct.












                      Mattthecommie is a new contributor. Be nice, and check out our Code of Conduct.
















                      Thanks for contributing an answer to Code Review Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function () {
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f217357%2ffishing-simulator%23new-answer', 'question_page');
                      }
                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      數位音樂下載

                      When can things happen in Etherscan, such as the picture below?

                      格利澤436b