Yu-Gi-Oh cards in Python 3












4












$begingroup$


I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.



class Deck(object):
def __init__(self, main_deck):
self.main_deck = main_deck

def add_normal_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)

def add_extra_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 15:
return "You have to many cards in your extra deck (15)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)


class Monster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description

def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)


class Spell(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects

def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)


class Trap(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects

def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)


class LinkMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self.link_rating = link_rating
self.description = description
self.recipe = recipe
self.links = links

def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)


class SynchroMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe

def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)


class XyzMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe

def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)


class FusionMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe

def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)


class PendulumMonster(object):
def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
description, recipe):
self.name = name
self.effects = effects
self.pendulum_effects = pendulum_effects
self.pendulum_scale = pendulum_scale
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe

def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)

def pendulum_activate(self):
"""
Activate the effect of this monster while in Spell/Trap Zone.
"""
for effect in self.pendulum_effects:
eval(effect)









share|improve this question











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    4












    $begingroup$


    I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.



    class Deck(object):
    def __init__(self, main_deck):
    self.main_deck = main_deck

    def add_normal_cards(self, card_to_add, all_cards):
    """
    Add monsters, spells and traps to the deck.
    """
    if len(self.main_deck) > 60:
    return "You have to many cards in your deck (60)."
    else:
    card_counter = 0
    # Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
    # will be added eventually.
    for card in self.main_deck:
    if card == card_to_add:
    card_counter += 1
    if card_counter == 3:
    return "You have to many copies of that card in your deck (3)."
    else:
    if card_to_add not in all_cards:
    return "That card hasn't been added to the game yet (" + card_to_add + ")."
    else:
    self.main_deck.append(card_to_add)

    def add_extra_cards(self, card_to_add, all_cards):
    """
    Add monsters, spells and traps to the deck.
    """
    if len(self.main_deck) > 15:
    return "You have to many cards in your extra deck (15)."
    else:
    card_counter = 0
    # Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
    # will be added eventually.
    for card in self.main_deck:
    if card == card_to_add:
    card_counter += 1
    if card_counter == 3:
    return "You have to many copies of that card in your deck (3)."
    else:
    if card_to_add not in all_cards:
    return "That card hasn't been added to the game yet (" + card_to_add + ")."
    else:
    self.main_deck.append(card_to_add)


    class Monster(object):
    def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
    self.name = name
    self.effects = effects
    self.attributes = attributes
    self.type = monster_type
    self.atk = atk
    self._def = _def
    self.description = description

    def effect(self):
    """
    Activate the effect of this monster.
    """
    for effect in self.effects:
    eval(effect)


    class Spell(object):
    def __init__(self, name, effects):
    self.name = name
    self.effects = effects

    def activate(self):
    """
    Activate the effect of this spell.
    """
    for effect in self.effects:
    eval(effect)


    class Trap(object):
    def __init__(self, name, effects):
    self.name = name
    self.effects = effects

    def activate(self):
    """
    Activate the effect of this spell.
    """
    for effect in self.effects:
    eval(effect)


    class LinkMonster(object):
    def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
    self.name = name
    self.effects = effects
    self.attributes = attributes
    self.type = monster_type
    self.atk = atk
    self.link_rating = link_rating
    self.description = description
    self.recipe = recipe
    self.links = links

    def activate(self):
    """
    Activate the effect of this monster.
    """
    for effect in self.effects:
    eval(effect)


    class SynchroMonster(object):
    def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
    self.name = name
    self.effects = effects
    self.attributes = attributes
    self.type = monster_type
    self.atk = atk
    self._def = _def
    self.description = description
    self.recipe = recipe

    def activate(self):
    """
    Activate the effect of this monster.
    """
    for effect in self.effects:
    eval(effect)


    class XyzMonster(object):
    def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
    self.name = name
    self.effects = effects
    self.attributes = attributes
    self.type = monster_type
    self.atk = atk
    self._def = _def
    self.description = description
    self.recipe = recipe
    self.materials = recipe

    def activate(self):
    """
    Activate the effect of this monster.
    """
    for effect in self.effects:
    eval(effect)


    class FusionMonster(object):
    def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
    self.name = name
    self.effects = effects
    self.attributes = attributes
    self.type = monster_type
    self.atk = atk
    self._def = _def
    self.description = description
    self.recipe = recipe

    def activate(self):
    """
    Activate the effect of this monster.
    """
    for effect in self.effects:
    eval(effect)


    class PendulumMonster(object):
    def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
    description, recipe):
    self.name = name
    self.effects = effects
    self.pendulum_effects = pendulum_effects
    self.pendulum_scale = pendulum_scale
    self.attributes = attributes
    self.type = monster_type
    self.atk = atk
    self._def = _def
    self.description = description
    self.recipe = recipe
    self.materials = recipe

    def activate(self):
    """
    Activate the effect of this monster.
    """
    for effect in self.effects:
    eval(effect)

    def pendulum_activate(self):
    """
    Activate the effect of this monster while in Spell/Trap Zone.
    """
    for effect in self.pendulum_effects:
    eval(effect)









    share|improve this question











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      4












      4








      4





      $begingroup$


      I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.



      class Deck(object):
      def __init__(self, main_deck):
      self.main_deck = main_deck

      def add_normal_cards(self, card_to_add, all_cards):
      """
      Add monsters, spells and traps to the deck.
      """
      if len(self.main_deck) > 60:
      return "You have to many cards in your deck (60)."
      else:
      card_counter = 0
      # Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
      # will be added eventually.
      for card in self.main_deck:
      if card == card_to_add:
      card_counter += 1
      if card_counter == 3:
      return "You have to many copies of that card in your deck (3)."
      else:
      if card_to_add not in all_cards:
      return "That card hasn't been added to the game yet (" + card_to_add + ")."
      else:
      self.main_deck.append(card_to_add)

      def add_extra_cards(self, card_to_add, all_cards):
      """
      Add monsters, spells and traps to the deck.
      """
      if len(self.main_deck) > 15:
      return "You have to many cards in your extra deck (15)."
      else:
      card_counter = 0
      # Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
      # will be added eventually.
      for card in self.main_deck:
      if card == card_to_add:
      card_counter += 1
      if card_counter == 3:
      return "You have to many copies of that card in your deck (3)."
      else:
      if card_to_add not in all_cards:
      return "That card hasn't been added to the game yet (" + card_to_add + ")."
      else:
      self.main_deck.append(card_to_add)


      class Monster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description

      def effect(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class Spell(object):
      def __init__(self, name, effects):
      self.name = name
      self.effects = effects

      def activate(self):
      """
      Activate the effect of this spell.
      """
      for effect in self.effects:
      eval(effect)


      class Trap(object):
      def __init__(self, name, effects):
      self.name = name
      self.effects = effects

      def activate(self):
      """
      Activate the effect of this spell.
      """
      for effect in self.effects:
      eval(effect)


      class LinkMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self.link_rating = link_rating
      self.description = description
      self.recipe = recipe
      self.links = links

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class SynchroMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class XyzMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe
      self.materials = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class FusionMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class PendulumMonster(object):
      def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
      description, recipe):
      self.name = name
      self.effects = effects
      self.pendulum_effects = pendulum_effects
      self.pendulum_scale = pendulum_scale
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe
      self.materials = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)

      def pendulum_activate(self):
      """
      Activate the effect of this monster while in Spell/Trap Zone.
      """
      for effect in self.pendulum_effects:
      eval(effect)









      share|improve this question











      $endgroup$




      I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.



      class Deck(object):
      def __init__(self, main_deck):
      self.main_deck = main_deck

      def add_normal_cards(self, card_to_add, all_cards):
      """
      Add monsters, spells and traps to the deck.
      """
      if len(self.main_deck) > 60:
      return "You have to many cards in your deck (60)."
      else:
      card_counter = 0
      # Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
      # will be added eventually.
      for card in self.main_deck:
      if card == card_to_add:
      card_counter += 1
      if card_counter == 3:
      return "You have to many copies of that card in your deck (3)."
      else:
      if card_to_add not in all_cards:
      return "That card hasn't been added to the game yet (" + card_to_add + ")."
      else:
      self.main_deck.append(card_to_add)

      def add_extra_cards(self, card_to_add, all_cards):
      """
      Add monsters, spells and traps to the deck.
      """
      if len(self.main_deck) > 15:
      return "You have to many cards in your extra deck (15)."
      else:
      card_counter = 0
      # Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
      # will be added eventually.
      for card in self.main_deck:
      if card == card_to_add:
      card_counter += 1
      if card_counter == 3:
      return "You have to many copies of that card in your deck (3)."
      else:
      if card_to_add not in all_cards:
      return "That card hasn't been added to the game yet (" + card_to_add + ")."
      else:
      self.main_deck.append(card_to_add)


      class Monster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description

      def effect(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class Spell(object):
      def __init__(self, name, effects):
      self.name = name
      self.effects = effects

      def activate(self):
      """
      Activate the effect of this spell.
      """
      for effect in self.effects:
      eval(effect)


      class Trap(object):
      def __init__(self, name, effects):
      self.name = name
      self.effects = effects

      def activate(self):
      """
      Activate the effect of this spell.
      """
      for effect in self.effects:
      eval(effect)


      class LinkMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self.link_rating = link_rating
      self.description = description
      self.recipe = recipe
      self.links = links

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class SynchroMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class XyzMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe
      self.materials = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class FusionMonster(object):
      def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
      self.name = name
      self.effects = effects
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)


      class PendulumMonster(object):
      def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
      description, recipe):
      self.name = name
      self.effects = effects
      self.pendulum_effects = pendulum_effects
      self.pendulum_scale = pendulum_scale
      self.attributes = attributes
      self.type = monster_type
      self.atk = atk
      self._def = _def
      self.description = description
      self.recipe = recipe
      self.materials = recipe

      def activate(self):
      """
      Activate the effect of this monster.
      """
      for effect in self.effects:
      eval(effect)

      def pendulum_activate(self):
      """
      Activate the effect of this monster while in Spell/Trap Zone.
      """
      for effect in self.pendulum_effects:
      eval(effect)






      python python-3.x playing-cards






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      edited 2 hours ago









      Jamal

      30.5k11121227




      30.5k11121227










      asked 2 hours ago









      Jerry CuiJerry Cui

      739




      739






















          2 Answers
          2






          active

          oldest

          votes


















          3












          $begingroup$


          • I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.

          • Perhaps all those monster classes should be consolidates somehow. There are a lot of repeated self statements and similar functions, making the code harder to follow and likely maintain.


          • The 60, 15, and 3 are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.



            Although Python doesn't actual constants like other languages, you can still do something similar above the functions:



            MAX_DECK_CARDS = 60




            MAX_EXTRA_CARDS = 15




            MAX_EXTRA_CARDS = 3



          • There's a grammatical error here:




            "You have to many copies of that card in your deck (3)."



            It should be "too" instead of "to."




          • When incrementing by 1:




            card_counter += 1



            You can just use the ++ operator:



            card_counter++







          share|improve this answer









          $endgroup$









          • 1




            $begingroup$
            Yes to everything except ++. That isn't a thing in Python. Please remove it.
            $endgroup$
            – Reinderien
            35 mins ago



















          3












          $begingroup$

          Trim redundant else



          ...here:



          if len(self.main_deck) > 60:
          return "You have to many cards in your deck (60)."
          else:


          The else isn't needed because you've already returned. This pattern happens in a few places.



          Lose some loops



          This:



                  card_counter = 0
          for card in self.main_deck:
          if card == card_to_add:
          card_counter += 1


          can be



          card_counter = sum(1 for card in self.main_deck if card == card_to_add)


          However, that exposes a larger issue - you shouldn't be keeping copies of the same card value in your deck data structure. Instead, consider something like a dictionary, whose keys are the card names, and the values are card counts. That would really simplify much of your code.



          Don't eval



          Just don't. There's never a good reason. Make effects an iterable of functions, and simply call them.






          share|improve this answer









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            2 Answers
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            2 Answers
            2






            active

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            3












            $begingroup$


            • I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.

            • Perhaps all those monster classes should be consolidates somehow. There are a lot of repeated self statements and similar functions, making the code harder to follow and likely maintain.


            • The 60, 15, and 3 are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.



              Although Python doesn't actual constants like other languages, you can still do something similar above the functions:



              MAX_DECK_CARDS = 60




              MAX_EXTRA_CARDS = 15




              MAX_EXTRA_CARDS = 3



            • There's a grammatical error here:




              "You have to many copies of that card in your deck (3)."



              It should be "too" instead of "to."




            • When incrementing by 1:




              card_counter += 1



              You can just use the ++ operator:



              card_counter++







            share|improve this answer









            $endgroup$









            • 1




              $begingroup$
              Yes to everything except ++. That isn't a thing in Python. Please remove it.
              $endgroup$
              – Reinderien
              35 mins ago
















            3












            $begingroup$


            • I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.

            • Perhaps all those monster classes should be consolidates somehow. There are a lot of repeated self statements and similar functions, making the code harder to follow and likely maintain.


            • The 60, 15, and 3 are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.



              Although Python doesn't actual constants like other languages, you can still do something similar above the functions:



              MAX_DECK_CARDS = 60




              MAX_EXTRA_CARDS = 15




              MAX_EXTRA_CARDS = 3



            • There's a grammatical error here:




              "You have to many copies of that card in your deck (3)."



              It should be "too" instead of "to."




            • When incrementing by 1:




              card_counter += 1



              You can just use the ++ operator:



              card_counter++







            share|improve this answer









            $endgroup$









            • 1




              $begingroup$
              Yes to everything except ++. That isn't a thing in Python. Please remove it.
              $endgroup$
              – Reinderien
              35 mins ago














            3












            3








            3





            $begingroup$


            • I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.

            • Perhaps all those monster classes should be consolidates somehow. There are a lot of repeated self statements and similar functions, making the code harder to follow and likely maintain.


            • The 60, 15, and 3 are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.



              Although Python doesn't actual constants like other languages, you can still do something similar above the functions:



              MAX_DECK_CARDS = 60




              MAX_EXTRA_CARDS = 15




              MAX_EXTRA_CARDS = 3



            • There's a grammatical error here:




              "You have to many copies of that card in your deck (3)."



              It should be "too" instead of "to."




            • When incrementing by 1:




              card_counter += 1



              You can just use the ++ operator:



              card_counter++







            share|improve this answer









            $endgroup$




            • I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.

            • Perhaps all those monster classes should be consolidates somehow. There are a lot of repeated self statements and similar functions, making the code harder to follow and likely maintain.


            • The 60, 15, and 3 are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.



              Although Python doesn't actual constants like other languages, you can still do something similar above the functions:



              MAX_DECK_CARDS = 60




              MAX_EXTRA_CARDS = 15




              MAX_EXTRA_CARDS = 3



            • There's a grammatical error here:




              "You have to many copies of that card in your deck (3)."



              It should be "too" instead of "to."




            • When incrementing by 1:




              card_counter += 1



              You can just use the ++ operator:



              card_counter++








            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 1 hour ago









            JamalJamal

            30.5k11121227




            30.5k11121227








            • 1




              $begingroup$
              Yes to everything except ++. That isn't a thing in Python. Please remove it.
              $endgroup$
              – Reinderien
              35 mins ago














            • 1




              $begingroup$
              Yes to everything except ++. That isn't a thing in Python. Please remove it.
              $endgroup$
              – Reinderien
              35 mins ago








            1




            1




            $begingroup$
            Yes to everything except ++. That isn't a thing in Python. Please remove it.
            $endgroup$
            – Reinderien
            35 mins ago




            $begingroup$
            Yes to everything except ++. That isn't a thing in Python. Please remove it.
            $endgroup$
            – Reinderien
            35 mins ago













            3












            $begingroup$

            Trim redundant else



            ...here:



            if len(self.main_deck) > 60:
            return "You have to many cards in your deck (60)."
            else:


            The else isn't needed because you've already returned. This pattern happens in a few places.



            Lose some loops



            This:



                    card_counter = 0
            for card in self.main_deck:
            if card == card_to_add:
            card_counter += 1


            can be



            card_counter = sum(1 for card in self.main_deck if card == card_to_add)


            However, that exposes a larger issue - you shouldn't be keeping copies of the same card value in your deck data structure. Instead, consider something like a dictionary, whose keys are the card names, and the values are card counts. That would really simplify much of your code.



            Don't eval



            Just don't. There's never a good reason. Make effects an iterable of functions, and simply call them.






            share|improve this answer









            $endgroup$


















              3












              $begingroup$

              Trim redundant else



              ...here:



              if len(self.main_deck) > 60:
              return "You have to many cards in your deck (60)."
              else:


              The else isn't needed because you've already returned. This pattern happens in a few places.



              Lose some loops



              This:



                      card_counter = 0
              for card in self.main_deck:
              if card == card_to_add:
              card_counter += 1


              can be



              card_counter = sum(1 for card in self.main_deck if card == card_to_add)


              However, that exposes a larger issue - you shouldn't be keeping copies of the same card value in your deck data structure. Instead, consider something like a dictionary, whose keys are the card names, and the values are card counts. That would really simplify much of your code.



              Don't eval



              Just don't. There's never a good reason. Make effects an iterable of functions, and simply call them.






              share|improve this answer









              $endgroup$
















                3












                3








                3





                $begingroup$

                Trim redundant else



                ...here:



                if len(self.main_deck) > 60:
                return "You have to many cards in your deck (60)."
                else:


                The else isn't needed because you've already returned. This pattern happens in a few places.



                Lose some loops



                This:



                        card_counter = 0
                for card in self.main_deck:
                if card == card_to_add:
                card_counter += 1


                can be



                card_counter = sum(1 for card in self.main_deck if card == card_to_add)


                However, that exposes a larger issue - you shouldn't be keeping copies of the same card value in your deck data structure. Instead, consider something like a dictionary, whose keys are the card names, and the values are card counts. That would really simplify much of your code.



                Don't eval



                Just don't. There's never a good reason. Make effects an iterable of functions, and simply call them.






                share|improve this answer









                $endgroup$



                Trim redundant else



                ...here:



                if len(self.main_deck) > 60:
                return "You have to many cards in your deck (60)."
                else:


                The else isn't needed because you've already returned. This pattern happens in a few places.



                Lose some loops



                This:



                        card_counter = 0
                for card in self.main_deck:
                if card == card_to_add:
                card_counter += 1


                can be



                card_counter = sum(1 for card in self.main_deck if card == card_to_add)


                However, that exposes a larger issue - you shouldn't be keeping copies of the same card value in your deck data structure. Instead, consider something like a dictionary, whose keys are the card names, and the values are card counts. That would really simplify much of your code.



                Don't eval



                Just don't. There's never a good reason. Make effects an iterable of functions, and simply call them.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 29 mins ago









                ReinderienReinderien

                5,035925




                5,035925






























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