Introduction
The bees are coming!
Create a better soldier with inherit-ants.
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.
Important submission notes: This project has four basic phases and two bonus phases. You have 3 weeks in total. We recommend you finish each phase with no more than 3 days. Check the exact deadline on our OJ website.
After completing any problems required in each phase, you need to submit your answer to our OJ website to get your answer scored. We recommend that you submit after you finish each problem so that you can find bugs as soon as possible.
Project Structure
To get started, download project materials proj03-Code.zip
from our QQ group if you don't have one.
Below is a list of all the files you will see in the proj03-Code.zip
.
You only have to make changes to ants/ants.py
to finish the project.
ants
|-ants.py # The game logic of Ants Vs. SomeBees
|-gui.py # Web-based GUI for Ants Vs. SomeBees
|-ants_gui.py # The original GUI for Ants Vs. SomeBees
|-graphics.py # Utilities for displaying simple two-dimensional animations
|-utils.py # Some functions to facilitate the game interface
|-ucb.py # Utility functions from CS 61A
|-assets # A directory of images and files used by gui.py
|-img # A directory of images used by ants_gui.py
|-ok # The autograder
|-proj03.ok # The ok configuration file
-tests # A directory of tests used by ok
As you may see, we have two version of GUIs in the project.
One is in gui.py
, the other is in ants_gui.py
.
Feel free to choose any one you like.
Note: In this time we enable the
unlock
feature inok
to strength your understanding of the problems.
Suggestion:
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 framework. Also, please do not change any function signatures (names, argument order, or number of arguments).
And, check the given tests when you are confused about how some functions should behave.
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 put a single ant into each place. However, there can be many bees in a single place.
The Hive. This is the place where bees originate. Bees exit the beehive to enter the ant colony.
Ants. Players place an ant into the colony by selecting from the available ant types at the top of the screen. Each type of ant takes a different action and requires a different amount of colony food to place. The two most basic ant types are the HarvesterAnt, which adds one food to the colony during each turn, and the ThrowerAnt, which throws a leaf at a bee each turn. You will be implementing many more!
Bees. In this game, bees are the antagonistic forces that the player must defend the ant colony from. Each turn, a bee either advances to the next place in the tunnel if no ant is in its way, or it stings the ant in its way. Bees win when at least one bee reaches the end of a tunnel.
Core Classes
The concepts described above each have a corresponding class that encapsulates the logic for that concept. Here is a summary of the main classes involved in this game:
GameState: Represents the colony and some state information about the game, including how much food is available, how much time has elapsed, where the AntHomeBase is, and all the Places in the game.
Place: Represents a single place that holds insects. At most one Ant can be in a single place, but there can be many Bees in a single place. Place objects have an exit to the left and an entrance to the right, which are also places. Bees travel through a tunnel by moving to a Place's exit.
Hive: Represents the place where Bees start out (on the right of the tunnel).
AntHomeBase: Represents the place Ants are defending (on the left of the tunnel). If Bees get here, they win :(
Insect: A superclass for Ant and Bee. All insects have health attribute, representing their remaining health, and a place attribute, representing the Place where they are currently located. Each turn, every active Insect in the game performs its action.
Ant: Represents ants. Each Ant subclass has special attributes or a special action that distinguish it from other Ant types. For example, a HarvesterAnt
gets food for the colony and a ThrowerAnt
attacks Bees. Each ant type also has a food_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 the exit of its current Place if the Place is not blocked by an ant, or stings the ant occupying its same Place.
To help visualize how all the classes fit together, cs61a
also created an object map for you to reference as you work, which you can find here. Pay attention that we do not have same scores with cs61a
:D
Tips about VSCode: For VSCode user, we can use OUTLINE in the explorer to view the source code structure conveniently. Try many useful actions pointed to by the red arrow if we would like to maximize our coding power.
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
python ants_text.py
To start a graphical game, run
python gui.py
or
python ants_gui.py
When you start the graphical version, a new 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 ThrowerAnts
(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
In the first phase you will complete the implementation that will allow for basic gameplay with the two basic Ants: the HarvesterAnt
and the ThrowerAnt
.
Problem 0 (0pts): About the Game
Answer the following questions after you have read the entire ants.py
file, to guarantee you have the right understanding about the game.
python ok -q 00 -u
If you get stuck while answering these questions, you can try reading through ants.py
again,
consult the core concepts or core classes sections above.
- What is the significance of an Insect's
health
attribute? Does this value change? If so, how? - Which of the following is a class attribute of the
Insect
class? - Is the
health
attribute of theAnt
class an instance attribute or a class attribute? Why? - Is the
damage
attribute of anAnt
subclass (such asThrowerAnt
) an instance attribute or class attribute? Why? - Which class do both
Ant
andBee
inherit from? - What do instances of Ant and instances of Bee 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:
python ok -q 00 -u
Problem 1 (150pts): Ants Need Food
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 | Health | |
---|---|---|---|
HarvesterAnt | 2 | 1 | |
ThrowerAnt | 3 | 1 |
Part B: Now that deploying cost food of Ant
, we need to be able to gather more food!
To fix this issue, implement the HarvesterAnt
class.
A HarvesterAnt
is a subclass of Ant
that adds one food to the gamestate.food
total in its action
.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 01 -u
After
After writing code, test your implementation:
python ok -q 01
Try playing the game by running python3 gui.py
. Once you have placed a HarvesterAnt
, you should accumulate food each turn. You can also place ThrowerAnt
s, but you'll see that they can only attack bees that are in their Place
, making it a little difficult to win.
Problem 2 (200pts): Build Tunnel
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
.
Hint1: Remember that when the
__init__
method is called, the first parameter,self
, is bound to the newly created object.Hint2: 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.Hint3: Remember that Places are not stored in a list, so you can't index into anything to access them. This means that you can't do something like
colony[index + 1]
to access an adjacent Place. How can you move from one place to another?
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 02 -u
After
After writing code, test your implementation:
python ok -q 02
Problem 3 (200pts): Thrower Throws
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
.
Go back to Core Concepts to review the definition of Hive
.
Hint: All Places have an
is_hive
attribute which isTrue
when that place is theHive
.
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
.
Hint1: The
random_bee
function provided inants.py
returns a random bee from a list of bees or None if the list is empty.Hint2: As a reminder, if there are no bees present at a Place, then the bees attribute of that Place instance will be an empty list.
Hint3: 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.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 03 -u
After
After writing code, test your implementation:
python 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):
python gui.py --food 10
# or
python ants_gui.py --food 10
Now you have finished Phase One !
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 python ants_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 (250pts): Short and Long Thrower
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 twoBee
s, one too close to theLongThrower
and the other within its range, theLongThrower
should throw past the closerBee
and target 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 bees further than 3Place
s in front of it.
Neither of these specialized throwers can throw_at
a Bee
that is exactly 4 Place
s away.
Class | Food Cost | Health | |
---|---|---|---|
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 will need to 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 defaults in ThrowerAnt
that do not change its behavior. 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 attributes are called
max_range
andmin_range
rather thanmaximum_range
andminimum_range
or something. The tests directly reference the variable via this name.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 04 -u
After
After writing code, test your implementation (rerun the tests for 03 to make sure they still work):
python ok -q 03
python ok -q 04
Problem 5 (250pts): Fire Ant
Implement the FireAnt
, which does damage when it receives damage.
Specifically, if it is damaged by health
health units,
it does a damage of health
to all bees in its place (this is called 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_health
method.
Normally, Insect.reduce_health
will decrement the insect's health
by the given amount
and remove the insect from its place if health
reaches zero or lower.
However, FireAnt
also does damage to all the bees in its place when it receives damage,
with a special bonus when its health drops to 0, before being removed from its place
.
Class | Food Cost | Health | |
---|---|---|---|
FireAnt | 5 | 3 |
Hint1: To damage a
Bee
, call thereduce_health
method inherited fromInsect
.Hint2: 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_health
function, you can still use it in your implementation by calling it directly (rather than viaself
). Note that this is not recursion (why?)
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 05 -u
After
After writing code, test your implementation:
python ok -q 05
You can also test your program by playing a game or two!
A FireAnt
should destroy all co-located Bee
s when it is stung.
To start a game with ten food (for easy testing):
python gui.py --food 10
Phase 3: More Ants
Problem 6 (200pts): Wall Ant
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 | 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).
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 06 -u
After
After writing code, test your implementation:
python ok -q 06
Problem 7 (250pts): Hungry Ant
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.
Class | Food Cost | Health | |
---|---|---|---|
HungryAnt | 4 | 1 |
Give HungryAnt
a chew_duration
class attribute that holds the number of turns that it takes a HungryAnt
to chew (default to 3). Also, give each HungryAnt
an instance attribute chew_countdown
that counts the number of turns it has left to chew (default is 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 chew_countdown
counter. Otherwise, eat a random Bee
in its place
by reducing the Bee
's health to 0 and restart the chew_countdown
timer.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 07 -u
After
After writing code, test your implementation:
python ok -q 07
Problem 8 (250pts): Bodyguard Ant
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 | Health | |
---|---|---|---|
BodyguardAnt | 4 | 2 |
A BodyguardAnt
differs from a normal ant because it is a ContainerAnt
; it can contain another ant and protect it, all in one Place
. When a Bee
stings the ant in a Place
where one ant contains another, only the container is damaged. The ant inside the container can still perform its original action. If the container perishes, the contained ant still remains in the place (and can then be damaged).
Each ContainerAnt
has an instance attribute ant_contained
that stores the ant it contains. It initially starts off as None
, to indicate that no ant is being protected. Implement the store_ant
method so that it sets the bodyguard's ant_contained
instance attribute to the passed in ant
argument. Also implement the ContainerAnt
's action
method to perform its ant_contained
's action if it is currently containing an ant.
In addition, you will need to make the following modifications throughout your program so that a container and its contained ant can both occupy a place at the same time (a maximum of two ants per place), but only if exactly one is a container:
- There is an
Ant.can_contain
method, but it always returnsFalse
. Override the methodContainerAnt.can_contain
so that it takes an ant other as an argument and returnsTrue
if:- This
ContainerAnt
does not already contain another ant. - The other ant is not a container.
- This
- Modify
Ant.add_to
to allow a container and a non-container ant to occupy the same place according to the following rules:- If the ant originally occupying a place can contain the ant being added, then both ants occupy the place and original ant contains the ant being added.
- If the ant being added can contain the ant originally in the space, then both ants occupy the place and the (container) ant being added contains the original ant.
- If neither Ant can contain the other, raise the same AssertionError as before (the one already present in the starter code).
- Important: If there are two ants in a specific
Place
, theant
attribute of thePlace
instance should refer to the container ant, and the container ant should contain the non-container ant.
- Add a
BodyguardAnt.__init__
that sets the initial amount of health for the ant.
Hint: You may find the
is_container
attribute that eachAnt
has useful for checking if a specificAnt
is a container. You should also take advantage of thecan_contain
method you wrote and avoid repeating code.
Note: the constructor of
ContainerAnt.__init__
is implemented as suchdef __init__(self, *args, **kwargs): Ant.__init__(self, *args, **kwargs) self.contained_ant = None
As we saw in Hog, we have that
args
is bound to all positional arguments (that is all arguments not passed not 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.ant_contained = None
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 08 -u
After
After writing code, test your implementation:
python ok -q 08
Problem 9 (250pts): Tank Ant
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 | Health | |
---|---|---|---|
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 to BodyguardAnt
and TankAnt
objects, but to container ants in general.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 9 -u
After
After writing code, test your implementation:
python ok -q 9
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 10 (250pts): Moat...
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 ant that is watersafe can be deployed to a Water
place. In order to determine whether an Insect
is watersafe, add a new attribute to the Insect
class named is_waterproof
that is False
by default. Since bees can fly, make their is_waterproof
attribute True
, overriding the default.
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.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 10 -u
After
After writing code, test your implementation:
python 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.
python gui.py --water
# or
python ants_gui.py --water
Problem 11 (250pts): ScubaThrower
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 | 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).
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 11 -u
After
After writing code, test your implementation:
python ok -q 11
Problem 12 (300pts): QueenAnt
Finally, implement the QueenAnt
. The queen is a waterproof ScubaThrower
that inspires her fellow ants through her bravery. In addition to the standard ScubaThrower
action, the QueenAnt
doubles the damage of all the ants behind her each time she performs an action. Once an ant's damage has been doubled, it is not doubled again for subsequent turns.
Note: The reflected damage of a
FireAnt
should not be doubled, only the extra damage it deals when its health is reduced to 0.
Class | Food Cost | Health | |
---|---|---|---|
QueenAnt | 7 | 1 |
However, with great power comes great responsibility. The QueenAnt
is governed by three special rules:
- If the queen ever has its health reduced to 0, the ants lose. You will need to override
Ant.reduce_health
inQueenAnt
and callants_lose()
in that case in order to signal to the simulator that the game is over. (The ants also still lose if any bee reaches the end of a tunnel.) - There can be only one queen. A second queen cannot be constructed. To check if an Ant can be constructed, we use the
Ant.construct()
class method to either construct an Ant if possible, or returnNone
if not. You will need to overrideAnt.construct
as a class method ofQueenAnt
in order to add this check. To keep track of whether a queen has already been created, you can use an instance variable added to the currentGameState
. - The queen cannot be removed. Attempts to remove the queen should have no effect (but should not cause an error). You will need to override
Ant.remove_from
inQueenAnt
to enforce this condition.
Hint1: Think about how you can call the
construct
method of the superclass ofQueenAnt
. Remember that you ultimately want to construct aQueenAnt
, not a regularAnt
or aScubaThrower
.Hint2: 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
.Hint3: 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
.Hint4: When buffing the ants' damage, keep in mind that there can be more than one ant in a
Place
, such as if one ant is guarding another.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q 12 -u
After
After writing code, test your implementation:
python ok -q 12
Extra Credit: Debuff
Problem 13 (300pts): Slow and Scary Thrower
Implement two final thrower ants that do zero damage, but instead apply a temporary "status" on the action
method of a Bee
instance that they throw_at
. This "status" lasts for a certain number of turns, after which it ceases to take effect.
We will be implementing two new ants that inherit from ThrowerAnt.
SlowThrower
throws sticky syrup at a bee, slowing it for 3 turns. When a bee is slowed, it can only move on turns whengamestate.time
is even, and can do nothing otherwise. If a bee is hit by syrup while it is already slowed, it is slowed for an additional 3 turns.ScaryThrower
intimidates a nearby bee, causing it to back away instead of advancing. (If the bee is already right next to the Hive and cannot go back further, it should not move. To check if a bee is next to the Hive, you might find theis_hive
instance attribute ofPlace
s useful). Bees remain scared until they have tried to back away twice. Bees cannot try to back away if they are slowed andgamestate.time
is odd. Once a bee has been scared once, it can't be scared ever again.
Class | Food Cost | Health | |
---|---|---|---|
SlowThrower | 4 | 1 | |
ScaryThrower | 6 | 1 |
In order to complete the implementations of these two ants, you will need to set their class attributes appropriately and implement the slow
and scare
methods on Bee
, which apply their respective statuses on a particular bee. You may also have to edit some other methods of Bee
.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q EC -u
After
You can run some provided tests, but they are not exhaustive:
python ok -q EC
Make sure to test your code! Your code should be able to apply multiple statuses on a target; each new status applies to the current (possibly previously affected) action method of the bee.
Optional: Ninja & Laser
Optional 1: Ninja
Implement the NinjaAnt
, which damages all Bee
s that pass by, but can never be stung.
Class | Food Cost | Health | |
---|---|---|---|
Ninja | 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 NinjaAnts
.
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.
Before
Before writing any code, read the instructions and test your understanding of the problem:
python ok -q optional1 -u
After
After writing code, test your implementation:
python ok -q optional1
For a challenge, try to win a game using only HarvesterAnt
and NinjaAnt
.
Optional 2: Dangerous Laser
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.
Note: There are no unlocking tests for this question.
Class | Food Cost | Health | |
---|---|---|---|
Laser | 10 | 1 |
The LaserAnt
shoots out a powerful laser, damaging all that dare to stand in its path. Both Bee
s and Ant
s, of all types, are at risk of being damaged by LaserAnt
. When a LaserAnt
takes its action, it will damage all Insect
s in its place (excluding itself, but including its container if it has one) and the Place
s in front of it, excluding the Hive
.
If that were it, LaserAnt
would be too powerful for us to contain. The LaserAnt
has a base damage of 2
. But, LaserAnt
's laser comes with some quirks. The laser is weakened by 0.25
each place it travels away from LaserAnt
's place. Additionally, LaserAnt
has limited battery. Each time LaserAnt
actually damages an Insect
its laser's total damage goes down by 0.0625 (1/16). If LaserAnt
's damage becomes negative due to these restrictions, it simply does 0 damage instead.
The exact order in which things are damaged within a turn is unspecified.
In order to complete the implementation of this ultimate ant, read through the LaserAnt class, set the class attributes appropriately, and implement the following two functions:
insects_in_front
is an instance method, called by theaction
method, that returns a dictionary where each key is anInsect
and each corresponding value is the distance (in places) that thatInsect
is away fromLaserAnt
. The dictionary should include allInsects
on the same place or in front of theLaserAnt
, excludingLaserAnt
itself.calculate_damage
is an instance method that takes indistance
, the distance that an insect is away from theLaserAnt
instance. It returns the damage that theLaserAnt
instance should afflict based on:- The
distance
away from theLaserAnt
instance that anInsect
is. - The number of
Insect
s that thisLaserAnt
has damaged, stored in theinsects_shot
instance attribute.
In addition to implementing the methods above, you may need to modify, add, or use class or instance attributes in the LaserAnt
class as needed.
Before
There are no locked test for this problem.
After
You can run the provided test, but it is not exhaustive:
python ok -q optional2
Make sure to test your code!
Project Submission
At this point, run the entire autograder to see if there are any tests that don't pass:
python ok
You can also check your score on each part of the project, including the extra credit problem:
python ok --score
Once you are satisfied, submit to complete the project.
python ok --submit
You are now done with the project! If you haven't yet, you should try playing the game!
python gui.py [-h] [-d DIFFICULTY] [-w] [--food FOOD]
Acknowledgments: All materials is from cs61a. 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.