xas

Finished
11class BowlingGame:
22 def __init__(self):
3 pass
3 """
4 Initialize a new bowling game.
5 """
6 self.rolls = []
47
58 def roll(self, pins):
6 pass
9 """
10 Record a roll in the game.
11
12 Args:
13 pins (int): Number of pins knocked down in this roll
14
15 Raises:
16 ValueError: If the number of pins is invalid or game is already finished
17 """
18 # Edge Case: Game is already finished
19 if self._is_game_finished():
20 raise ValueError("Cannot roll after game is over")
21
22 # Edge Case: Invalid number of pins (negative or more than 10)
23 if pins < 0 or pins > 10:
24 if pins < 0:
25 raise ValueError("Negative roll is invalid")
26 else:
27 raise ValueError("Pins cannot be greater than 10")
28
29 # Check if we're trying to roll after a strike in the same frame (only for non-10th frames)
30 # Count frames to determine if we're in the same frame as the last strike
31 frame_count = 0
32 roll_index = 0
33
34 # Process frames 1-9
35 while frame_count < 9 and roll_index < len(self.rolls):
36 if self._is_strike(self.rolls[roll_index]):
37 # Strike frame - completed with 1 roll
38 roll_index += 1
39 frame_count += 1
40 else:
41 # Non-strike frame - needs 2 rolls
42 if roll_index + 1 < len(self.rolls):
43 # Complete non-strike frame
44 roll_index += 2
45 frame_count += 1
46 else:
47 # Incomplete non-strike frame - this is where we would add the roll
48 break
49
50 # If we're in a frame that already had a strike, and we're trying to add another roll to it
51 if frame_count < 9 and roll_index > 0 and roll_index == len(self.rolls) and self._is_strike(self.rolls[roll_index - 1]):
52 raise ValueError("Cannot throw after a strike in the same frame")
53
54 # Validate before adding the roll
55 if not self._is_valid_roll_to_add(pins):
56 raise ValueError("Invalid roll: pins downed in a frame cannot exceed 10")
57
58 # Add the roll
59 self.rolls.append(pins)
60
61 def _is_valid_roll_to_add(self, pins):
62 """
63 Validate if adding a new roll would be valid according to bowling rules.
64
65 Args:
66 pins (int): Number of pins to be knocked down
67
68 Returns:
69 bool: True if the roll would be valid, False otherwise
70 """
71 # Check if we're trying to add a roll that would create an invalid frame structure
72 # Specifically, check if we're trying to add a second roll to a frame that already had a strike
73
74 # Count completed frames (frames 1-9)
75 frame_count = 0
76 roll_index = 0
77
78 # Process frames 1-9
79 while frame_count < 9 and roll_index < len(self.rolls):
80 if self._is_strike(self.rolls[roll_index]):
81 # Strike frame - completed with 1 roll
82 roll_index += 1
83 frame_count += 1
84 else:
85 # Non-strike frame - needs 2 rolls
86 if roll_index + 1 < len(self.rolls):
87 # Complete non-strike frame
88 roll_index += 2
89 frame_count += 1
90 else:
91 # Incomplete non-strike frame - check if adding this roll would exceed 10 pins
92 if self.rolls[roll_index] + pins > 10:
93 return False
94 return True
95
96 # If we've completed 9 frames, we're in the 10th frame
97 # The 10th frame has special rules
98 if frame_count >= 9:
99 # In 10th frame, check if we have valid rolls so far
100 tenth_frame_rolls = len(self.rolls) - roll_index
101
102 if tenth_frame_rolls == 0:
103 # First roll of 10th frame - always valid
104 return True
105 elif tenth_frame_rolls == 1:
106 # Second roll of 10th frame
107 first_roll = self.rolls[roll_index]
108 if first_roll == 10:
109 # First roll was a strike - second roll is valid (first fill ball)
110 return True
111 else:
112 # First roll was not a strike - check if total exceeds 10
113 if first_roll + pins > 10:
114 return False
115 return True
116 elif tenth_frame_rolls == 2:
117 # Third roll of 10th frame
118 first_roll = self.rolls[roll_index]
119 second_roll = self.rolls[roll_index + 1]
120
121 if first_roll == 10:
122 # First roll was a strike
123 if second_roll == 10:
124 # Two strikes - third roll is second fill ball
125 return True
126 else:
127 # Strike then non-strike - third roll is second fill ball
128 return True
129 else:
130 # First roll was not a strike
131 if first_roll + second_roll == 10:
132 # Spare - third roll is fill ball
133 return True
134 else:
135 # Open frame - shouldn't have a third roll
136 return False
137 else:
138 # Too many rolls in 10th frame
139 return False
140
141 # If we get here, it means we're starting a new frame (frames 1-9)
142 # This is always valid
143 return True
144
145 def _is_valid_roll(self):
146 """
147 Validate that the current roll sequence follows bowling rules.
148
149 Returns:
150 bool: True if the roll sequence is valid, False otherwise
151 """
152 # Check if we're trying to add a roll to a frame that already had a strike (frames 1-9)
153 frame_count = 0
154 roll_index = 0
155
156 # Process frames 1-9
157 while frame_count < 9 and roll_index < len(self.rolls):
158 if self._is_strike(self.rolls[roll_index]):
159 # Strike frame - should only have 1 roll
160 roll_index += 1
161 frame_count += 1
162 else:
163 if roll_index + 1 < len(self.rolls):
164 # Check if two rolls in a frame exceed 10
165 if self.rolls[roll_index] + self.rolls[roll_index + 1] > 10:
166 return False
167 roll_index += 2
168 frame_count += 1
169 else:
170 # Incomplete frame - this is valid
171 break
172
173 # For the 10th frame, we don't validate the same way since it has special rules
174 # The 10th frame can have strikes and spares that allow more rolls
175 return True
176
177 def _is_game_finished(self):
178 """
179 Check if the game is finished according to bowling rules.
180
181 Returns:
182 bool: True if the game is finished, False otherwise
183 """
184 # Count frames properly considering strikes (1 roll) vs non-strikes (2 rolls)
185 frame_count = 0
186 roll_index = 0
187
188 # Process frames 1-9
189 while frame_count < 9 and roll_index < len(self.rolls):
190 if self._is_strike(self.rolls[roll_index]):
191 roll_index += 1
192 frame_count += 1
193 else:
194 if roll_index + 1 >= len(self.rolls):
195 return False # Incomplete frame
196 roll_index += 2
197 frame_count += 1
198
199 # If we didn't complete 9 frames, game is not finished
200 if frame_count < 9:
201 return False
202
203 # Check if we have enough rolls for 10th frame
204 if roll_index >= len(self.rolls):
205 return False # No rolls for 10th frame
206
207 # Determine 10th frame requirements
208 remaining_rolls = len(self.rolls) - roll_index
209
210 if roll_index >= len(self.rolls):
211 return False
212
213 # First roll of 10th frame
214 if self._is_strike(self.rolls[roll_index]):
215 # Strike in 10th frame needs exactly 3 total rolls
216 return remaining_rolls == 3
217 else:
218 # Need at least 2 rolls for non-strike
219 if remaining_rolls < 2:
220 return False
221
222 # Check if first two rolls make a spare
223 if roll_index + 1 < len(self.rolls) and self.rolls[roll_index] + self.rolls[roll_index + 1] == 10:
224 # Spare in 10th frame needs exactly 3 total rolls
225 return remaining_rolls == 3
226 else:
227 # Open frame in 10th frame needs exactly 2 rolls
228 return remaining_rolls == 2
7229
8230 def score(self):
9 pass
231 """
232 Calculate the total score for the game.
233
234 Returns:
235 int: The total score of the game
236
237 Raises:
238 ValueError: If the game is not yet complete
239 """
240 # Edge Case: Game not finished yet
241 if not self._is_game_finished():
242 raise ValueError("Score cannot be taken until the end of the game")
243
244 total_score = 0
245 roll_index = 0
246
247 for frame in range(10):
248 # Edge Case: Incomplete game (should not happen with proper validation above)
249 if roll_index >= len(self.rolls):
250 raise ValueError("Incomplete game")
251
252 if self._is_strike(self.rolls[roll_index]):
253 # Strike frame
254 total_score += 10 + self._next_two_balls_score(roll_index)
255 roll_index += 1
256 else:
257 frame_score = self.rolls[roll_index] + self.rolls[roll_index + 1]
258 if frame_score == 10:
259 # Spare frame
260 total_score += 10 + self.rolls[roll_index + 2]
261 else:
262 # Open frame
263 total_score += frame_score
264 roll_index += 2
265
266 return total_score
267
268 def _is_strike(self, pins):
269 """
270 Check if a roll is a strike.
271
272 Args:
273 pins (int): Number of pins knocked down
274
275 Returns:
276 bool: True if it's a strike, False otherwise
277 """
278 return pins == 10
279
280 def _next_two_balls_score(self, roll_index):
281 """
282 Calculate the score of the next two balls after a strike.
283
284 Args:
285 roll_index (int): Index of the strike roll
286
287 Returns:
288 int: Sum of the next two rolls
289 """
290 # Edge Case: Not enough rolls after a strike (should not happen with proper validation)
291 if roll_index + 1 >= len(self.rolls):
292 return 0
293 if roll_index + 2 >= len(self.rolls):
294 return self.rolls[roll_index + 1]
295
296 # If the next roll is also a strike
297 if self._is_strike(self.rolls[roll_index + 1]):
298 return 10 + self.rolls[roll_index + 2]
299 else:
300 return self.rolls[roll_index + 1] + self.rolls[roll_index + 2]
301
302 # Handled Edge Cases: Game already finished, invalid number of pins, too many pins in a frame, invalid fill balls, game completion check, incomplete game
Test NameStatus
test_a_strike_earns_ten_points_in_a_frame_with_a_single_roll
Fail
test_all_strikes_is_a_perfect_game
Fail
test_consecutive_strikes_each_get_the_two_roll_bonus
Fail
test_points_scored_in_the_two_rolls_after_a_strike_are_counted_twice_as_a_bonus
Fail
test_the_second_bonus_rolls_after_a_strike_in_the_last_frame_cannot_be_a_strike_if_the_first_one_is_not_a_strike
Fail
test_two_bonus_rolls_after_a_strike_in_the_last_frame_cannot_score_more_than_10_points
Fail
test_a_roll_cannot_score_more_than_10_points
Pass
test_a_spare_followed_by_zeros_is_worth_ten_points
Pass
test_a_spare_in_the_last_frame_gets_a_one_roll_bonus_that_is_counted_once
Pass
test_a_strike_in_the_last_frame_gets_a_two_roll_bonus_that_is_counted_once
Pass
test_a_strike_with_the_one_roll_bonus_after_a_spare_in_the_last_frame_does_not_get_a_bonus
Pass
test_an_incomplete_game_cannot_be_scored
Pass
test_an_unstarted_game_cannot_be_scored
Pass
test_bonus_roll_after_a_strike_in_the_last_frame_cannot_score_more_than_10_points
Pass
test_bonus_roll_for_a_spare_in_the_last_frame_must_be_rolled_before_score_can_be_calculated
Pass
test_bonus_rolls_for_a_strike_in_the_last_frame_must_be_rolled_before_score_can_be_calculated
Pass
test_both_bonus_rolls_for_a_strike_in_the_last_frame_must_be_rolled_before_score_can_be_calculated
Pass
test_cannot_roll_after_bonus_roll_for_spare
Pass
test_cannot_roll_after_bonus_rolls_for_strike
Pass
test_cannot_roll_if_game_already_has_ten_frames
Pass
test_consecutive_spares_each_get_a_one_roll_bonus
Pass
test_last_two_strikes_followed_by_only_last_bonus_with_non_strike_points
Pass
test_points_scored_in_the_roll_after_a_spare_are_counted_twice
Pass
test_rolling_a_spare_with_the_two_roll_bonus_does_not_get_a_bonus_roll
Pass
test_rolls_cannot_score_negative_points
Pass
test_second_bonus_roll_after_a_strike_in_the_last_frame_cannot_score_more_than_10_points
Pass
test_should_be_able_to_score_a_game_with_all_zeros
Pass
test_should_be_able_to_score_a_game_with_no_strikes_or_spares
Pass
test_strikes_with_the_two_roll_bonus_do_not_get_bonus_rolls
Pass
test_two_bonus_rolls_after_a_strike_in_the_last_frame_can_score_more_than_10_points_if_one_is_a_strike
Pass
test_two_rolls_in_a_frame_cannot_score_more_than_10_points
Pass

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