code refactor
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#anti-personnel mine
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from src.mine import Mine
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from mine import Mine
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class AP_Mine(Mine):
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pass
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class APMine(Mine):
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pass
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#anti-tank mine
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from src.mine import Mine
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from mine import Mine
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class AT_Mine(Mine):
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pass
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class ATMine(Mine):
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pass
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from typing import List
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from random import choices
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from fieldsFactory import FieldsFactory
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from field import Field
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from fieldsFactory import FieldsFactory
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def generate_field () -> List[List[Field]]:
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fieldsFactory = FieldsFactory()
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fieldsList = fieldsFactory.getFieldsList()
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return [choices(fieldsList, weights=[10, 10, 4, 4, 4, 4, 4, 4, 4, 4, 4], k=10) for _ in range(10)]
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fields_factory = FieldsFactory()
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fields_list = fields_factory.get_fields_list()
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return [choices(fields_list, weights=[10, 10, 4, 4, 4, 4, 4, 4, 4, 4, 4], k=10) for _ in range(10)]
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class Environment:
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class Field:
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def __init__(self, number, isMined):
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def __init__(self, number: int, is_mined: bool):
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self.number = number
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self.isMined = isMined
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self.is_mined = is_mined
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from typing import List
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from field import Field
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class FieldsFactory:
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def createField(self, number) -> Field:
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def create_field(self, number: int) -> Field:
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if number > 3:
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return Field(number, True)
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else:
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return Field(number, False)
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def getFieldsList(self) -> List[Field]:
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return [self.createField(i) for i in range(11)]
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def get_fields_list(self) -> List[Field]:
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return [self.create_field(i) for i in range(11)]
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@ -1,3 +1,3 @@
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class Mine:
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def __init__(self, isArmed):
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self.isArmed = isArmed
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def __init__(self, is_armed: bool):
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self.is_armed = is_armed
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