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, March 9 (worth 1 pt).
- Submit with Phase 3 complete by Friday, March 12 (worth 1 pt).
- Submit with Phase 4 complete by Tuesday, March 16.
You may work with one other partner for the entire project. You will get an extra credit point for submitting the entire project by Monday, March 15.
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 61Astate.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
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. We strongly encourage you to use pair programming to work on all parts of the project together rather than splitting up the work. 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 28 points. 24 points are assigned for correctness, 1 point for submitting Phases 1-2 by the first checkpoint date, 1 point for submitting Phases 1-3 by the second 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. 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).
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 have provided an autograder called ok
to help you
with testing your code and tracking your progress. The first time you run the
autograder, you will be asked to log in with your Ok account using your web
browser. Please do so. Each time you run ok
, it will back up
your work and progress on our servers.
The primary purpose of ok
is to test your implementations.
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. If you forget to submit, your last backup will be automatically converted to a submission.
If you do not want us to record a backup of your work or information about your progress, you can run
python3 ok --localWith this option, no information will be sent to our course servers. If you want to test your code interactively, you can run
python3 ok -q [question number] -iwith the appropriate question number (e.g.
01
) inserted.
This will run the tests for that question until the first one you failed,
then give you a chance to test the functions you wrote interactively.
You can also use the debugging print feature in OK by writing
print("DEBUG:", x)which will produce an output in your terminal without causing OK tests to fail with extra output.
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 places 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 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. 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.
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
Phase 1: Basic gameplay
Important submission note: For full credit,
- Submit with Phases 1-2 complete by Tuesday, March 9 (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
.
Phase 1 Hint Videos
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 cannot answer these questions, read the file 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 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 (1 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
, so it'll be a little difficult to win.
Problem 2 (2 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.
As a reminder, the game layout is as follows:
After writing code, test your implementation:
python3 ok -q 02
Problem 3 (2 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
.
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
bee_selector
function provided inants.py
returns a random bee from a list of bees orNone
if the list is empty.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!
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.
Phase 2 Hint Videos
Problem 4 (3 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 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.
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 essentially
the same, except the ShortThrower
and LongThrower
ants have maximum and
minimum ranges, respectively.
Then, modify the nearest_bee
method to reference min_range
and max_range
attributes,
and only return a bee that is in range.
Make sure to give these min_range
and max_range
sensible values in ThrowerAnt
that do
not change its behavior. Then, implement the subclasses LongThrower
and ShortThrower
with appropriately
constrained ranges.
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! Please make sure your class attributes are called
max_range
andmin_range
rather thanmaximum_range
andminimum_range
or something. The tests directly reference this attribute name.
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 03 to make sure they still work):
python3 ok -q 03
python3 ok -q 04
👩🏽💻👨🏿💻 Pair programming? Remember to alternate between driver and navigator roles! The driver controls the keyboard; the navigator watches, asks questions, and suggests ideas.
Problem 5 (3 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.
To implement this, override FireAnt
's reduce_health
method.
Your overriden method should call the reduce_health
method inherited from Ant
,
which is itself inherited from Insect
to reduce the current FireAnt
instance's health. That base reduce_health
method reduces the
insect's health
by the given amount
and remove the insect from its place if
health
reaches zero or lower.
Your method needs to also include the reflective damage logic, however:
- Determine the reflective damage amount, by starting with the
amount
inflicted on the ant, and then addingdamage
if the ant's health has dropped to 0. - For each bee in the place, damage them with the total amount by calling the
reduce_health
method inherited fromInsect
.
The FireAnt
must do its damage before being removed from its place
, so pay
careful attention to the order of your logic in the overriden method.
Class | Food Cost | Initial Health |
FireAnt |
5 | 3 |
Hint: Do not call
self.reduce_health
, or you'll end up stuck in a recursive loop. (Can you see why?)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
.
Even though you are overriding the
Insect.reduce_health
function, you can still use it in your implementation by calling it directly (rather than viaself
). Note that this is not recursion (why?)
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 earlier deadline using the following command
python3 ok --submit
You can check to ensure that you have completed Phase 1-2's problems by running
python3 ok --score
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 complete by Friday, March 12.
Phase 3 Hint Videos
Problem 6 (2 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
, which is 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).
After writing code, test your implementation:
python3 ok -q 06
Problem 7 (3 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q 07 -u
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 chewing before
eating again. If there is no bee available to eat, it will do nothing.
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).
Class | Food Cost | Initial Health |
HungryAnt |
4 | 1 |
Give HungryAnt
a chew_duration
class attribute that stores the number of
turns that it takes a HungryAnt
to chew (set to 3). Also, give each
HungryAnt
an instance attribute chewing
that counts the number of turns
it has left to chew (initialized to 0, since it hasn't eaten anything at the
beginning).
Implement the action
method of the HungryAnt
to check if it is chewing; if
so, decrement its chewing
counter. Otherwise, eat a random Bee
in its
place
by reducing the Bee
's health to 0 and restart the chewing
timer.
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.
👨🏾💻👩🏻💻 Pair programming? This is a good time to switch roles! Switching roles makes sure that you both benefit from the learning experience of being in each role.
Problem 8 (3 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 contained_ant
that stores the ant it
contains. It initially starts off as None
, to indicate that no ant is being
protected. Implement the contain_ant
method so that it sets the bodyguard's
contained_ant
instance attribute to the passed in ant
argument. Also implement the
ContainerAnt
's action
method to perform its contained_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:
Implement the method
ContainerAnt.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; it needs to be overridden inContainerAnt
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 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).
- Add a
BodyguardAnt.__init__
that sets the initial amount of health for the ant.
Hint: You may find the
is_container
instance method that eachAnt
has useful for checking if a specificAnt
is a container.The constructor of
ContainerAnt.__init__
is implemented as follows:def __init__(self, *args, **kwargs): Ant.__init__(self, *args, **kwargs) self.contained_ant = None
As we saw in Hog,
args
is bound to all positional arguments (that is all arguments not passed with 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
Ant.__init__
but setsself.contained_ant = None
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 (1 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 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 container ants in general.
Hint: The only methods you need to override from
TankAnt
's parent class are__init__
andaction
.
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 Tuesday, March 16.
You will get an extra credit point for submitting the entire project by Monday, March 15
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 (although the game is completely playable without the queen ant, as it is extra credit).
Phase 4 Hint Videos
Problem 10 (2 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 watersafe can be placed in Water
. In order
to determine whether an Insect
is watersafe, add a new class attribute to the
Insect
class named is_watersafe
that is set to False
. Since bees can fly,
set their is_watersafe
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 watersafe. Then, if the insect is not
watersafe, reduce the insect's health to 0. Do not repeat code from elsewhere
in the program. Instead, use methods that have already been defined; this will be checked for composition scores!
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
👩🏽💻👨🏿💻 Pair programming? Remember to alternate between driver and navigator roles! The driver controls the keyboard; the navigator watches, asks questions, and suggests ideas.
Problem 11 (2 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
watersafe, 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
Extra Credit (2 pt)
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q EC -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.
The reflected damage of a fire ant 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 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 health 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
override
Ant.remove_from
inQueenAnt
to enforce this condition.
Hint: 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?
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 buffed in some way, in a way that persists across calls to
QueenAnt action
.Hint: When buffing the ants' damage, keep in mind that there can be more than one ant in one place!
After writing code, test your implementation:
python3 ok -q EC
Optional Problems
During Office Hours and Project Parties, the staff will prioritize helping students with required questions. We will not be offering help with these questions unless the queue is empty.
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 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.
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
Before writing any code, read the instructions and test your understanding of the problem:
python3 ok -q optional2 -u
Implement two final thrower ants that do zero damage, but instead apoly a
temporary "status" on the action
method of a Bee
instance that they
throw_at
. This status is an action
(a function taking a GameState
parameter) that temporarily
replaces the current action.
This replacement action lasts for a certain number
of calls upon it, after which subsequent calls simply invoke
the previous action (the
action that was present when the status was applied.)
We will be implementing two new ants that subclass ThrowerAnt
.
SlowThrower
throws sticky syrup at a bee, applying a slow status for 3 calls.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 method ofPlace
useful). The scare status lasts for 2 turns. Once a bee has been scared once, it can't be scared 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
following three methods on Bee
s:
slow
applies a status that calls the previousaction
(the one in effect when the status is applied) on every turn thatgamestate.time
is even and does nothing on other turns.scare
applies a status that makes the bee go backwards. It does nothing on aBee
that has previously been scared.apply_status
is an internal method onBee
s that is used byslow
andscare
to takes a status (as described above) and alength
and replace the current.action
method (which may itself be a previously applied status) with the new status forlength
calls upon it.
Hint: to make a bee go backwards, consider adding an instance attribute 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: You will need to assign a function to a method in one of the functions. The function you assign does not include a
self
parameter.class X: def f(self, x): return x def f(x): return x ** 3 x = X() x.f = f print(x.f(2)) # prints 8
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, the bee will do nothing. The second slow now has 2 turns to go; the first one still has 3 turns (since it will not have been called).
- On time 2, the bee moves forward. The second slow has 1 turn to go; the first one has 2 turns.
- On time 3, the bee will do nothing. The second slow has no turns left; the first one has 2 turns.
- On time 4, the bee moves forward. The first slow has 1 turn left.
- On time 5, the bee does nothing. The first slow has no turns left.
You can run some provided tests, but they are not exhaustive:
python3 ok -q optional2
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 affected) action method of the bee.
Optional Problem 3
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 is ready to go out on the field. In this problem, you'll be
implementing the final ant -- LaserAnt
, a ThrowerAnt
with a twist.
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
.
But, 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. It is weakened by 0.25
each place it travels away from
LaserAnt
's place. Additionally, LaserAnt
's laser 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 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.
- The
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 sanity test, but it is not exhaustive:
python3 ok -q optional3
Make sure to test your code!
Submission
Again, you will be turning in the following files:
ants.py
Please run the following command to submit the project:
python3 ok --submit
You can check to ensure that you have completed all the problems by running
python3 ok --score
Then, go to your OK dashboard and verify that your submission was successful. You should see something like this:
You can click on the name of the assignment for more information about your submission. If you're experiencing issues with the autograder, remember that you can submit manually online.
Conclusion
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.