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ants.py
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ants.py
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"""CS 61A presents Ants Vs. SomeBees."""
import random
from ucb import main, interact, trace
from collections import OrderedDict
################
# Core Classes #
################
class Place:
"""A Place holds insects and has an exit to another Place."""
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 is not None :
self.exit.entrance = self
# END Problem 2
def is_hive(self):
return False
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 Insect:
"""An Insect, the base class of Ant and Bee, has health and a Place."""
damage = 0
is_watersafe =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
# ADD CLASS ATTRIBUTES HERE
def __init__(self, health=1):
"""Create an Insect with a HEALTH quantity."""
self.buffed = False
super().__init__(health)
def is_container(self):
return False
def can_contain(self, other):
return False
def contain_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 8
if place.ant.can_contain(self):
place.ant.contain_ant(self)
elif self.can_contain(place.ant):
self.contain_ant(place.ant)
place.ant = self
else:
assert place.ant is None, 'Two ants in {0}'.format(place)
# END Problem 8
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:
# queen or container (optional) or other situation
place.ant.remove_ant(self)
Insect.remove_from(self, place)
def buff(self):
"""Double this ants's damage, if it has not already been buffed."""
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
if not self.buffed:
self.damage = self.damage * 2
self.buffed = True
# END Problem EC
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
# ADD/OVERRIDE CLASS ATTRIBUTES HERE
min_range = 0
max_range = float('inf')
def nearest_bee(self, beehive):
"""Return the nearest Bee in a Place that is not the HIVE (beehive), 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
#while loop, go until we hit is_hive
count = 0
current_place = self.place
while not current_place.is_hive() :
if current_place.bees and self.min_range <= count <= self.max_range :
return bee_selector(current_place.bees)
else:
current_place = current_place.entrance
count += 1
return None
# REPLACE THIS LINE
# 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(gamestate.beehive))
def bee_selector(bees):
"""Return a random bee from a list of bees, or return None if bees is empty."""
assert isinstance(bees, list), "bee_selector's argument should be a list but was a %s" % type(bees).__name__
if bees:
return random.choice(bees)
##############
# Extensions #
##############
class ShortThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at most 3 places away."""
name = 'Short'
food_cost = 2
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
min_range = 0
max_range = 3
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
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
min_range = 5
max_range = float('inf')
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 ***"
damage_to_bees = amount
if self.health - amount <= 0:
damage_to_bees += self.damage
bees=self.place.bees[:]
for b in bees:
b.reduce_health(damage_to_bees)
super().reduce_health(amount)
# END Problem 5
# BEGIN Problem 6
# The WallAnt class
class WallAnt(Ant):
name = 'Wall'
food_cost = 4
implemented = True
def __init__(self, health = 4):
super().__init__(health)
# END Problem 6
class HungryAnt(Ant):
name = 'Hungry'
food_cost = 4
implemented = True
chew_duration = 3
def __init__ (self,health = 1, chewing = 0):
self.chewing = chewing
super().__init__(health)
def action(self, gamestate):
if (self.chewing == 0 ):
chew_bee = bee_selector(self.place.bees)
if chew_bee is not None:
self.chewing += 1
chew_bee.reduce_health(chew_bee.health)
else:
self.chewing += 1
self.chewing %= self.chew_duration + 1
# BEGIN Problem 7
# The HungryAnt Class
# END Problem 7
class ContainerAnt(Ant):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.contained_ant = None
def is_container(self):
return True
def can_contain(self, other):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
return self.contained_ant is None and not other.is_container()
# END Problem 8
def contain_ant(self, ant):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
self.contained_ant = ant
# END Problem 8
def remove_ant(self, ant):
if self.contained_ant is not ant:
assert False, "{} does not contain {}".format(self, ant)
self.contained_ant = 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.contained_ant
Insect.remove_from(self, place)
else:
# default to normal behavior
Ant.remove_from(self, place)
def action(self, gamestate):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
if self.contained_ant is not None:
self.contained_ant.action(gamestate)
# END Problem 8
class BodyguardAnt(ContainerAnt):
"""BodyguardAnt provides protection to other Ants."""
name = 'Bodyguard'
food_cost = 4
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 8
implemented = True # Change to True to view in the GUI
def __init__(self, health = 2):
super().__init__(health)
# END Problem 8
# BEGIN Problem 9
class TankAnt(ContainerAnt):
name = 'Tank'
food_cost = 6
implemented = True
damage = 1
def __init__(self,health = 2):
super().__init__(health)
def action(self, gamestate):
bees = self.place.bees[:]
for b in bees:
b.reduce_health(self.damage)
if self.contained_ant is not None:
self.contained_ant.action(gamestate)
# The TankAnt class
# END Problem 9
class Water(Place):
"""Water is a place that can only hold watersafe insects."""
def add_insect(self, insect):
"""Add an Insect to this place. If the insect is not watersafe, reduce
its health to 0."""
# BEGIN Problem 10
"*** YOUR CODE HERE ***"
super().add_insect(insect)
if not insect.is_watersafe:
insect.reduce_health(insect.health)
# END Problem 10
# BEGIN Problem 11
class ScubaThrower(ThrowerAnt):
name = 'Scuba'
implemented = True
food_cost=6
is_watersafe = True
def __init__(self,health=1):
super().__init__(health)
# The ScubaThrower class
# END Problem 11
# BEGIN Problem EC
class QueenAnt(ScubaThrower): # You should change this line
# END Problem EC
"""The Queen of the colony. The game is over if a bee enters her place."""
name = 'Queen'
food_cost = 7
is_watersafe = True
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem EC
implemented = True # Change to True to view in the GUI
is_deployed = False
# END Problem EC
def __init__(self, health=1):
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
if QueenAnt.is_deployed :
self.is_true_queen= False
else:
self.is_true_queen = True
QueenAnt.is_deployed=True
self.buffed = False
super().__init__(health)
# END Problem EC
def action(self, gamestate):
"""A queen ant throws a leaf, but also doubles the damage of ants
in her tunnel.
Impostor queens do only one thing: reduce their own health to 0.
"""
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
#apply buff to all ants behind HE
if self.is_true_queen:
place = self.place.exit
while place is not None:
if place.ant is not None:
if place.ant.is_container() and place.ant.contained_ant is not None:
place.ant.buff()
place.ant.contained_ant.buff()
else:
place.ant.buff()
#how does this work with container ants?
place = place.exit
super().action(gamestate)
else:
self.reduce_health(self.health)
# END Problem EC
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and if the True QueenAnt has no health
remaining, signal the end of the game.
"""
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
self.health -= amount
if self.health <= 0:
if self.is_true_queen:
bees_win()
else:
self.death_callback()
self.place.remove_insect(self)
def remove_from( self, place ):
if not self.is_true_queen:
Ant.remove_from(self,place)
else:
pass
# END Problem EC
class AntRemover(Ant):
"""Allows the player to remove ants from the board in the GUI."""
name = 'Remover'
implemented = False
def __init__(self):
super().__init__(0)
class Bee(Insect):
"""A Bee moves from place to place, following exits and stinging ants."""
name = 'Bee'
damage = 1
is_watersafe = True
# OVERRIDE CLASS ATTRIBUTES HERE
def sting(self, ant):
"""Attack an ANT, reducing its health by 1."""
ant.reduce_health(self.damage)
def move_to(self, place):
"""Move from the Bee's current Place to a new PLACE."""
self.place.remove_insect(self)
place.add_insect(self)
def blocked(self):
"""Return True if this Bee cannot advance to the next Place."""
# Special handling for NinjaAnt
# BEGIN Problem Optional 1
return self.place.ant is not None
# END Problem Optional 1
def action(self, gamestate):
"""A Bee's action stings the Ant that blocks its exit if it is blocked,
or moves to the exit of its current place otherwise.
gamestate -- The GameState, used to access game state information.
"""
destination = self.place.exit
# Extra credit: Special handling for bee direction
# BEGIN Problem Optional 2
"*** YOUR CODE HERE ***"
# END Problem Optional 2
if self.blocked():
self.sting(self.place.ant)
elif self.health > 0 and destination is not None:
self.move_to(destination)
def add_to(self, place):
place.bees.append(self)
Insect.add_to(self, place)
def remove_from(self, place):
place.bees.remove(self)
Insect.remove_from(self, place)
def slow(self, length):
"""Apply a status lasting LENGTH turns that causes bee to execute
the previous .action on even-numbered turns."""
# BEGIN Problem Optional 2
"*** YOUR CODE HERE ***"
# END Problem Optional 2
def scare(self, length):
"""If this Bee has not been scared before, apply a status that
lasts for LENGTH turns that causes bee to go backwards."""
# BEGIN Problem Optional 2
"*** YOUR CODE HERE ***"
# END Problem Optional 2
def apply_status(self, status, previous_action, length):
"""Apply STATUS to replace the current .action method for
duraction LENGTH calls, after which it simply calls PREVIOUS_ACTION."""
# BEGIN Problem Optional 2
"*** YOUR CODE HERE ***"
# END Problem Optional 2
############
# Optional #
############
class NinjaAnt(Ant):
"""NinjaAnt does not block the path and damages all bees in its place.
This class is optional.
"""
name = 'Ninja'
damage = 1
food_cost = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem Optional 1
implemented = False # Change to True to view in the GUI
# END Problem Optional 1
def action(self, gamestate):
# BEGIN Problem Optional 1
"*** YOUR CODE HERE ***"
# END Problem Optional 1
############
# Statuses #
############
class SlowThrower(ThrowerAnt):
"""ThrowerAnt that causes Slow on Bees."""
name = 'Slow'
food_cost = 4
# BEGIN Problem Optional 2
implemented = False # Change to True to view in the GUI
# END Problem Optional 2
def throw_at(self, target):
if target:
target.slow(3)
class ScaryThrower(ThrowerAnt):
"""ThrowerAnt that intimidates Bees, making them back away instead of advancing."""
name = 'Scary'
food_cost = 6
# BEGIN Problem Optional 2
implemented = False # Change to True to view in the GUI
# END Problem Optional 2
def throw_at(self, target):
# BEGIN Problem Optional 2
"*** YOUR CODE HERE ***"
# END Problem Optional 2
class LaserAnt(ThrowerAnt):
# This class is optional. Only one test is provided for this class.
name = 'Laser'
food_cost = 10
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem Optional 3
implemented = False # Change to True to view in the GUI
# END Problem Optional 3
def __init__(self, health=1):
super().__init__(health)
self.insects_shot = 0
def insects_in_front(self, beehive):
# BEGIN Problem Optional 3
return {}
# END Problem Optional 3
def calculate_damage(self, distance):
# BEGIN Problem Optional 3
return 0
# END Problem Optional 3
def action(self, gamestate):
insects_and_distances = self.insects_in_front(gamestate.beehive)
for insect, distance in insects_and_distances.items():
damage = self.calculate_damage(distance)
insect.reduce_health(damage)
if damage:
self.insects_shot += 1
##################
# Bees Extension #
##################
class Wasp(Bee):
"""Class of Bee that has higher damage."""
name = 'Wasp'
damage = 2
class Hornet(Bee):
"""Class of bee that is capable of taking two actions per turn, although
its overall damage output is lower. Immune to statuses.
"""
name = 'Hornet'
damage = 0.25
def action(self, gamestate):
for i in range(2):
if self.health > 0:
super().action(gamestate)
def __setattr__(self, name, value):
if name != 'action':
object.__setattr__(self, name, value)
class NinjaBee(Bee):
"""A Bee that cannot be blocked. Is capable of moving past all defenses to
assassinate the Queen.
"""
name = 'NinjaBee'
def blocked(self):
return False
class Boss(Wasp, Hornet):
"""The leader of the bees. Combines the high damage of the Wasp along with
status immunity of Hornets. Damage to the boss is capped up to 8
damage by a single attack.
"""
name = 'Boss'
damage_cap = 8
action = Wasp.action
def reduce_health(self, amount):
super().reduce_health(self.damage_modifier(amount))
def damage_modifier(self, amount):
return amount * self.damage_cap / (self.damage_cap + amount)
class Hive(Place):
"""The Place from which the Bees launch their assault.
assault_plan -- An AssaultPlan; when & where bees enter the colony.
"""
def __init__(self, assault_plan):
self.name = 'Hive'
self.assault_plan = assault_plan
self.bees = []
for bee in assault_plan.all_bees:
self.add_insect(bee)
# The following attributes are always None for a Hive
self.entrance = None
self.ant = None
self.exit = None
def is_hive(self):
return True
def strategy(self, gamestate):
exits = [p for p in gamestate.places.values() if p.entrance is self]
for bee in self.assault_plan.get(gamestate.time, []):
bee.move_to(random.choice(exits))
gamestate.active_bees.append(bee)
class GameState:
"""An ant collective that manages global game state and simulates time.
Attributes:
time -- elapsed time
food -- the colony's available food total
places -- A list of all places in the colony (including a Hive)
bee_entrances -- A list of places that bees can enter
"""
def __init__(self, strategy, beehive, ant_types, create_places, dimensions, food=2):
"""Create an GameState for simulating a game.
Arguments:
strategy -- a function to deploy ants to places
beehive -- a Hive full of bees
ant_types -- a list of ant constructors
create_places -- a function that creates the set of places
dimensions -- a pair containing the dimensions of the game layout
"""
self.time = 0
self.food = food
self.strategy = strategy
self.beehive = beehive
self.ant_types = OrderedDict((a.name, a) for a in ant_types)
self.dimensions = dimensions
self.active_bees = []
self.configure(beehive, create_places)
def configure(self, beehive, create_places):
"""Configure the places in the colony."""
self.base = AntHomeBase('Ant Home Base')
self.places = OrderedDict()
self.bee_entrances = []
def register_place(place, is_bee_entrance):
self.places[place.name] = place
if is_bee_entrance:
place.entrance = beehive
self.bee_entrances.append(place)
register_place(self.beehive, False)
create_places(self.base, register_place, self.dimensions[0], self.dimensions[1])
def simulate(self):
"""Simulate an attack on the ant colony (i.e., play the game)."""
num_bees = len(self.bees)
try:
while True:
self.beehive.strategy(self) # Bees invade
self.strategy(self) # Ants deploy
for ant in self.ants: # Ants take actions
if ant.health > 0:
ant.action(self)
for bee in self.active_bees[:]: # Bees take actions
if bee.health > 0:
bee.action(self)
if bee.health <= 0:
num_bees -= 1
self.active_bees.remove(bee)
if num_bees == 0:
raise AntsWinException()
self.time += 1
except AntsWinException:
print('All bees are vanquished. You win!')
return True
except BeesWinException:
print('The ant queen has perished. Please try again.')
return False
def deploy_ant(self, place_name, ant_type_name):
"""Place an ant if enough food is available.
This method is called by the current strategy to deploy ants.
"""
constructor = self.ant_types[ant_type_name]
if self.food < constructor.food_cost:
print('Not enough food remains to place ' + ant_type_name)
else:
ant = constructor()
self.places[place_name].add_insect(ant)
self.food -= constructor.food_cost
return ant
def remove_ant(self, place_name):
"""Remove an Ant from the game."""
place = self.places[place_name]
if place.ant is not None:
place.remove_insect(place.ant)
@property
def ants(self):
return [p.ant for p in self.places.values() if p.ant is not None]
@property
def bees(self):
return [b for p in self.places.values() for b in p.bees]
@property
def insects(self):
return self.ants + self.bees
def __str__(self):
status = ' (Food: {0}, Time: {1})'.format(self.food, self.time)
return str([str(i) for i in self.ants + self.bees]) + status
class AntHomeBase(Place):
"""AntHomeBase at the end of the tunnel, where the queen resides."""
def add_insect(self, insect):
"""Add an Insect to this Place.
Can't actually add Ants to a AntHomeBase. However, if a Bee attempts to
enter the AntHomeBase, a BeesWinException is raised, signaling the end
of a game.
"""
assert isinstance(insect, Bee), 'Cannot add {0} to AntHomeBase'
raise BeesWinException()
def ants_win():
"""Signal that Ants win."""
raise AntsWinException()
def bees_win():
"""Signal that Bees win."""
raise BeesWinException()
def ant_types():
"""Return a list of all implemented Ant classes."""
all_ant_types = []
new_types = [Ant]
while new_types:
new_types = [t for c in new_types for t in c.__subclasses__()]
all_ant_types.extend(new_types)
return [t for t in all_ant_types if t.implemented]
class GameOverException(Exception):
"""Base game over Exception."""
pass
class AntsWinException(GameOverException):
"""Exception to signal that the ants win."""
pass
class BeesWinException(GameOverException):
"""Exception to signal that the bees win."""
pass
def interactive_strategy(gamestate):
"""A strategy that starts an interactive session and lets the user make
changes to the gamestate.
For example, one might deploy a ThrowerAnt to the first tunnel by invoking
gamestate.deploy_ant('tunnel_0_0', 'Thrower')
"""
print('gamestate: ' + str(gamestate))
msg = '<Control>-D (<Control>-Z <Enter> on Windows) completes a turn.\n'
interact(msg)
###########
# Layouts #
###########
def wet_layout(queen, register_place, tunnels=3, length=9, moat_frequency=3):
"""Register a mix of wet and and dry places."""
for tunnel in range(tunnels):
exit = queen
for step in range(length):
if moat_frequency != 0 and (step + 1) % moat_frequency == 0:
exit = Water('water_{0}_{1}'.format(tunnel, step), exit)
else:
exit = Place('tunnel_{0}_{1}'.format(tunnel, step), exit)
register_place(exit, step == length - 1)
def dry_layout(queen, register_place, tunnels=3, length=9):
"""Register dry tunnels."""
wet_layout(queen, register_place, tunnels, length, 0)
#################
# Assault Plans #
#################
class AssaultPlan(dict):
"""The Bees' plan of attack for the colony. Attacks come in timed waves.
An AssaultPlan is a dictionary from times (int) to waves (list of Bees).
>>> AssaultPlan().add_wave(4, 2)
{4: [Bee(3, None), Bee(3, None)]}
"""
def add_wave(self, bee_type, bee_health, time, count):
"""Add a wave at time with count Bees that have the specified health."""
bees = [bee_type(bee_health) for _ in range(count)]
self.setdefault(time, []).extend(bees)
return self
@property
def all_bees(self):
"""Place all Bees in the beehive and return the list of Bees."""
return [bee for wave in self.values() for bee in wave]