How to use not_zero method in hypothesis

Best Python code snippet using hypothesis

braveburst.py

Source: braveburst.py Github

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1from util import *2skill_level_process_format = {3 '1': ((0, 'bb atk%', int, not_zero),4 (1, 'bb flat atk', int, not_zero),5 (2, 'bb crit%', int, not_zero),6 (3, 'bb bc%', int, not_zero),7 (4, 'bb hc%', int, not_zero),8 (5, 'bb dmg%', int, not_zero)),9 '2': ((0, 'heal low', int),10 (1, 'heal high', int),11 ([2, 3], 'rec added% (heal)',12 lambda x, y: 100 + ((1 + float(x) /​ 100) *13 (1 + float(y) /​ 100) * 10))),14 '3': ((0, 'gradual heal low', int),15 (1, 'gradual heal high', int),16 (2, 'rec added% (regen)', lambda x: (1 + float(x) /​ 100) * 10),17 (3, 'gradual heal turns', int)),18 '4': ((0, 'bb bc fill', int, not_zero),19 (1, 'bb bc fill%', int, not_zero)),20 '5': ((0, 'element buffed', elements.get),21 (1, 'atk% buff', int, not_zero),22 (2, 'def% buff', int, not_zero),23 (3, 'rec% buff', int, not_zero),24 (4, 'crit% buff', int, not_zero),25 (5, 'buff turns', int)),26 '6': ((0, 'bc drop rate% buff', int, not_zero),27 (1, 'hc drop rate% buff', int, not_zero)),28 '7': ((0, 'angel idol effect this turn', True),),29 '10': ((0, 'remove all status ailments', True),),30 '11': (([0, 1], ailments.get, second_int, not_zero),31 ([2, 3], ailments.get, second_int, not_zero),32 ([4, 5], ailments.get, second_int, not_zero),33 ([6, 7], ailments.get, second_int, not_zero)),34 '13': ((0, 'random attack', True),35 (0, 'bb atk%', int, not_zero),36 (1, 'bb flat atk', int, not_zero),37 (2, 'bb crit%', int, not_zero),38 (3, 'bb bc%', int, not_zero),39 (4, 'bb hc%', int, not_zero),40 (5, 'hits', int, not_zero)),41 '14': ((0, 'bb atk%', int, not_zero),42 (1, 'bb flat atk', int, not_zero),43 (2, 'bb crit%', int, not_zero),44 (3, 'bb bc%', int, not_zero),45 (4, 'bb hc%', int, not_zero),46 (5, 'bb dmg%', int, not_zero),47 (6, 'hp drain% low', int),48 (7, 'hp drain% high', int)),49 '17': ((6, 'negate status ails turns', int),),50 '18': ((0, 'dmg% reduction', int),51 (1, 'dmg% reduction turns', int)),52 '19': ((0, 'increase bb gauge gradual', bb_gauge),53 (1, 'increase bb gauge gradual turns', int)),54 '20': ((0, 'bc fill when attacked low', bb_gauge),55 (1, 'bc fill when attacked high', bb_gauge),56 (2, 'bc fill when attacked%', int),57 (3, 'bc fill when attacked turns', int)),58 '22': ((0, 'defense% ignore', int),59 (1, 'defense% ignore turns', int)),60 '23': ((0, 'spark dmg% buff', int),61 (6, 'buff turns', int)),62 '29': (([0, 1, 2], 'bb elements',63 lambda x, y, z: map(elements.get, filter(not_zero, [x, y, z]))),64 (3, 'bb atk%', int, not_zero),65 (4, 'bb flat atk', int, not_zero),66 (5, 'bb crit%', int, not_zero),67 (6, 'bb bc%', int, not_zero),68 (7, 'bb hc%', int, not_zero),69 (8, 'bb dmg%', int, not_zero)),70 '30': (([0, 1, 2], 'elements added',71 lambda x, y, z: map(elements.get, filter(not_zero, [x, y, z]))),72 (6, 'elements added turns', int)),73 '31': ((0, 'increase bb gauge', bb_gauge),)74}75def parse_skill_level_process(process_type, process_info):76 if process_type in skill_level_process_format:77 return handle_format(skill_level_process_format[process_type],78 process_info.split(','))79 return {}80def parse_skill_level_processes(process_types, process_infos):81 level_data = {}82 for process_type, process_info in zip(process_types, process_infos):83 process_data = parse_skill_level_process(process_type,84 process_info)85 if 'elements added' in process_data and 'elements added' in level_data:86 level_data['elements added'] += process_data.pop('elements added')87 if 'bb elements' in process_data and 'bb elements' in level_data:88 level_data['bb elements'] += process_data.pop('bb elements')89 level_data.update(process_data)90 return level_data91def parse_skill_levels(unit_data, skill_data, skill, skill_levels):92 skill_level_format = (93 (1, 'bc cost', bb_gauge),94 lambda lvl: parse_skill_level_processes(95 skill[PROCESS_TYPE].split('@'), lvl[2].split('@')),96 ([], 'max bc generated',97 lambda data: data['hits'] * int(skill[DROP_CHECK_CNT]),98 lambda data: 'hits' in data),99 ([], 'lord damage range',100 lambda data: dmg_str(damage_range_bb(unit_data, skill_data, data)),101 lambda data: 'bb atk%' in data)102 )103 return [handle_format(skill_level_format, level_info.split(':'))104 for level_info in skill_levels[SKILL_LEVELS_PROCESSES].split('|')]105def parse_skill(unit_data, skill, skill_levels, dictionary):106 atk_process_types = {'1', '14', '29'}107 def get_skill_atk_frame(process_types, action_frames):108 for process_type, action_frame in zip(process_types.split('@'),109 action_frames.split('@')):110 if process_type in atk_process_types:111 return action_frame112 skill_format = ((BB_NAME, 'name', get_dict_str(dictionary)),113 (DESC, 'desc', get_dict_str(dictionary)),114 ([PROCESS_TYPE, DMG_FRAME], 'hits',115 lambda p, a: hits(get_skill_atk_frame(p, a)),116 lambda p: not set(p.split('@')).isdisjoint(117 atk_process_types)),118 ([PROCESS_TYPE, DMG_FRAME], 'hit dmg% distribution',119 lambda p, a: hit_dmg_dist(get_skill_atk_frame(p, a)),120 lambda p, a, data: 'hits' in data),121 (DROP_CHECK_CNT, 'max bc generated',122 lambda x, data: data['hits'] * int(x),123 lambda x, data: 'hits' in data),124 ([], 'levels', lambda data: parse_skill_levels(125 unit_data, data, skill, skill_levels)))...

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leaderskill.py

Source: leaderskill.py Github

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1from util import *2def parse_elements_buffed(process_info):3 buffs = dict()4 if process_info[0] != '0':5 buffs['elements buffed'] = buffs.get('elements buffed', []) + [6 elements[process_info[0]]]7 if process_info[1] != '0':8 buffs['elements buffed'] = buffs.get('elements buffed', []) + [9 elements[process_info[1]]]10 return buffs11def crit_elem_weakness(x):12 return float(x)*10013genders = {'0': 'genderless', '1': 'male', '2': 'female'}14ls_process_format = {15 '1': ((0, 'atk% buff', int, not_zero),16 (1, 'def% buff', int, not_zero),17 (2, 'rec% buff', int, not_zero),18 (3, 'crit% buff', int, not_zero),19 (4, 'hp% buff', int, not_zero)),20 '2': (parse_elements_buffed,21 (2, 'atk% buff', int, not_zero),22 (3, 'def% buff', int, not_zero),23 (4, 'rec% buff', int, not_zero),24 (5, 'crit% buff', int, not_zero),25 (6, 'hp% buff', int, not_zero)),26 '4': ((0, 'poison resist%', int, not_zero),27 (1, 'weaken resist%', int, not_zero),28 (2, 'sick resist%', int, not_zero),29 (3, 'injury resist%', int, not_zero),30 (4, 'curse resist%', int, not_zero),31 (5, 'paralysis resist%', int, not_zero)),32 '5': (([0, 1], lambda el: '%s resist%%' % elements[el], second_int),),33 '9': ((0, 'bc fill per turn', bb_gauge),),34 '10': ((0, 'hc effectiveness%', int),),35 '11': ((0, 'atk% buff', int, not_zero),36 (1, 'def% buff', int, not_zero),37 (2, 'rec% buff', int, not_zero),38 (3, 'crit% buff', int, not_zero),39 ([5, 4], lambda s: 'hp %s %% buff requirement' %40 ('above' if int(s) == 1 else 'below'), second_int, not_zero)),41 '14': ((0, 'dmg reduction%', int),42 (1, 'dmg reduction chance%', int)),43 '17': ((0, 'hp drain% low', int),44 (1, 'hp drain% high', int),45 (2, 'hp drain chance%', int)),46 '19': ((0, 'bc production%', int, not_zero),47 (1, 'hc production%', int, not_zero),48 (2, 'item production%', int, not_zero),49 (3, 'zel production%', int, not_zero),50 (4, 'karma production%', int, not_zero)),51 '20': (([0, 1], ailments.get, second_int, not_zero),52 ([2, 3], ailments.get, second_int, not_zero),53 ([4, 5], ailments.get, second_int, not_zero),54 ([6, 7], ailments.get, second_int, not_zero)),55 '21': ((0, 'first x turns atk%', int, not_zero),56 (1, 'first x turns def%', int, not_zero),57 (2, 'first x turns rec% GUESSED', int, not_zero),58 (3, 'first x turns crit% GUESSED', int, not_zero),59 (4, 'first x turns', int)),60 '23': ((0, 'battle end bc fill low', bb_gauge),61 (1, 'battle end bc fill high', bb_gauge)),62 '25': ((0, 'bc fill when attacked low', bb_gauge),63 (1, 'bc fill when attacked high', bb_gauge),64 (2, 'bc fill when attacked%', int)),65 '29': ((0, 'ignore def%', int),),66 '30': ((0, 'atk% buff', int, not_zero),67 (1, 'def% buff', int, not_zero),68 (2, 'rec% buff', int, not_zero),69 (3, 'crit% buff', int, not_zero),70 ([5, 4], lambda s: 'bb gauge %s %% buff requirement' %71 ('above' if int(s) == 1 else 'below'), int, not_zero)),72 '31': ((0, 'damage% for spark', int, not_zero),73 (1, 'bc drop% for spark', int, not_zero),74 (2, 'hc drop% for spark', int, not_zero),75 (3, 'item drop% for spark GUESSED', int, not_zero),76 (4, 'zel drop% for spark', int, not_zero),77 (5, 'karma drop% for spark', int, not_zero)),78 '32': ((0, 'bb gauge fill rate%', int),),79 '34': ((0, 'dmg% for crits', crit_elem_weakness),),80 '35': ((0, 'bc fill when attacking low', bb_gauge),81 (1, 'bc fill when attacking high', bb_gauge),82 (2, 'bc fill when attacking%', int)),83 '41': ((0, 'unique elements required', int),84 (1, 'atk% buff', int, not_zero),85 (2, 'def% buff', int, not_zero),86 (3, 'rec% buff', int, not_zero),87 (4, 'crit% buff', int, not_zero),88 (5, 'hp% buff', int, not_zero)),89 '42': ((0, 'gender required', lambda s: genders[s[0]]),90 (1, 'atk% buff', int, not_zero),91 (2, 'def% buff', int, not_zero),92 (3, 'rec% buff', int, not_zero),93 (4, 'crit% buff', int, not_zero),94 (5, 'hp% buff', int, not_zero)),95 '43': ((0, 'take 1 dmg%', int),),96 '48': ((0, 'reduced bb bc cost%', int),),97 '50': ((0, lambda el: '%s units do extra elemental weakness dmg' %98 elements[el], True, not_zero),99 (1, lambda el: '%s units do extra elemental weakness dmg' %100 elements[el], True, not_zero),101 (2, lambda el: '%s units do extra elemental weakness dmg' %102 elements[el], True, not_zero),103 (3, lambda el: '%s units do extra elemental weakness dmg' %104 elements[el], True, not_zero),105 (4, lambda el: '%s units do extra elemental weakness dmg' %106 elements[el], True, not_zero),107 (5, lambda el: '%s units do extra elemental weakness dmg' %108 elements[el], True, not_zero),109 (6, 'dmg% for elemental weakness', crit_elem_weakness)),110}111def parse_ls_process(process_type, process_info):112 if process_type in ls_process_format:113 return handle_format(ls_process_format[process_type],114 process_info.split(','))115 return {}116def parse_leader_skill(unit_data, leader_skill, dictionary):117 data = dict()118 data['name'] = dictionary.get(leader_skill[LS_NAME], leader_skill[LS_NAME])119 data['desc'] = dictionary.get(leader_skill[DESC], leader_skill[DESC])120 for process_type, process_info in zip(121 leader_skill[PROCESS_TYPE].split('@'),122 leader_skill[LS_PROCESS].split('@')):123 process_data = parse_ls_process(process_type, process_info)124 if 'elements buffed' in process_data and 'elements buffed' in data:125 data['elements buffed'] += process_data.pop('elements buffed')126 data.update(process_data)...

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12100.py

Source: 12100.py Github

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1import sys2import copy3def plus(boards, not_zero, r, c):4 if boards[r][c] != 0:5 if not_zero == [-1, -1]:6 not_zero = [r, c]7 elif boards[r][c] == boards[not_zero[0]][not_zero[1]]:8 boards[not_zero[0]][not_zero[1]] *= 29 boards[r][c] = 010 not_zero = [-1, -1]11 else:12 not_zero = [r, c]13 return boards, not_zero14def move(boards, d):15 if d % 2 == 0:16 if d == 0:17 r, c = 0, 018 while c < N:19 not_zero = [-1, -1]20 while r < N:21 boards, not_zero = plus(boards, not_zero, r, c)22 r += 123 c += 124 r = 025 elif d == 2:26 r, c = N-1, 027 while c < N:28 not_zero = [-1, -1]29 while r >= 0:30 boards, not_zero = plus(boards, not_zero, r, c)31 r -= 132 c += 133 r = N-134 new_boards = []35 for i in range(N):36 new_boards.append([row[i] for row in boards if row[i] != 0])37 if d == 0:38 new_boards[-1] += [0 for _ in range(N-len(new_boards[-1]))]39 else:40 new_boards[-1] = [0 for _ in range(N-len(new_boards[-1]))] + new_boards[-1]41 boards = [[] for _ in range(N)]42 for i in range(N):43 for j in range(N):44 boards[j % N].append(new_boards[i][j])45 elif d == 1:46 r, c = 0, 047 while r < N:48 not_zero = [-1, -1]49 while c < N:50 boards, not_zero = plus(boards, not_zero, r, c)51 c += 152 r += 153 c = 054 for r in range(N):55 boards[r] = list(filter(lambda x: x != 0, boards[r]))56 boards[r] += [0 for _ in range(N-len(boards[r]))]57 elif d == 3:58 r, c = 0, N-159 while r < N:60 not_zero = [-1, -1]61 while c >= 0:62 boards, not_zero = plus(boards, not_zero, r, c)63 c -=164 r += 165 c = N-166 for r in range(N):67 boards[r] = list(filter(lambda x: x != 0, boards[r]))68 boards[r] = [0 for _ in range(N-len(boards[r]))] + boards[r]69 return boards70def play(boards, rot_cnt, max_value):71 if rot_cnt >= 5:72 now_max = 073 for row in boards:74 now_max = max(now_max, max(row))75 max_value = max(now_max, max_value)76 else:77 direcitions = [[-1,0],[0,1],[1,0],[0,-1]]78 for d_idx in range(4):79 temp = copy.deepcopy(boards)80 temp = move(temp, d_idx)81 max_value = play(temp, rot_cnt + 1, max_value)82 return max_value83N = int(sys.stdin.readline())84boards = []85for _ in range(N):86 boards.append(list(map(int, sys.stdin.readline().split())))...

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