Ants Vs. SomeBees
- 1. 前言
- 2. Phase 1:Basic gameplay
- 3. Phase 2:More Ants!
- 4. Phase 3: Water and Might
- 5. 测试结果
1. 前言
本项目是 CS 61A 的第三个项目,要求是实现一个类似于植物大战僵尸的游戏,这里 Ants 就相当于是植物,Bees 就是僵尸。
一共三个 Phase,在ants.py
中实现相关函数。具体实现按照文档说明一步步实现。
2. Phase 1:Basic gameplay
Phase 1 是实现 HarvestAnt 和 ThrowerAnt。
HarvesterAnt 类似于 “向日葵”,ThrowerAnt 类似于 “豌豆射手”。
class Place:
"""A Place holds insects and has an exit to another Place."""
is_hive = False
def __init__(self, name, exit=None):
"""Create a Place with the given NAME and EXIT.
name -- A string; the name of this Place.
exit -- The Place reached by exiting this Place (may be None).
"""
self.name = name
self.exit = exit
self.bees = [] # A list of Bees
self.ant = None # An Ant
self.entrance = None # A Place
# Phase 1: Add an entrance to the exit
# BEGIN Problem 2
"*** YOUR CODE HERE ***"
if self.exit != None:
self.exit.entrance = self
# END Problem 2
def add_insect(self, insect):
"""
Asks the insect to add itself to the current place. This method exists so
it can be enhanced in subclasses.
"""
insect.add_to(self)
def remove_insect(self, insect):
"""
Asks the insect to remove itself from the current place. This method exists so
it can be enhanced in subclasses.
"""
insect.remove_from(self)
def __str__(self):
return self.name
class HarvesterAnt(Ant):
"""HarvesterAnt produces 1 additional food per turn for the colony."""
name = 'Harvester'
implemented = True
food_cost = 2
# OVERRIDE CLASS ATTRIBUTES HERE
def action(self, gamestate):
"""Produce 1 additional food for the colony.
gamestate -- The GameState, used to access game state information.
"""
# BEGIN Problem 1
"*** YOUR CODE HERE ***"
gamestate.food += 1
# END Problem 1
class ThrowerAnt(Ant):
"""ThrowerAnt throws a leaf each turn at the nearest Bee in its range."""
name = 'Thrower'
implemented = True
damage = 1
food_cost = 3
lower_bound = (-1) * float('inf')
upper_bound = float('inf')
# ADD/OVERRIDE CLASS ATTRIBUTES HERE
def nearest_bee(self):
"""Return the nearest Bee in a Place that is not the HIVE, connected to
the ThrowerAnt's Place by following entrances.
This method returns None if there is no such Bee (or none in range).
"""
# BEGIN Problem 3 and 4
nearest_place = self.place
distance = 0
while not nearest_place.is_hive:
if random_bee(nearest_place.bees) and self.lower_bound <= distance <= self.upper_bound:
return random_bee(nearest_place.bees)
nearest_place = nearest_place.entrance
distance += 1
return None
# END Problem 3 and 4
def throw_at(self, target):
"""Throw a leaf at the TARGET Bee, reducing its health."""
if target is not None:
target.reduce_health(self.damage)
def action(self, gamestate):
"""Throw a leaf at the nearest Bee in range."""
self.throw_at(self.nearest_bee())
这里比较有意思的是 question 2,
需要注意,这里的 place 不是用 list 存储的,而是通过 exit 和 entrance 将同一个 tunnel 里的 places 巧妙地连接起来(类似与链表)。
3. Phase 2:More Ants!
Phase 2 是实现另外7种蚂蚁,分别是 LongThrower 和 ShortThrower、FireAnt,WallAnt,HungryAnt,BodyguardAnt,TankAnt。
class ShortThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at most 3 places away."""
name = 'Short'
food_cost = 2
upper_bound = 3
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
implemented = True # Change to True to view in the GUI
# END Problem 4
class LongThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at least 5 places away."""
name = 'Long'
food_cost = 2
lower_bound = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
implemented = True # Change to True to view in the GUI
# END Problem 4
class FireAnt(Ant):
"""FireAnt cooks any Bee in its Place when it expires."""
name = 'Fire'
damage = 3
food_cost = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 5
implemented = True # Change to True to view in the GUI
# END Problem 5
def __init__(self, health=3):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and remove the FireAnt from its place if it
has no health remaining.
Make sure to reduce the health of each bee in the current place, and apply
the additional damage if the fire ant dies.
"""
# BEGIN Problem 5
"*** YOUR CODE HERE ***"
self.health -= amount # 此处不能直接调用 reduce_health, 如果amount大于health, ant就被收回了.
for bee in self.place.bees[:]:
bee.reduce_health(amount)
if self.health <= 0:
for bee in self.place.bees[:]:
bee.reduce_health(self.damage)
super().reduce_health(0)
# END Problem 5
# BEGIN Problem 6
# The WallAnt class
class WallAnt(Ant):
name = 'Wall'
implemented = True
food_cost = 4
def __init__(self, health=4):
super().__init__(health)
# END Problem 6
# BEGIN Problem 7
# The HungryAnt Class
class HungryAnt(Ant):
name = 'Hungry'
implemented = True
food_cost = 4
chewing_turns = 3
def __init__(self, health=1):
super().__init__(health)
self.turns_to_chew = 0
def action(self, gamestate):
if self.turns_to_chew <= 0:
bee = random_bee(self.place.bees)
if bee:
bee.health = 0
bee.reduce_health(0)
self.turns_to_chew = self.chewing_turns
else:
self.turns_to_chew -= 1
# END Problem 7
class ContainerAnt(Ant):
"""
ContainerAnt can share a space with other ants by containing them.
"""
is_container = True
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.ant_contained = None
def can_contain(self, other):
# BEGIN Problem 8a
"*** YOUR CODE HERE ***"
if not other.is_container and not self.ant_contained:
return True
else:
return False
# END Problem 8a
def store_ant(self, ant):
# BEGIN Problem 8a
"*** YOUR CODE HERE ***"
if self.can_contain(ant):
self.ant_contained = ant
# END Problem 8a
def remove_ant(self, ant):
if self.ant_contained is not ant:
assert False, "{} does not contain {}".format(self, ant)
self.ant_contained = None
def remove_from(self, place):
# Special handling for container ants (this is optional)
if place.ant is self:
# Container was removed. Contained ant should remain in the game
place.ant = place.ant.ant_contained
Insect.remove_from(self, place)
else:
# default to normal behavior
Ant.remove_from(self, place)
def action(self, gamestate):
# BEGIN Problem 8a
"*** YOUR CODE HERE ***"
if self and self.ant_contained: # 一定要判空
self.ant_contained.action(gamestate)
# END Problem 8a
class BodyguardAnt(ContainerAnt):
"""BodyguardAnt provides protection to other Ants."""
name = 'Bodyguard'
food_cost = 4
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 8c
implemented = True # Change to True to view in the GUI
def __init__(self, *args, **kwargs):
super().__init__(2)
# END Problem 8c
# BEGIN Problem 9
# The TankAnt class
class TankAnt(ContainerAnt):
name = 'Tank'
food_cost = 6
damage = 1
implemented = True
def __init__(self, *args, **kwargs):
super().__init__(2)
def action(self, gamestate):
super().action(gamestate)
for bee in list(self.place.bees):
bee.reduce_health(self.damage)
# END Problem 9
一定要注意使用对象前,一定要判别对象是否为空。 另外需要注意 reduce_health 的使用细节。
4. Phase 3: Water and Might
Phase 3 是实现 Water 类,以及 ScubaThrower,QueenAnt,SlowThrower。
其中,实现 SlowThrower 不能修改 ThrowerAnt 和 Bee 类,用到了前面学的高阶函数的知识点。
ScubaThrower 和 QueenAnt 的实现:
class Insect:
"""An Insect, the base class of Ant and Bee, has health and a Place."""
damage = 0
is_waterproof = False
# ADD CLASS ATTRIBUTES HERE
def __init__(self, health, place=None):
"""Create an Insect with a health amount and a starting PLACE."""
self.health = health
self.place = place # set by Place.add_insect and Place.remove_insect
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and remove the insect from its place if it
has no health remaining.
>>> test_insect = Insect(5)
>>> test_insect.reduce_health(2)
>>> test_insect.health
3
"""
self.health -= amount
if self.health <= 0:
self.death_callback()
self.place.remove_insect(self)
def action(self, gamestate):
"""The action performed each turn.
gamestate -- The GameState, used to access game state information.
"""
def death_callback(self):
# overriden by the gui
pass
def add_to(self, place):
"""Add this Insect to the given Place
By default just sets the place attribute, but this should be overriden in the subclasses
to manipulate the relevant attributes of Place
"""
self.place = place
def remove_from(self, place):
self.place = None
def __repr__(self):
cname = type(self).__name__
return '{0}({1}, {2})'.format(cname, self.health, self.place)
class Ant(Insect):
"""An Ant occupies a place and does work for the colony."""
implemented = False # Only implemented Ant classes should be instantiated
food_cost = 0
is_container = False
is_damage_doubled = False
# ADD CLASS ATTRIBUTES HERE
def __init__(self, health=1):
"""Create an Insect with a HEALTH quantity."""
super().__init__(health)
@classmethod
def construct(cls, gamestate):
"""Create an Ant for a given GameState, or return None if not possible."""
if cls.food_cost > gamestate.food:
print('Not enough food remains to place ' + cls.__name__)
return
return cls()
def can_contain(self, other):
return False
def store_ant(self, other):
assert False, "{0} cannot contain an ant".format(self)
def remove_ant(self, other):
assert False, "{0} cannot contain an ant".format(self)
def add_to(self, place):
if place.ant is None:
place.ant = self
else:
# BEGIN Problem 8b
if place.ant.is_container and place.ant.can_contain(self):
place.ant.store_ant(self)
elif self.is_container and self.can_contain(place.ant):
self.store_ant(place.ant)
place.ant = self
else:
assert place.ant is None, 'Two ants in {0}'.format(place)
# END Problem 8b
Insect.add_to(self, place)
def remove_from(self, place):
if place.ant is self:
place.ant = None
elif place.ant is None:
assert False, '{0} is not in {1}'.format(self, place)
else:
place.ant.remove_ant(self)
Insect.remove_from(self, place)
def double(self):
"""Double this ants's damage, if it has not already been doubled."""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
if not self.is_damage_doubled:
self.damage = self.damage * 2
self.is_damage_doubled = True
# END Problem 12
class Water(Place):
"""Water is a place that can only hold waterproof insects."""
def add_insect(self, insect):
"""Add an Insect to this place. If the insect is not waterproof, reduce
its health to 0."""
# BEGIN Problem 10
"*** YOUR CODE HERE ***"
super().add_insect(insect)
if not insect.is_waterproof:
insect.reduce_health(insect.health)
# END Problem 10
# BEGIN Problem 11
# The ScubaThrower class
class ScubaThrower(ThrowerAnt):
name = 'Scuba'
food_cost = 6
is_waterproof = True
implemented = True
# END Problem 11
# BEGIN Problem 12
class QueenAnt(ScubaThrower): # You should change this line
# END Problem 12
"""The Queen of the colony. The game is over if a bee enters her place."""
name = 'Queen'
food_cost = 7
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 12
implemented = True # Change to True to view in the GUI
# END Problem 12
@classmethod
def construct(cls, gamestate):
"""
Returns a new instance of the Ant class if it is possible to construct, or
returns None otherwise. Remember to call the construct() method of the superclass!
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
if not gamestate.is_queenAnt_constructed:
gamestate.is_queenAnt_constructed = True
return super().construct(gamestate)
else:
return None
# END Problem 12
def action(self, gamestate):
"""A queen ant throws a leaf, but also doubles the damage of ants
in her tunnel.
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
super().action(gamestate)
place = self.place.exit
while place != None:
if place.ant:
if place.ant.is_container and place.ant.ant_contained:
place.ant.ant_contained.double()
place.ant.double()
else:
place.ant.double()
place = place.exit
# END Problem 12
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and if the QueenAnt has no health
remaining, signal the end of the game.
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
super().reduce_health(amount)
if self.health <= 0:
ants_lose()
# END Problem 12
def remove_from(self, place):
return None
SlowThrower 的实现:
def make_slow(action):
"""Return a new action method that calls ACTION every other turn.
action -- An action method of some Bee
"""
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
def new_action(colony): # 如果时间为偶数,则 bee 停顿。
if colony.time % 2 == 0:
action(colony)
return new_action
# END Problem EC
def make_stun(action):
"""Return a new action method that does nothing.
action -- An action method of some Bee
"""
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
def new_action(colony):
return
return new_action
# END Problem EC
def apply_effect(effect, bee, duration):
"""Apply a status effect to a BEE that lasts for DURATION turns."""
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
origin_action = bee.action # bee 的原始 action
new_action = effect(bee.action) # bee 的 新的 action
def action(colony):
nonlocal duration
if duration == 0:
return origin_action(colony) # 恢复 bee 的 action
else:
duration -= 1 # 作用时间减一
return new_action(colony)
bee.action = action # 返回新的 action
class SlowThrower(ThrowerAnt):
"""ThrowerAnt that causes Slow on Bees."""
name = 'Slow'
food_cost = 6
# BEGIN Problem EC
implemented = True # Change to True to view in the GUI
# END Problem EC
def throw_at(self, target):
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
if self:
apply_effect(make_slow, target, 5)
# END Problem EC
因为要求不能修改外部类,但是要用到 time,所以只能通过接受调用的参数 gamestate 来获取 time。所以 throw_at
需要三个参数,分别是 self、target,以及 appy_effect
中的 colony。
5. 测试结果
=====================================================================
Assignment: Project 3: Ants Vs. SomeBees
OK, version v1.18.1
=====================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Scoring tests
---------------------------------------------------------------------
Problem 0
Passed: 1
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 1
Passed: 1
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 2
Passed: 1
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 3
Passed: 1
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 4
Passed: 3
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 5
Passed: 2
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 6
Passed: 2
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 7
Passed: 2
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 8
Passed: 3
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 8a
Passed: 0
Failed: 0
[k..........] 0.0% passed
---------------------------------------------------------------------
Problem 8b
Passed: 1
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 8c
Passed: 1
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 9
Passed: 3
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 10
Passed: 2
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 11
Passed: 3
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem 12
Passed: 3
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Problem EC
Passed: 1
Failed: 0
[ooooooooook] 100.0% passed
---------------------------------------------------------------------
Point breakdown
Problem 0: 0.0/0
Problem 1: 1.0/1
Problem 2: 1.0/1
Problem 3: 2.0/2
Problem 4: 2.0/2
Problem 5: 3.0/3
Problem 6: 1.0/1
Problem 7: 3.0/3
Problem 8: 3.0/3
Problem 8a: 0.0/0
Problem 8b: 0.0/0
Problem 8c: 0.0/0
Problem 9: 2.0/2
Problem 10: 1.0/1
Problem 11: 1.0/1
Problem 12: 3.0/3
Problem EC: 2.0/2
Score:
Total: 25.0