Project 3: Ants Vs. SomeBees
The bees are coming!
Create a better soldier
With inherit-ants.
Introduction
Important submission note: For full credit,
- Submit with Phases 1 & 2 complete by Tuesday, November 26 (worth 1 pt).
- Submit with Phases 3 & 4 complete by Friday, November 29.
You may work with one other partner for the entire project.
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 combines functional and object-oriented programming paradigms, focusing on the 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. SomeBeesgraphics.py
: Utilities for displaying simple two-dimensional animationsstate.py
: Abstraction for gamestate forgui.py
utils.py
: Some functions to facilitate the game interfaceucb.py
: Utility functions for CS 61Aassets
: A directory of images and files used bygui.py
img
: A directory of images used byants_gui.py
Logistics
This is a 8-day 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. We strongly encourage you to work on all parts of the project together rather than splitting up the work. Switch off who writes the code, but whoever is not coding should contribute by looking at the code and providing comments on a direction to go and catching bugs.
The project is worth 30 points. 27 points are assigned for correctness, 1 point for submitting Phases 1-2 by the checkpoint date, and 2 points for the overall composition.
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.
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).
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. However, you should not be testing too often, to allow yourself time to think through problems.
We recommend that you submit after you finish each problem. Only your last submission will be graded. It is also useful for us to have more backups of your code in case you run into a submission issue.
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 ant queen (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 places that are chained together to form a tunnel where bees can travel through. The colony has some quantity of food that can be expended to deploy ant troops.
Places. A place links to another place to form a tunnel. The player can place 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. Ants are the usable troops in the game that the player places into
the colony. Each type of ant takes a different action and requires a different
amount of 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. Bees are the antagonistic troops in the game that the player must defend the 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.
Queen Ant: There is one queen ant in the whole colony. She is able to attack bees but she also has a special ability of fortifying the other ant troops. Bees can also win if they destroy the queen ant.
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:
AntColony
: Represents the colony and some state information about the game, including how much food is available, how much time has elapsed, where theQueenAnt
resides, 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.Place
objects have anexit
and anentrance
which are also places. Bees travel through a tunnel by moving to aPlace
'sexit
.Hive
: Represents the place whereBee
s start out.Insect
: A superclass forAnt
andBee
. All insects have anarmor
attribute, their remaining health, and aplace
attribute, 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 no ant blocks its path, or stings an ant that blocks its path.
Game Layout
Below is a visualization of an AntColony. As you work through the unlocking tests and problems, we recommend drawing out similar diagrams to help your understanding.
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.py
To start a graphical game, run
python3 gui.py
To start an older version of the graphics, run
python3 ants_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
. 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.py --help
.
usage: ants.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/medium/hard/extra-hard)
-w, --water loads a full layout with water
--food FOOD number of food to start with when testing
Your own test cases
Adding your own tests is entirely optional.
We highly recommend that you do your own tests as you work through the project. It's a really helpful way to speed up the debugging process and improve your understanding of the code.
You may also find our
debugging guide helpful. If you're
stuck on a particularly tricky Ok
test case, a good first step would be to
break it up into small parts and test them out.
Phase 1: Basic gameplay
Important submission note: For full credit,
- Submit with Phases 1-2 complete by Tuesday, November 26 (worth 1 pt).
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. If you cannot answer these questions, read the file
again, consult the core concepts/classes sections above.
- What is the significance of an insect's
armor
attribute? Does this value change? If so, how? - What are all of the attributes of the
Insect
class? - Is the
armor
attribute of theAnt
class an instance attribute or class attribute? Why? - Is the
damage
attribute of anAnt
subclass (such as ThrowerAnt) 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 (until Problem 9 is complete)? - What does a
Bee
do during its turn? - When does the game end?
Problem 1 (1 pt)
First, add food costs and implement harvesters. Currently, there is no cost
for deploying any type of Ant
, and so there is no challenge to the
game. You'll notice that Ant
starts out with a base food_cost
of
zero. Override this value in each of the subclasses listed below with
the correct costs.
Class | Food Cost | Armor |
HarvesterAnt |
2 | 1 |
ThrowerAnt |
3 | 1 |
Now that deploying Ant
s cost food, we need to be able gather more food!
To fix this issue, implement the HarvesterAnt
class. A HarvesterAnt
is a
type of Ant
that adds one food to the colony.food
total as its action
.
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
, so it'll be a little difficult to win.
Problem 2 (3 pt)
Complete the Place
constructor 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. The Place
constructor should specify that:
- 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 inside the definition of an
__init__
method, the nameself
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 the exit is to its left.
Problem 3 (2 pt)
In order for a ThrowerAnt
to attack, it must know which bee it should 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
.
The nearest_bee
method returns a random Bee
from the nearest place that
contains bees. Places are inspected in order by following their entrance
attributes.
- Start from the current
Place
of theThrowerAnt
. - For each place, return a random bee if there is any, or consider the
next place that is stored as the current place's
entrance
. - If there is no bee to attack, return
None
.
Hint: The
random_or_none
function provided inants.py
returns a random element of a sequence orNone
if the sequence is empty.Hint: Having trouble visualizing the test cases? Try drawing them out on paper! The example diagram provided in Game Layout shows the first test case for this problem.
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!
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 offensive capabilities.
After you implement each Ant
subclass in this section, you'll need to set its
implemented
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 (2 pt)
The ThrowerAnt
is a great offensive unit, but it'd be nice to have a cheaper
unit that can throw. 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 throw past the closerBee
, instead targeting the farther one, which is within its range. - The
ShortThrower
can onlythrow_at
aBee
that is found after following at most 3entrance
transitions. It cannot throw at any ants 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. Placing a single one of these (and no other ants) should never
win a default game.
Class | Food Cost | Armor |
ShortThrower |
2 | 1 |
LongThrower |
2 | 1 |
A good way to approach the implementation to ShortThrower
and LongThrower
is to have it inherit the nearest_bee
method from the base ThrowerAnt
class. The logic of choosing which bee a thrower ant will attack is essentially
the same, except the ShortThrower
and LongThrower
ants have maximum and
minimum ranges, respectively.
To implement these behaviors, you may need to modify the nearest_bee
method
to reference min_range
and max_range
attributes, and only return a bee that
is in range.
The original ThrowerAnt
has no minimum or maximum range, so make sure that
its min_range
and max_range
attributes should reflect that. Then,
implement the subclasses LongThrower
and ShortThrower
with appropriately
constrained ranges and correct food costs.
Hint:
float('inf')
returns an infinite positive value represented as a float that can be compared with other numbers.
Don't forget to set the implemented
class attribute of LongThrower
and
ShortThrower
to True
.
Note! Please make sure your variables are called
max_range
andmin_range
rather thanmaximum_range
andminimum_range
or something. The tests directly reference this variable name.
Problem 5 (3 pt)
Implement the FireAnt
, which does damage when it receives damage. Specifically,
if it is damaged by x
armor units, and does not die, it does a damage of
x
to all bees in it's place (reflected damage).
If it dies, it does an additional amount of damage, which is specified by its damage
attribute (by default 3).
To implement this, we have to override the FireAnt
's
reduce_armor
method. Normally, Insect.reduce_armor
will decrement the
insect's armor
by the given amount
and remove the insect from its place if
armor
reaches zero or lower. However, FireAnt
also does damage to all the
bees in it's place when it receives damage, with a special bonus when it's damage
drops to 0, before being removed from its place
.
Class | Food Cost | Armor |
FireAnt |
5 | 3 |
Hint: To damage a
Bee
, call thereduce_armor
method inherited fromInsect
.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
Insect.reduce_armor
function, you can still use it in your implementation by calling it directly (rather than viaself
). Note that this is not recursion (why?)
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
Problem 6 (2 pt)
Implement the HungryAnt
, which will select a random Bee
from its place
and eat it whole. After eating a Bee
, it must spend 3 turns digesting before
eating again. If there is no bee available to eat, it will do nothing.
Class | Food Cost | Armor |
HungryAnt |
4 | 1 |
Give HungryAnt
a time_to_digest
class attribute that holds the number of
turns that it takes a HungryAnt
to digest (default to 3). Also, give each
HungryAnt
an instance attribute digesting
that counts the number of turns
it has left to digest (default is 0, since it hasn't eaten anything at the
beginning).
Implement the action
method of the HungryAnt
to check if it's digesting; if
so, decrement its digesting
counter. Otherwise, eat a random Bee
in its
place
by reducing the Bee
's armor to 0 and restart the digesting
timer.
Problem 7 (2 pt)
Implement the NinjaAnt
, which damages all Bee
s that pass by, but can never
be stung.
Class | Food Cost | Armor |
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 True
by default. Set 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 armor of all Bee
s
in the same place
as the NinjaAnt
by its damage
attribute. Similar to
the FireAnt
, you must iterate over a list of bees that may change.
Hint: Having trouble visualizing the test cases? Try drawing them out on paper! See the example in Game Layout for help.
For a challenge, try to win a game using only HarvesterAnt
and NinjaAnt
.
Congratulations! You have finished Phases 1 and 2 of this project!
Phase 3: More Ants!
Important submission note: For full credit,
- Submit with Phases 3-4 complete by Friday, November 29.
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 armor and the ability to protect other ants.
Problem 8 (1 pt)
We are going to add some protection to our glorious
AntColony
by implementing theWallAnt
, which is an ant that does nothing each turn. AWallAnt
is useful because it has a largearmor
value.
Class Food Cost Armor
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 attributename
with the value'Wall'
(so that the graphics work) and a class attributeimplemented
with the valueTrue
(so that you can use it in a game).Problem 9 (4 pt)
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 Armor
BodyguardAnt
4 2 A
BodyguardAnt
differs from a normal ant because it is a container; it can contain another ant and protect it, all in onePlace
. When aBee
stings the ant in aPlace
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
BodyguardAnt
has an instance attributecontained_ant
that stores the ant it contains. It initially starts off asNone
, to indicate that no ant is being protected. Implement thecontain_ant
method so that it sets the bodyguard'scontained_ant
instance attribute to the passed inant
argument. Also implement theBodyguardAnt
'saction
method to perform itscontained_ant
'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:
- Add an
Ant.is_container
class attribute that indicates whether a subclass ofAnt
is a container. For allAnt
instances, except forBodyguardAnt
instances,is_container
should beFalse
. TheBodyguardAnt.is_container
attribute should beTrue
.Implement the method
BodyguardAnt.can_contain
which takes another
ant as an argument and returnsTrue
if:
- This ant does not already contain another ant.
- The other ant is not a container.
Currently
Ant.can_contain
returns False by default; it needs to be overridden inBodyguardAnt
Modify
Place.add_insect
to allow a container and a non-container ant to occupy the same place according to the following rules:
- If the
ant
currently occupying aPlace
can contain theinsect
(anAnt
) passed toadd_insect
, then it does.- If the
insect
(anAnt
) passed toadd_insect
can contain theant
currently occupying aPlace
, then it does. Also, set thePlace
'sant
to be the container insect.- If neither
Ant
can contain the other, raise the sameAssertionError
as before (the one already present in the starter code).Problem 10 (1 pt)
The
BodyguardAnt
provides great defense, but they say the best defense is a good offense. TheTankAnt
is a container that protects an ant in its place and also deals 1 damage to all bees in its place each turn.
Class Food Cost Armor
TankAnt
6 2 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 toBodyguardAnt
andTankAnt
objects, but to container ants in general.Phase 4: Water and Might
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 11 (1 pt)
Let's add water to the colony! Currently there are only two types of places, the
Hive
and a basicPlace
. To make things more interesting, we're going to create a new type ofPlace
calledWater
.Only an ant that is watersafe can be deployed to a
Water
place. In order to determine whether anInsect
is watersafe, add a new attribute to theInsect
class namedis_watersafe
that isFalse
by default. Since bees can fly, make theiris_watersafe
attributeTrue
, overriding the default.Now, implement the
add_insect
method forWater
. First, add the insect to the place regardless of whether it is watersafe. Then, if the insect is not watersafe, reduce the insect's armor to 0. Do not repeat code from elsewhere in the program. Instead, use methods that have already been defined.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 12 (1 pt)
Currently there are no ants that can be placed on
Water
. Implement theScubaThrower
, which is a subclass ofThrowerAnt
that is more costly and watersafe, but otherwise identical to its base class. AScubaThrower
should not lose its armor when placed inWater
.
Class Food Cost Armor
ScubaThrower
6 1 We have not provided you with a class header. Implement the
ScubaThrower
class from scratch. Give it a class attributename
with the value'Scuba'
(so that the graphics work) and remember to set the class attributeimplemented
with the valueTrue
(so that you can use it in a game).Problem 13 (4 pt)
Finally, implement the
QueenAnt
. The queen is a waterproofScubaThrower
that inspires her fellow ants through her bravery. TheQueenAnt
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 that the reflected damage of a fire ant should not be doubled, only the extra damage it deals when it's armor is reduced to 0
Class Food Cost Armor
QueenAnt
7 1 However, with great power comes great responsibility. The
QueenAnt
is governed by three special rules:
- If the queen ever has its armor reduced to 0, the bees win. The bees also still win if any bee reaches the end of a tunnel. You can call
bees_win()
to signal to the simulator that the game is over.- There can be only one true queen. Any queen instantiated beyond the first one is an impostor, and should have its armor reduced to 0 upon taking its first action, without doubling any ant's damage or throwing anything. If an impostor dies, the game should still continue as normal.
- The true (first) queen cannot be removed. Attempts to remove the queen should have no effect (but should not cause an error). You will need to modify the
remove_insect
method ofPlace
to enforce this condition.Some hints:
- All instances of the same class share the same class attributes. How can you use this information to tell whether a QueenAnt instance is the true QueenAnt?
- 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
.- To avoid doubling an ant's damage twice, keep track of all the ants who have been buffed in a way that persists across calls to
QueenAnt.action
.- When buffing the ants' damage, keep in mind that there can be more than one ant in one place!
You may find the
isinstance
function useful for checking if an object is an instance of a given class. For example:
>>> a = Foo() >>> isinstance(a, Foo) True
Extra Credit (2 pt)
During Office Hours and Project Parties, the staff will prioritize helping students with required questions. We will not be offering help with this question unless the queue is empty.
Implement two final thrower ants that do zero damage, but instead produce a temporary "effect" on the
action
method of aBee
instance that theythrow_at
. This effect is an alternative action that lasts for a certain number of.action(colony)
calls, after which theBee
's action reverts to its previous behavior.We will be implementing two new ants that subclass
ThrowerAnt
.
SlowThrower
throws sticky syrup at a bee, applying a slow effect for 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.) The scare effect lasts for 2 turns. Once a bee has been scared once, it can't be scared again.
Class Food Cost Armor
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 following three functions:
make_slow
is an effect that takes anaction
method and abee
, and returns a newaction
method that performs the original action on turns wherecolony.time
is even and does nothing on other turns.make_scare
is an effect that takes anaction
method and abee
, and returns a newaction
method that makes the bee go backwards.apply_effect
takes aneffect
(eithermake_slow
ormake_scare
), aBee
, and aduration
. It uses the effect on theBee
's.action
method to produce a newaction
method, and then arranges to have the new method become the bee's action method for the nextduration
times that.action
is called, after which the previous.action
method is restored.Hint: to make a bee go backwards, consider adding an instance variable indicating its current direction. Where should you change the bee's direction? Once the direction is known, how can you modify the
action
method ofBee
to move appropriately?Hint: To prevent the same bee from being scared twice, you will also need to add an instance variable to
Bee
and set it appropriately!Hint: You will need to rebind a method in one of the functions. Note that when assigning to an instance, the self parameter isn't bound.
class X: pass def f(x): return x ** 3 x = X() x.f = f print(x.f(2)) # prints 8
As an example of what "previous behavior" means, take the example of a bee that has been slowed twice (say by two separate
SlowThrower
s). It will have the following behavior
- on time 1, it will do nothing. The outer slow has 2 turns to go, the inner one still has 3 turns
- on time 2, it moves forward. The outer slow has 1 turn to go, the inner one has 2 turns
- on time 3, it will do nothing. The outer slow has no turns left, the inner one has 2 turns
- on time 4, it moves forward. The inner slow has 1 turn left
- on time 5, it does nothing. The inner slow has no turns left
Make sure to test your code! Your code should be able to apply multiple effects on a target; each new effect applies to the current (possibly affected) action method of the bee.
Optional Problem (0 pt)
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 CS61A underground vault, but we finally think it's ready to go out on the field. In this problem, you'll be implementing the final ant --
LaserAnt
, aThrowerAnt
with a twist.
Class Food Cost Armor
LaserAnt
10 1 The
LaserAnt
shoots out a powerful laser, damaging all that dare to stand in its path. BothBee
s andAnt
s, of all types, are at risk of being damaged byLaserAnt
. When aLaserAnt
takes its action, it will damage allInsect
s in its place (excluding itself, but including its container if it has one) and thePlace
s in front of it, excluding theHive
.But, if that were it,
LaserAnt
would be too powerful for us to contain. TheLaserAnt
has a base damage of2
. But,LaserAnt
's laser comes with some quirks. It is weakened by0.2
each place it travels away fromLaserAnt
's place. Additionally,LaserAnt
's laser has limited battery. Each timeLaserAnt
actually damages anInsect
its laser's total damage goes down by0.05
. IfLaserAnt
's damage becomes negative due to these restrictions, it simply does 0 damage instead.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 takes inbeehive
(the currentHive
), and 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 to the
LaserAnt
class as needed.Make sure to test your code!
Submission
Again, you will be turning in the following files:
ants.py
Conclusion
You are now done with the project! If you haven't yet, you should try playing the game! There are two GUIs that you can use. The first is a new browser GUI that has fancy graphics and animations. The command to run it is:
python3 gui.py [-h] [-d DIFFICULTY] [-w] [--food FOOD]
The second is an older, but tried-and-true interface that we have been using over the past few years. The command to run it is:
python3 ants_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!
Colin Schoen developed the new browser GUI. The beautiful new artwork was drawn by the efforts of Alana Tran, Andrew Huang, Emilee Chen, Jessie Salas, Jingyi Li, Katherine Xu, Meena Vempaty, Michelle Chang, and Ryan Davis.