Project 2: Ants Vs. SomeBees
The bees are coming!
Create a better soldier
With inherit-ants.
Introduction
Important submission note: For full credit,
- Submit with Phase 1 and 2 complete by Monday, April 17 (worth 4 pts).
- Submit with all phases complete by Monday, May 1. You can get 2 EC points by submitting the entire project by Friday, April 28.
Try to attempt the problems in order, as some later problems will depend on earlier problems in their implementation and therefore also when running
ok
tests.The entire project can be completed with a partner. Consider using Visual Studio Code Live Share to synchronously work on code with your partner.
In this project, you will create a tower defense game called Ants Vs. SomeBees. As the ant queen, you populate your colony with the bravest ants you can muster. Your ants must protect their queen from the evil bees that invade your territory. Irritate the bees enough by throwing leaves at them, and they will be vanquished. Fail to pester the airborne intruders adequately, and your queen will succumb to the bees' wrath. This game is inspired by PopCap Games' Plants Vs. Zombies.
This project uses an object-oriented programming paradigm, focusing on material from Chapter 2.5 of Composing Programs. The project also involves understanding, extending, and testing a large program.
Download starter files
The ants.zip archive contains several files, but all of your
changes will be made to ants.py
.
ants.py
: The game logic of Ants Vs. SomeBeesants_gui.py
: The original GUI for Ants Vs. SomeBeesgui.py:
A new GUI for Ants Vs. SomeBees.graphics.py
: Utilities for displaying simple two-dimensional animationsutils.py
: Some functions to facilitate the game interfaceucb.py
: Utility functions for CS 88state.py
: Abstraction for gamestate for gui.pyassets
: A directory of images and files used bygui.py
img
: A directory of images used byants_gui.py
ok
: The autograderproj3.ok
: Theok
configuration filetests
: A directory of tests used byok
You can obtain all the files needed for this project by downloading this zip archive.
Logistics
This is a project. You may work with one other partner. You should not share your code with students who are not your partner or copy from anyone else's solutions.
In the end, you will submit one project for both partners. The project is worth 60 points.
The project is worth 60 points. 54 points are assigned for correctness, 2 points for composition, 4 points for submitting Phase 1 and 2 by the checkpoint date
Additionally, there are some extra credit point opportunities. You can get 2 EC point for submitting the entire project by Friday, April 28 and 2 EC points for submitting the extra credit problem.
Important: In order to receive all of the extra credit points for Ants, your implementation of the entire project, including the EC problem, must be submitted by the early submission deadline.
You will turn in the following files:
ants.py
You do not need to modify or turn in any other files to complete the project. To submit the project, run the following command:
python3 ok --submit
You will be able to view your submissions on the Ok dashboard.
For the functions that we ask you to complete, there may be some initial code that we provide. If you would rather not use that code, feel free to delete it and start from scratch. You may also add new function definitions as you see fit.
However, please do not modify any other functions. Doing so may result in your code failing our autograder tests. Also, please do not change any function signatures (names, argument order, or number of arguments).
Test Unlocking, Debugging & Getting Unstuck
Throughout this project, you should be testing the correctness of your code. It is good practice to test often, so that it is easy to isolate any problems.
We have provided an autograder called ok
to help you with
testing your code and tracking your progress.
The primary purpose of ok
is to test your implementations, but there
is a catch. At first, the test cases are locked. To unlock tests,
run the following command from your terminal.
python3 ok -u
Run the specific version of this command as detailed in each problem. This command will start an interactive prompt that looks like:
===================================================================== Assignment: Ants Vs. SomeBees OK, version ... ===================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlocking tests At each "? ", type what you would expect the output to be. Type exit() to quit --------------------------------------------------------------------- Question 0 > Suite 1 > Case 1 (cases remaining: 1) >>> Code here ?
At the ?
, you can type what you expect the output to be.
If you are correct, then this test case will be available the next time
you run the autograder.
The idea is to understand conceptually what your program should do first, before you start writing any code.
Once you have unlocked some tests and written some code, you can check the correctness of your program using the tests that you have unlocked:
python3 ok
Most of the time, you will want to focus on a particular question.
Use the -q
option as directed in the problems below.
The tests
folder is used to store autograder tests, so make sure
not to modify it. You may lose all your unlocking progress if you
do. If you need to get a fresh copy, you can download the
zip archive and copy it over, but you
will need to start unlocking from scratch.
Debugging Tools
If you are ever stuck on a problem, you should add print statements to your code to help debug.
Use print("DEBUG:", variable)
to see the value of variable and still have your tests pass.
print("DEBUG:", variable)When you use a print statement like this, the ok autograder will ignore this output allowing your test to pass.
Interactive Debugging
We can run Python using the interactive interpreter by executing python3 -i
. This gives us a console which allows us to inspect and execute code. ok includes similar functionality!
python3 ok -q 01 -iThis will run our ok tests, then whenever a test fails drop us in the interpreter, for that question. We can then input the datat uses in doctests and call our function.
The Game
A game of Ants Vs. SomeBees consists of a series of turns. In each turn, new
bees may enter the ant colony. Then, new ants are placed to defend their colony.
Finally, all insects (ants, then bees) take individual actions. Bees either try
to move toward the end of the tunnel or sting ants in their way. Ants perform a
different action depending on their type, such as collecting more food or
throwing leaves at the bees. The game ends either when a bee reaches the end of
the tunnel (you lose), the bees destroy the QueenAnt
if it exists (you lose),
or the entire bee fleet has been vanquished (you win).
Core concepts
The Colony. This is where the game takes place. The colony consists of
several Place
s that are chained together to form a tunnel where bees can
travel through. The colony also has some quantity of food which can be expended
in order to place an ant in a tunnel.
Places. A place links to another place to form a tunnel. The player can put a single ant into each place. However, there can be many bees in a single place.
The Hive. This is the place where bees originate. Bees exit the beehive to enter the ant colony.
Ants. Players place an ant into the colony by selecting from the
available ant types at the top of the screen.
Each type of ant takes a different action and requires a different
amount of colony food to place. The two most basic ant types are the HarvesterAnt
,
which adds one food to the colony during each turn, and the ThrowerAnt
, which
throws a leaf at a bee each turn. You will be implementing many more!
Bees. In this game, bees are the antagonistic forces that the player must defend the ant colony from. Each turn, a bee either advances to the next place in the tunnel if no ant is in its way, or it stings the ant in its way. Bees win when at least one bee reaches the end of a tunnel.
Core classes
The concepts described above each have a corresponding class that encapsulates the logic for that concept. Here is a summary of the main classes involved in this game:
GameState
: Represents the colony and some state information about the game, including how much food is available, how much time has elapsed, where theAntHomeBase
is, and all thePlace
s in the game.Place
: Represents a single place that holds insects. At most oneAnt
can be in a single place, but there can be manyBee
s in a single place.Place
objects have anexit
to the left and anentrance
to the right, which are also places. Bees travel through a tunnel by moving to aPlace
'sexit
.Hive
: Represents the place whereBee
s start out (on the right of the tunnel).AntHomeBase
: Represents the placeAnt
s are defending (on the left of the tunnel). If Bees get here, they win :(Insect
: A superclass forAnt
andBee
. All insects havehealth
attribute, representing their remaining health, and aplace
attribute, representing thePlace
where they are currently located. Each turn, every activeInsect
in the game performs itsaction
.Ant
: Represents ants. EachAnt
subclass has special attributes or a specialaction
that distinguish it from otherAnt
types. For example, aHarvesterAnt
gets food for the colony and aThrowerAnt
attacksBee
s. Each ant type also has afood_cost
attribute that indicates how much it costs to deploy one unit of that type of ant.Bee
: Represents bees. Each turn, a bee either moves to theexit
of its currentPlace
if thePlace
is notblocked
by an ant, or stings the ant occupying its samePlace
.
Game Layout
Below is a visualization of a GameState. As you work through the unlocking tests and problems, we recommend drawing out similar diagrams to help your understanding.
Object map
To help visualize how all the classes fit together, we've also created an object map for you to reference as you work, which you can find here:
Playing the game
The game can be run in two modes: as a text-based game or using a graphical user interface (GUI). The game logic is the same in either case, but the GUI enforces a turn time limit that makes playing the game more exciting. The text-based interface is provided for debugging and development.
The files are separated according to these two modes. ants.py
knows
nothing of graphics or turn time limits.
To start a text-based game, run
python3 ants_text.py
To start a graphical game, run
python3 gui.py
When you start the graphical version, a new browser window should appear. In the
starter implementation, you have unlimited food and your ants can only throw leaves
at bees in their current Place
. Before you complete Problem 2, the GUI may crash since it doesn't have a full conception of what a Place is yet! Try playing the game anyway! You'll need to
place a lot of ThrowerAnt
s (the second type) in order to keep the bees from
reaching your queen.
The game has several options that you will use throughout the project,
which you can view with python3 ants_text.py --help
.
usage: ants_text.py [-h] [-d DIFFICULTY] [-w] [--food FOOD]
Play Ants vs. SomeBees
optional arguments:
-h, --help show this help message and exit
-d DIFFICULTY sets difficulty of game (test/easy/normal/hard/extra-hard)
-w, --water loads a full layout with water
--food FOOD number of food to start with when testing
Getting Started Videos
These videos may provide some helpful direction for tackling the coding problems on the project. Note that these videos start providing help at Q4 and that the Q12 video does not apply to this version of the project. You can watch the videos provided here.
To see these videos, you should be logged into your berkeley.edu email.
Phase 1: Basic gameplay
Important submission note: For full credit, submit with Phase 1 and 2 complete by Monday, April 17 (worth 4 pts).
In the first phase you will complete the implementation that will allow for
basic gameplay with the two basic Ant
s: the HarvesterAnt
and the
ThrowerAnt
.
Problem 0 (0 pt)
Answer the following questions with your partner after you have read the
entire ants.py
file.
To submit your answers, run:
python3 ok -q 00 -u
If you get stuck while answering these questions, you can try reading through ants.py
again, consult the core concepts/classes sections above, or ask a question in
the Question 0 thread on Piazza.
- What is the significance of an Insect's
health
attribute? Does this value change? If so, how? - Which of the following is a class attribute of the
Insect
class? - Is the
health
attribute of theAnt
class an instance attribute or a class attribute? Why? - Is the
damage
attribute of anAnt
subclass (such asThrowerAnt
) an instance attribute or class attribute? Why? - Which class do both
Ant
andBee
inherit from? - What do instances of
Ant
and instances ofBee
have in common? - How many insects can be in a single
Place
at any given time (before Problem 8)? - What does a
Bee
do during one of its turns? - When is the game lost?
Remember to run:
python3 ok -q 00 -u
Problem 1 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 01 -u
Part A: Currently, there is no cost
for placing any type of Ant
, and so there is no challenge to the
game. The base class Ant
has a food_cost
of
zero. Override this class attribute for HarvesterAnt
and ThrowerAnt
according to the "Food Cost" column in the table below.
Class | Food Cost | Initial Health |
HarvesterAnt |
2 | 1 |
ThrowerAnt |
3 | 1 |
Part B: Now that placing an Ant
costs food, we need to be able to gather more food!
To fix this issue, implement the HarvesterAnt
class. A HarvesterAnt
is a
type of Ant
that adds one food to the gamestate.food
total as its action
.
After writing code, test your implementation:
python3 ok -q 01
Try playing the game by running python3 gui.py
. Once you have placed a
HarvesterAnt
, you should accumulate food each turn. You can also place
ThrowerAnt
s, but you'll see that they can only attack bees that are in their
Place
, making it a little difficult to win.
Problem 2 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 02 -u
In this problem, you'll complete Place.__init__
by adding code that tracks entrances. Right
now, a Place
keeps track only of its exit
. We would like a Place
to keep
track of its entrance as well. A Place
needs to track only one entrance
.
Tracking entrances will be useful when an Ant
needs to see what Bee
s are in
front of it in the tunnel.
However, simply passing an entrance to a Place
constructor will be
problematic; we would need to have both the exit and the entrance before
creating a Place
! (It's a chicken or the
egg
problem.) To get around this problem, we will keep track of entrances in the
following way instead. Place.__init__
should use this logic:
- A newly created
Place
always starts with itsentrance
asNone
. - If the
Place
has anexit
, then theexit
'sentrance
is set to thatPlace
.
Hint: Remember that when the
__init__
method is called, the first parameter,self
, is bound to the newly created object
Hint: Try drawing out two
Place
s next to each other if things get confusing. In the GUI, a place'sentrance
is to its right while theexit
is to its left.
Hint: Remember that
Places
are not stored in a list, so you can't index into anything to access them. This means that you can't do something likecolony[index + 1]
to access an adjacentPlace
. How can you move from one place to another?
After writing code, test your implementation:
python3 ok -q 02
Problem 3 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 03 -u
In order for a ThrowerAnt
to throw a leaf, it must know which bee to hit.
The provided implementation of the nearest_bee
method in the ThrowerAnt
class only allows them to hit bees in the same Place
. Your job is to fix it
so that a ThrowerAnt
will throw_at
the nearest bee in front of it that is not still in the Hive
.
This includes bees that are in the same Place
as a ThrowerAnt
Hint: All
Place
s have anis_hive
attribute which isTrue
when that place is theHive
.
Change nearest_bee
so that it returns a random Bee
from the nearest place that
contains bees. Your implementation should follow this logic:
- Start from the current
Place
of theThrowerAnt
. - For each place, return a random bee if there is any, and if not,
inspect the place in front of it (stored as the current place's
entrance
). - If there is no bee to attack, return
None
.
Hint: The
random_bee
function provided inants.py
returns a random bee from a list of bees orNone
if the list is empty.
Hint: As a reminder, if there are no bees present at a
Place
, then thebees
attribute of thatPlace
instance will be an empty list.
Hint: Having trouble visualizing the test cases? Try drawing them out on paper! The sample diagram provided in Game Layout shows the first test case for this problem.
After writing code, test your implementation:
python3 ok -q 03
After implementing nearest_bee
, a ThrowerAnt
should be able to throw_at
a
Bee
in front of it that is not still in the Hive
. Make sure that your ants
do the right thing! To start a game with ten food (for easy testing):
python3 gui.py --food 10
Phase 2: Ants!
Important submission note: For full credit,
- Submit with Phase 1 and 2 complete by Monday, April 17 (worth 4 pts).
Now that you've implemented basic gameplay with two types of Ant
s, let's
add some flavor to the ways ants can attack bees. In this phase, you'll be
implementing several different Ant
s with different attack strategies.
After you implement each Ant
subclass in this section, you'll need to set its
implemented
class attribute to True
so that that type of ant will show up in the
GUI. Feel free to try out the game with each new ant to test the functionality!
With your Phase 2 ants, try python3 gui.py -d easy
to play against a
full swarm of bees in a multi-tunnel layout and try -d normal
, -d hard
, or
-d extra-hard
if you want a real challenge! If the bees are too numerous to
vanquish, you might need to create some new ants.
Problem 4 (5 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 04 -u
A ThrowerAnt
is a powerful threat to the bees, but it has a high food cost.
In this problem, you'll implement two subclasses of ThrowerAnt
that are less
costly but have constraints on the distance they can throw:
- The
LongThrower
can onlythrow_at
aBee
that is found after following at least 5entrance
transitions. It cannot hitBee
s that are in the samePlace
as it or the first 4Place
s in front of it. If there are twoBees
, one too close to theLongThrower
and the other within its range, theLongThrower
should only throw at the fartherBee
, which is within its range, instead of trying to hit the closerBee
. - The
ShortThrower
can onlythrow_at
aBee
that is found after following at most 3entrance
transitions. It cannot throw at any bees further than 3Place
s in front of it.
Neither of these specialized throwers can throw_at
a Bee
that is exactly 4
Place
s away.
Class | Food Cost | Initial Health |
ShortThrower |
2 | 1 |
LongThrower |
2 | 1 |
To implement these new throwing ants, your ShortThrower
and LongThrower
classes
should inherit the nearest_bee
method from the base ThrowerAnt
class.
The logic of choosing which bee a thrower ant will attack is
the same, except the ShortThrower
and LongThrower
ants have a maximum and
minimum range, respectively.
To do this, modify the nearest_bee
method to reference min_range
and max_range
attributes,
and only return a bee if it is within range.
Make sure to give these min_range
and max_range
attributes appropriate
values in the ThrowerAnt
class so that the behavior of ThrowerAnt
is
unchanged. Then, implement the subclasses LongThrower
and ShortThrower
with appropriately constrained ranges.
You should not need to repeat any code between ThrowerAnt
,
ShortThrower
, and LongThrower
.
Hint:
float('inf')
returns an infinite positive value represented as a float that can be compared with other numbers.
Hint: You can chain inequalities in Python: e.g.
2 < x < 6
will check ifx
is between 2 and 6. Also,min_range
andmax_range
should mark an inclusive range.
Important: Make sure your class attributes are called
max_range
andmin_range
The tests directly reference these attribute names, and will error if you use another name for these attributes.
Don't forget to set the implemented
class attribute of LongThrower
and
ShortThrower
to True
.
After writing code, test your implementation (rerun the tests for q 03 to make sure they still work):
python3 ok -q 03
python3 ok -q 04
Problem 5 (7 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 05 -u
Implement the FireAnt
, which does damage when it receives damage. Specifically,
if it is damaged by amount
health units, it does a damage of
amount
to all bees in its place (this is called reflected damage).
If it dies, it does an additional amount of damage, as specified by its damage
attribute,
which has a default value of 3
as defined in the FireAnt
class.
To implement this, override FireAnt
's reduce_health
method.
Your overriden method should call the reduce_health
method inherited from
the superclass (Ant
) to reduce the current FireAnt
instance's health.
Calling the inherited reduce_health
method on a FireAnt
instance reduces
the insect's health
by the given amount
and removes the insect from its
place if its health
reaches zero or lower.
Hint: Do not call
self.reduce_health
, or you'll end up stuck in a recursive loop. (Can you see why?)
However, your method needs to also include the reflective damage logic:
- Determine the reflective damage amount:
start with the
amount
inflicted on the ant, and then adddamage
if the ant's health has dropped to 0. - For each bee in the place, damage them with the total amount by
calling the appropriate
reduce_health
method for each bee.
Important: The
FireAnt
must do its damage before being removed from itsplace
, so pay careful attention to the order of your logic inreduce_health
.
Class | Food Cost | Initial Health |
FireAnt |
5 | 3 |
Hint: Damaging a bee may cause it to be removed from its place. If you iterate over a list, but change the contents of that list at the same time, you may not visit all the elements. This can be prevented by making a copy of the list. You can either use a list slice, or use the built-in
list
function.>>> lst = [1,2,3,4] >>> lst[:] [1, 2, 3, 4] >>> list(lst) [1, 2, 3, 4] >>> lst[:] is not lst and list(lst) is not lst True
Once you've finished implementing the FireAnt
, give it a class attribute
implemented
with the value True
.
Note: Even though you are overriding the superclass's
reduce_health
function (Ant.reduce_health
), you can still use this method in your implementation by calling it. Note this is not recursion. (Why not?)
After writing code, test your implementation:
python3 ok -q 05
You can also test your program by playing a game or two! A FireAnt
should
destroy all co-located Bees when it is stung. To start a game with ten food
(for easy testing):
python3 gui.py --food 10
Make sure to submit by the checkpoint deadline Monday, April 17 using the following command:
python3 ok --submit
You can check to ensure that you have completed all Phase 1 and Phase 2 problems by running:
python3 ok --score
Congratulations! You have finished Phase 1 and Phase 2 of this project!
Phase 3: More Ants!
Important submission note: For full credit,
- Submit with Phase 1 and 2 complete by Monday, April 17 (worth 4 pts).
- Submit with all phases complete by Monday, May 1.
Problem 6 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 06 -u
We are going to add some protection to our glorious home base by implementing
the WallAnt
, an ant that does nothing each turn. A WallAnt
is
useful because it has a large health
value.
Class | Food Cost | Initial Health |
WallAnt |
4 | 4 |
Unlike with previous ants, we have not provided you with a class header.
Implement the WallAnt
class from scratch. Give it a class attribute name
with the value 'Wall'
(so that the graphics work) and a class attribute
implemented
with the value True
(so that you can use it in a game).
Hint: To start, take a look at how the previous problems' ants were implemented!
After writing code, test your implementation:
python3 ok -q 06
Problem 7 (7 pt)
Implement the HungryAnt
, which will select a random Bee
from its place
and eat it whole. After eating a Bee
, a HungryAnt
must spend 3 turns chewing before
eating again. If there is no bee available to eat, HungryAnt
will do nothing.
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 07 -u
We have not provided you with a class header.
Implement the HungryAnt
class from scratch. Give it a class attribute name
with the value 'Hungry'
(so that the graphics work) and a class attribute
implemented
with the value True
(so that you can use it in a game).
Hint: When a
Bee
is eaten, it should lose all its health. Is there an existing function we can call on aBee
that can reduce its health to 0?
Class | Food Cost | Initial Health |
HungryAnt |
4 | 1 |
Give HungryAnt
a chew_duration
class attribute that stores the number of
turns that it will take a HungryAnt
to chew (set to 3). Also, give each
HungryAnt
an instance attribute chew_countdown
that counts the number of turns
it has left to chew (initialized to 0, since it hasn't eaten anything at the
beginning. You can also think of chew_countdown
as the number of turns until a
HungryAnt
can eat another Bee
).
Implement the action
method of the HungryAnt
: First, check if it is chewing; if
so, decrement its chew_countdown
by 1. Otherwise, eat a random Bee
in its
place
by reducing the Bee
's health to 0. Make sure to set the chew_countdown
when a Bee is eaten!
Hint: Other than the
action
method, make sure you implement the__init__
method too so theHungryAnt
starts off with the appropriate amount ofhealth
!
After writing code, test your implementation:
python3 ok -q 07
We now have some great offensive troops to help vanquish the bees, but let's make sure we're also keeping our defensive efforts up. In this phase you will implement ants that have special defensive capabilities such as increased health and the ability to protect other ants.
Problem 8 (7 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 08 -u
Right now, our ants are quite frail. We'd like to provide a way to help them
last longer against the onslaught of the bees. Enter the BodyguardAnt
.
Class | Food Cost | Initial Health |
BodyguardAnt |
4 | 2 |
A BodyguardAnt
differs from a normal ant because it is a ContainerAnt
; it can
contain another ant and protect it, all in one Place
. When a Bee
stings the
ant in a Place
where one ant contains another, only the container is
damaged. The ant inside the container can still perform its original action.
If the container perishes, the contained ant still remains in the place (and
can then be damaged).
Each ContainerAnt
has an instance attribute ant_contained
that stores the ant it
contains. This ant, ant_contained
, initially starts off as None
to indicate that there is no ant being
stored yet. Implement the store_ant
method so that it sets the ContainerAnt
's
ant_contained
instance attribute to the passed in ant
argument. Also implement the
ContainerAnt
's action
method to perform its ant_contained
's action if it is currently
containing an ant.
In addition, you will need to make the following modifications throughout your program so that a container and its contained ant can both occupy a place at the same time (a maximum of two ants per place), but only if exactly one is a container:
There is an
Ant.can_contain
method, but it always returnsFalse
. Override the methodContainerAnt.can_contain
so that it takes an antother
as an argument and returnsTrue
if:- This
ContainerAnt
does not already contain another ant. - The other ant is not a container.
- This
Modify
Ant.add_to
to allow a container and a non-container ant to occupy the same place according to the following rules:- If the ant originally occupying a place can contain the ant being added, then both ants occupy the place and the original ant contains the ant being added.
- If the ant being added can contain the ant originally in the space, then both ants occupy the place and the (container) ant being added contains the original ant.
- If neither
Ant
can contain the other, raise the sameAssertionError
as before (the one already present in the starter code). - Important: If there are two ants in a specific
Place
, theant
attribute of thePlace
instance should refer to the container ant, and the container ant should contain the non-container ant.
- Add a
BodyguardAnt.__init__
that sets the initial amount of health for the ant.
Hint: You may find the
is_container
attribute that eachAnt
has useful for checking if a specificAnt
is a container. You should also take advantage of thecan_contain
method you wrote and avoid repeating code.
The constructor of
ContainerAnt.__init__
is implemented as follows:def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.ant_contained = None
args
is bound to all positional arguments (which are all arguments passed without keywords), andkwargs
is bound to all the keyword arguments. This ensures that both sets of arguments are passed to the Ant constructor.Effectively, this means the constructor is exactly the same as its parent class's constructor (
Ant.__init__
) but here we also setself.ant_contained = None
.
Note: Here we will expand on the syntax used above if you are interested. We would like to write a function that accepts an arbitrary number of arguments, and then calls another function using exactly those arguments. Here's how it works.
Instead of listing formal parameters for a function, you can write args, which represents all of the arguments that get passed into the function. We can then call another function with these same arguments by passing these args into this other function. For example:
def printed(f): ... def print_and_return(*args): ... result = f(*args) ... print('Result:', result) ... return result ... return print_and_return >>> printed_pow = printed(pow) >>> printed_pow(2, 8) Result: 256 256 >>> printed_abs = printed(abs) >>> printed_abs(-10) Result: 10 10
Here, we can pass any number of arguments into
print_and_return
via the*args
syntax. We can also use*args
inside ourprint_and_return
function to make another function call with the same arguments.
Once you've finished implementing the BodyguardAnt
,
give it a class attribute implemented
with the value True
.
After writing code, test your implementation:
python3 ok -q 08
Problem 9 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 09 -u
The BodyguardAnt
provides great defense, but they say the best defense is a
good offense. The TankAnt
is a container ant that protects an ant in its place
and also deals 1 damage to all bees in its place each turn.
Class | Food Cost | Initial Health |
TankAnt |
6 | 2 |
We have not provided you with a class header.
Implement the TankAnt
class from scratch. Give it a class attribute name
with the value 'Tank'
(so that the graphics work) and a class attribute
implemented
with the value True
(so that you can use it in a game).
You should not need to modify any code outside of the TankAnt
class. If you
find yourself needing to make changes elsewhere, look for a way to write your
code for the previous question such that it applies not just to BodyguardAnt
and TankAnt
objects, but to ContainerAnt
's in general.
Hint: The only methods you need to override from
TankAnt
's parent class are__init__
andaction
.
Hint: Like with
FireAnt
, it is possible that damaging a bee will cause it to be removed from its place.
After writing code, test your implementation:
python3 ok -q 09
Phase 4: Water and Might
Important submission note: For full credit,
- Submit with all phases complete by Monday, May 1.
You will get an extra credit point for submitting the entire project by Friday, April 28.
In the final phase, you're going to add one last kick to the game by introducing a new type of place and new ants that are able to occupy this place. One of these ants is the most important ant of them all: the queen of the colony!
Problem 10 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 10 -u
Let's add water to the colony! Currently there are only two types of places, the
Hive
and a basic Place
. To make things more interesting, we're going to
create a new type of Place
called Water
.
Only an insect that is waterproof can be placed in Water
. In order
to determine whether an Insect
is waterproof, add a new class attribute to the
Insect
class named is_waterproof
that is set to False
. Since bees can fly,
set their is_waterproof
attribute to True
, overriding the inherited value.
Now, implement the add_insect
method for Water
. First, add the insect to
the place regardless of whether it is waterproof. Then, if the insect is not
waterproof, reduce the insect's health to 0. Do not repeat code from elsewhere
in the program. Instead, use methods that have already been defined.
After writing code, test your implementation:
python3 ok -q 10
Once you've finished this problem, play a game that includes water. To access
the wet_layout
, which includes water, add the --water
option (or -w
for
short) when you start the game.
python3 gui.py --water
Problem 11 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 11 -u
Currently there are no ants that can be placed on Water
. Implement the
ScubaThrower
, which is a subclass of ThrowerAnt
that is more costly and
waterproof, but otherwise identical to its base class. A ScubaThrower
should
not lose its health when placed in Water
.
Class | Food Cost | Initial Health |
ScubaThrower |
6 | 1 |
We have not provided you with a class header. Implement the ScubaThrower
class from scratch. Give it a class attribute name
with the value 'Scuba'
(so that the graphics work) and remember to set the class attribute
implemented
with the value True
(so that you can use it in a game).
After writing code, test your implementation:
python3 ok -q 11
Problem 12 (7 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 12 -u
Finally, implement the QueenAnt
. The queen is a waterproof ScubaThrower
that inspires her fellow ants through her bravery.
In addition to the standard ScubaThrower
action, the QueenAnt
doubles the
damage of all the ants behind her each time she performs an action. Once an
ant's damage has been doubled, it is not doubled again for subsequent turns.
Note: The reflected damage of a
FireAnt
should not be doubled, only the extra damage it deals when its health is reduced to 0.
Class | Food Cost | Initial Health |
QueenAnt |
7 | 1 |
However, with great power comes great responsibility.
The QueenAnt
is governed by three special rules:
- If the queen ever has its health reduced to 0, the ants lose.
You will need to override
Ant.reduce_health
inQueenAnt
and callants_lose()
in that case in order to signal to the simulator that the game is over. (The ants also still lose if any bee reaches the end of a tunnel.) - There can be only one queen. After the first queen is constructed, any attempt at
constructing a second queen should result in a
DuplicateQueensException
. To keep track of whether a queen has already been created, you can add an instance variable to theGamestate
class and use it in the__init__
ofQueenAnt
. - The queen cannot be removed. Attempts to remove the queen
should have no effect (but should not cause an error). You will need to
override
Ant.remove_from
inQueenAnt
to enforce this condition.
Hint: You can find each
Place
in a tunnel behind theQueenAnt
by starting at the ant'splace.exit
and then repeatedly following itsexit
. Theexit
of aPlace
at the end of a tunnel isNone
.
Hint: To avoid doubling an ant's damage twice, mark the ants that have been doubled in some way, in a way that persists across calls to
QueenAnt.action
.
Hint: When doubling the ants' damage, keep in mind that there can be more than one ant in a
Place
, such as if one ant is guarding another.
Hint: Feel free to add new methods to the
QueenAnt
class! Also, make sure to look at thedouble
method inAnt
.
After writing code, test your implementation:
python3 ok -q 12
Extra Credit (2 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q EC -u
Implement two final thrower ants that do zero damage, but instead apply a
temporary "status" on the action
method of a Bee
instance that they
throw_at
. This "status" lasts for a certain number
of turns, after which it ceases to take effect.
We will be implementing two new ants that inherit from ThrowerAnt
.
SlowThrower
throws sticky syrup at a bee, slowing it for 3 turns. When a bee is slowed, it can only move on turns whengamestate.time
is even, and can do nothing otherwise. If a bee is hit by syrup while it is already slowed, it is slowed for an additional 3 turns.ScaryThrower
intimidates a nearby bee, causing it to back away instead of advancing. (If the bee is already right next to the Hive and cannot go back further, it should not move. To check if a bee is next to the Hive, you might find theis_hive
instance attribute ofPlace
s useful). Bees remain scared until they have tried to back away twice. Bees cannot try to back away if they are slowed andgamestate.time
is odd. Once a bee has been scared once, it can't be scared ever again.
Class | Food Cost | Initial Health |
SlowThrower |
4 | 1 |
ScaryThrower |
6 | 1 |
In order to complete the implementations of these two ants, you will
need to set their class attributes appropriately and implement the slow
and scare
methods
on Bee
, which apply their respective statuses on a particular bee. You may also have to edit some
other methods of Bee
.
You can run some provided tests, but they are not exhaustive:
python3 ok -q EC
Make sure to test your code! Your code should be able to apply multiple statuses on a target; each new status applies to the current (possibly previously affected) action method of the bee.
Optional Problems
Optional Problem 1
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q optional1 -u
Implement the NinjaAnt
, which damages all Bee
s that pass by, but can never
be stung.
Class | Food Cost | Initial Health |
NinjaAnt |
5 | 1 |
A NinjaAnt
does not block the path of a Bee
that flies by. To implement
this behavior, first modify the Ant
class to include a new class attribute
blocks_path
that is set to True
, then override the value of blocks_path
to
False
in the NinjaAnt
class.
Second, modify the Bee
's method blocked
to return False
if either
there is no Ant
in the Bee
's place
or if there is an Ant
, but
its blocks_path
attribute is False
. Now Bee
s will just fly past
NinjaAnt
s.
Finally, we want to make the NinjaAnt
damage all Bee
s that fly past.
Implement the action
method in NinjaAnt
to reduce the health of all Bee
s
in the same place
as the NinjaAnt
by its damage
attribute. Similar to
the FireAnt
, you must iterate over a potentially changing list of bees.
Hint: Having trouble visualizing the test cases? Try drawing them out on paper! See the example in Game Layout for help.
After writing code, test your implementation:
python3 ok -q optional1
For a challenge, try to win a game using only HarvesterAnt
and NinjaAnt
.
Optional Problem 2
We've been developing this ant for a long time in secret. It's so dangerous
that we had to lock it in the super hidden CS88 underground vault, but we
finally think it is ready to go out on the field. In this problem, you'll be
implementing the final ant — LaserAnt
, a ThrowerAnt
with a twist.
Note: There are no unlocking tests for this question.
Class | Food Cost | Initial Health |
LaserAnt |
10 | 1 |
The LaserAnt
shoots out a powerful laser, damaging all that dare
to stand in its path. Both Bee
s and Ant
s, of all types, are at
risk of being damaged by LaserAnt
. When a LaserAnt
takes its action,
it will damage all Insect
s in its place (excluding itself, but including its
container if it has one) and the Place
s in front of it, excluding the Hive
.
If that were it, LaserAnt
would be too powerful for us to contain.
The LaserAnt
has a base damage of 2
. But, LaserAnt
's laser comes with
some quirks. The laser is weakened by 0.25
each place it travels away from
LaserAnt
's place. Additionally, LaserAnt
has limited battery.
Each time LaserAnt
actually damages an Insect
its
laser's total damage goes down by 0.0625
(1/16).
If LaserAnt
's damage becomes negative due to these restrictions,
it simply does 0 damage instead.
The exact order in which things are damaged within a turn is unspecified.
In order to complete the implementation of this ultimate ant, read
through the LaserAnt
class, set the class attributes appropriately,
and implement the following two functions:
insects_in_front
is an instance method, called by theaction
method, that returns a dictionary where each key is anInsect
and each corresponding value is the distance (in places) that thatInsect
is away fromLaserAnt
. The dictionary should include allInsects
on the same place or in front of theLaserAnt
, excludingLaserAnt
itself.calculate_damage
is an instance method that takes indistance
, the distance that an insect is away from theLaserAnt
instance. It returns the damage that theLaserAnt
instance should afflict based on:- The
distance
away from theLaserAnt
instance that anInsect
is. - The number of
Insects
that thisLaserAnt
has damaged, stored in theinsects_shot
instance attribute.
In addition to implementing the methods above, you may need to modify, add,
or use class or instance attributes in the LaserAnt
class as needed.
You can run the provided test, but it is not exhaustive:
python3 ok -q optional2
Make sure to test your code!
Project Submission
At this point, run the entire autograder to see if there are any tests that don't pass:
python3 ok
You can also check your score on each part of the project, including the extra credit problem:
python3 ok --score
Once you are satisfied, submit to complete the project.
python3 ok --submit
If you have a partner, make sure to add them to the project submission on okpy.
You are now done with the project! If you haven't yet, you should try playing the game!
python3 gui.py [-h] [-d DIFFICULTY] [-w] [--food FOOD]
Acknowledgments: Tom Magrino and Eric Tzeng developed this project with John DeNero. Jessica Wan contributed the original artwork. Joy Jeng and Mark Miyashita invented the queen ant. Many others have contributed to the project as well!
The new concept artwork was drawn by Alana Tran, Andrew Huang, Emilee Chen, Jessie Salas, Jingyi Li, Katherine Xu, Meena Vempaty, Michelle Chang, and Ryan Davis.