2021 cs61a fall ants
网址 https://inst.eecs.berkeley.edu/~cs61a/fa21/proj/ants/#introduction
problem1:
修改两个ant类的food_cost,并且HarvesterAnt可以每回合加一个gamestate.food
class HarvesterAnt(Ant):
"""HarvesterAnt produces 1 additional food per turn for the colony."""
name = 'Harvester'
implemented = True
# OVERRIDE CLASS ATTRIBUTES HERE
food_cost = 2
def action(self, gamestate):
"""Produce 1 additional food for the colony.
gamestate -- The GameState, used to access game state information.
"""
# BEGIN Problem 1
"*** YOUR CODE HERE ***"
gamestate.food = gamestate.food + 1
# END Problem 1
class ThrowerAnt(Ant):
"""ThrowerAnt throws a leaf each turn at the nearest Bee in its range."""
problem2:
这个小题就是给一个格子添加走进这个格子的前一个位置和进入了这个格子后面改走哪里,即entrance和exit(都是相对于这个格子而言)
class Place:
"""A Place holds insects and has an exit to another Place."""
is_hive = False
def __init__(self, name, exit=None):
"""Create a Place with the given NAME and EXIT.
name -- A string; the name of this Place.
exit -- The Place reached by exiting this Place (may be None).
"""
self.name = name
self.exit = exit
self.bees = [] # A list of Bees
self.ant = None # An Ant
self.entrance = None # A Place
# Phase 1: Add an entrance to the exit
# BEGIN Problem 2
"*** YOUR CODE HERE ***"
if exit != None:
exit.entrance = self
# END Problem 2
name = 'Thrower'
implemented = True
damage = 1
# ADD/OVERRIDE CLASS ATTRIBUTES HERE
food_cost = 3
def nearest_bee(self):
"""Return the nearest Bee in a Place that is not the HIVE, connected to
the ThrowerAnt's Place by following entrances.
This method returns None if there is no such Bee (or none in range).
"""
# BEGIN Problem 3 and 4
return random_bee(self.place.bees) # REPLACE THIS LINE
# END Problem 3 and 4
def throw_at(self, target):
"""Throw a leaf at the TARGET Bee, reducing its health."""
if target is not None:
target.reduce_health(self.damage)
def action(self, gamestate):
"""Throw a leaf at the nearest Bee in range."""
self.throw_at(self.nearest_bee())
problem3:
这个函数是找到里当前ant所在位置的最近的bee(如果有的话,在hive不算)
def nearest_bee(self):
"""Return the nearest Bee in a Place that is not the HIVE, connected to
the ThrowerAnt's Place by following entrances.
This method returns None if there is no such Bee (or none in range).
"""
# BEGIN Problem 3 and 4
pos = self.place #先获取当前的位置
while pos.entrance is not None:#如果这个位置还有右边的位置,因为只能攻击右边的bee
if not pos.is_hive:#并且右边不是hive
if len(pos.bees) > 0:#右边的位置有bee pos.bees是一个列表,里面有所有的一个格子里面包含的bee
return random_bee(pos.bees)#随机返回一个bee
pos = pos.entrance#如果没有则找下一个格子
return None#如果都没有就返回None
# REPLACE THIS LINE
# END Problem 3 and 4
problem4:
有两种新的ant,一种只能攻击三个格子之内的(0-3)一种只能攻击5个格子以外的(>=5),其他条件和ThrowerAnt一样
class ThrowerAnt(Ant):
"""ThrowerAnt throws a leaf each turn at the nearest Bee in its range."""
name = 'Thrower'
implemented = True
damage = 1
# ADD/OVERRIDE CLASS ATTRIBUTES HERE
food_cost = 3
min_range = -1
max_range = float('inf')
def nearest_bee(self):
"""Return the nearest Bee in a Place that is not the HIVE, connected to
the ThrowerAnt's Place by following entrances.
This method returns None if there is no such Bee (or none in range).
"""
# BEGIN Problem 3 and 4
pos = self.place
sept = 0
while pos.entrance is not None:
if not pos.is_hive:
if len(pos.bees) > 0 and sept >= self.min_range and sept <= self.max_range:
return random_bee(pos.bees)
pos = pos.entrance
sept += 1
return None
# REPLACE THIS LINE
# END Problem 3 and 4
def throw_at(self, target):
"""Throw a leaf at the TARGET Bee, reducing its health."""
if target is not None:
target.reduce_health(self.damage)
def action(self, gamestate):
"""Throw a leaf at the nearest Bee in range."""
self.throw_at(self.nearest_bee())
def random_bee(bees):
"""Return a random bee from a list of bees, or return None if bees is empty."""
assert isinstance(bees, list), "random_bee's argument should be a list but was a %s" % type(bees).__name__
if bees:
return random.choice(bees)
##############
# Extensions #
##############
class ShortThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at most 3 places away."""
name = 'Short'
food_cost = 2
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
implemented = True # Change to True to view in the GUI
max_range = 3
# END Problem 4
class LongThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at least 5 places away."""
name = 'Long'
food_cost = 2
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
implemented = True # Change to True to view in the GUI
min_range = 5
# END Problem 4
problem5:
不管这个ant的health有没有为零,在这个格子上的bee都要承受amount的伤害,然后如果ant的health为零了,bee还需要多承受一次damage
class FireAnt(Ant):
"""FireAnt cooks any Bee in its Place when it expires."""
name = 'Fire'
damage = 3
food_cost = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 5
implemented = True # Change to True to view in the GUI
# END Problem 5
def __init__(self, health=3):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and remove the FireAnt from its place if it
has no health remaining.
Make sure to reduce the health of each bee in the current place, and apply
the additional damage if the fire ant dies.
"""
# BEGIN Problem 5
"*** YOUR CODE HERE ***"
pos = self.place
for i in pos.bees[:]:
i.reduce_health(amount)
if amount >= self.health:
for i in pos.bees[:]:
i.reduce_health(self.damage)
super().reduce_health(amount)
else:
super().reduce_health(amount)
# END Problem 5
problem6:
这个就注意health需要用init函数就好了
class WallAnt(Ant):
name = 'Wall'
implemented = True
food_cost = 4
def __init__(self, health=4):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
problem7:
chew_countdown和chew_duration都是数字
class HungryAnt(Ant):
name = 'Hungry'
implemented = True
food_cost = 4
chew_duration = 3
def __init__(self, health=1):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
self.chew_countdown = 0
def action(self,gamestate):
if self.chew_countdown != 0:
self.chew_countdown -= 1
else:
pos = self.place
if len(pos.bees) > 0 :
self.chew_countdown = self.chew_duration
bee = random_bee(pos.bees)
bee.reduce_health(bee.health)
problem8:
这小问就是修改在ant类里面不能在同一个格子里面不能放两个ant的限制,然后对格子里面的已经存在的ant做出判断。
class Ant里面的一个需要修改的
def add_to(self, place):
if place.ant is None:
place.ant = self
else:
assert (
(place.ant is None)
or self.can_contain(place.ant)
or place.ant.can_contain(self)
), 'Two ants in {0}'.format(place)
# BEGIN Problem 8
if place.ant.is_container and place.ant.can_contain(self):
place.ant.store_ant(self)
elif self.is_container and self.can_contain(place.ant):
self.store_ant(place.ant)
place.ant = self
# END Problem 8
Insect.add_to(self, place)
然后就是ContainerAnt类和BodyguardAnt类
class ContainerAnt(Ant):
"""
ContainerAnt can share a space with other ants by containing them.
"""
is_container = True
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.ant_contained = None
def can_contain(self, other):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
if self.ant_contained is None and not other.is_container:
return True
# END Problem 8
def store_ant(self, ant):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
self.ant_contained = ant
# END Problem 8
def remove_ant(self, ant):
if self.ant_contained is not ant:
assert False, "{} does not contain {}".format(self, ant)
self.ant_contained = None
def remove_from(self, place):
# Special handling for container ants (this is optional)
if place.ant is self:
# Container was removed. Contained ant should remain in the game
place.ant = place.ant.ant_contained
Insect.remove_from(self, place)
else:
# default to normal behavior
Ant.remove_from(self, place)
def action(self, gamestate):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
if self.ant_contained is not None:
return self.ant_contained.action(gamestate)
# END Problem 8
class BodyguardAnt(ContainerAnt):
"""BodyguardAnt provides protection to other Ants."""
name = 'Bodyguard'
food_cost = 4
implemented = True
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 8
def __init__(self, health = 2):
super().__init__(health)
# Change to True to view in the GUI
# END Problem 8
problem9:
在ContainAnt的基础上加一个action造成伤害就好了
class TankAnt(ContainerAnt):
name = 'Tank'
damage = 1
food_cost = 6
implemented = True
def __init__(self, health = 2):
super().__init__(health)
def action(self,gamestate):
if self.ant_contained is not None:
self.ant_contained.action(gamestate)
for i in self.place.bees[:]:
i.reduce_health(self.damage)
problem10:
新增加一个地形,水,就是在insect的增加一个属性is_waterproof,ant默认False,bee默认True(会飞)
class Water(Place):
"""Water is a place that can only hold waterproof insects."""
def add_insect(self, insect):
"""Add an Insect to this place. If the insect is not waterproof, reduce
its health to 0."""
# BEGIN Problem 10
"*** YOUR CODE HERE ***"
super().add_insect(insect)
if not insect.is_waterproof:
insect.reduce_health(insect.health)
# END Problem 10
problem11:
就继承就好了
class ScubaThrower(ThrowerAnt):
food_cost = 6
name = 'ScubaThrower'
is_waterproof = True
def _init_(self, health = 1):
super().__init__(health)
problem12:
主要是完成queen这个类,在其他地方也有做修改,增加了一些属性,has_queen,is_doubled,还修改了buff()函数
class QueenAnt(ScubaThrower): # You should change this line
# END Problem 12
"""The Queen of the colony. The game is over if a bee enters her place."""
name = 'Queen'
food_cost = 7
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 12
implemented = True # Change to True to view in the GUI
# END Problem 12
@classmethod
def construct(cls, gamestate):
"""
Returns a new instance of the Ant class if it is possible to construct, or
returns None otherwise. Remember to call the construct() method of the superclass!
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
if cls.food_cost > gamestate.food:
print('Not enough food remains to place ' + cls.__name__)
return
if not gamestate.has_queen:
gamestate.has_queen = True
return super().construct(gamestate)
else:
return None
# END Problem 12
def action(self, gamestate):
"""A queen ant throws a leaf, but also doubles the damage of ants
in her tunnel.
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
super().action(gamestate)
pos = self.place.exit
while pos:
if pos.ant is not None:
if not pos.ant.is_doubled:
pos.ant.is_doubled = True
pos.ant.buff()
if pos.ant.is_container and pos.ant.ant_contained is not None:
# the pos.ant.ant_contained may change
if not pos.ant.ant_contained.is_doubled:
pos.ant.ant_contained.buff()
pos.ant.ant_contained.is_doubled = True
pos = pos.exit
# END Problem 12
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and if the QueenAnt has no health
remaining, signal the end of the game.
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
if self.health <= amount:
ants_lose()
# END Problem 12
def remove_from(self, place):
None
extra credit:
这道题一开始忘记写那两个ant类了一直过不去,然后直接抄了别人代码(代码是这位大佬的:https://www.cnblogs.com/MartinLwx/p/15997085.html)发现还是过不去后来发现这两个ant有单独的类
写了就好了
这道题思路就几种情况考虑清楚
第一种是被减速,第二种是被吓第三种就是二者都有
被吓到决定前进的方向所以先写
被减速决定是否前进,
然后在被减速的情况下,如果被吓并且gamestate.time是奇数就不动,并且由于先前scared_turns被减了一这里动就需要加回来
class Bee(Insect):
"""A Bee moves from place to place, following exits and stinging ants."""
name = 'Bee'
damage = 1
is_waterproof = True
# 2 flags
is_slow = False
is_scared = False
# turns remained
slow_turns = 0
scared_turns = 0
# we can't scare a bee twice
has_been_scared = False
def sting(self, ant):
"""Attack an ANT, reducing its health by 1."""
ant.reduce_health(self.damage)
def move_to(self, place):
"""Move from the Bee's current Place to a new PLACE."""
self.place.remove_insect(self)
place.add_insect(self)
def blocked(self):
"""Return True if this Bee cannot advance to the next Place."""
if self.place.ant is None:
return False
if not self.place.ant.blocks_path:
return False
return True
def action(self, gamestate):
"""A Bee's action stings the Ant that blocks its exit if it is blocked,
or moves to the exit of its current place otherwise.
gamestate -- The GameState, used to access game state information.
"""
if self.is_scared:
destination = self.place.entrance
self.scared_turns -= 1
else:
destination = self.place.exit
if self.is_slow:
self.slow_turns -= 1
if self.slow_turns == 0:
self.is_slow = False
if gamestate.time % 2 == 0 and self.health > 0 and destination is not None:
self.move_to(destination)
elif self.is_scared:
# is_slow + is_scared, we need to cancel `self.scared_turns -= 1` \
# if we didn't move
self.scared_turns += 1
else:
if self.blocked():
self.sting(self.place.ant)
elif self.health > 0 and destination is not None:
self.move_to(destination)
# we can't put this in side `if self.is_scared`, why?
# because only when we run if self.is_slow we can know
# should we cancel it or not
if self.scared_turns == 0:
self.is_scared = False
# Extra credit: Special handling for bee direction
def add_to(self, place):
place.bees.append(self)
Insect.add_to(self, place)
def remove_from(self, place):
place.bees.remove(self)
Insect.remove_from(self, place)
def slow(self, length):
"""Slow the bee for a further LENGTH turns."""
self.is_slow = True
self.slow_turns += length
def scare(self, length):
"""
If this Bee has not been scared before, cause it to attempt to
go backwards LENGTH times.
"""
# a bee can't be scared twice
if self.has_been_scared:
return
else:
self.is_scared = True
self.scared_turns += length
self.has_been_scared = True
class SlowThrower(ThrowerAnt):
"""ThrowerAnt that causes Slow on Bees."""
name = 'Slow'
food_cost = 4
# BEGIN Problem EC
implemented = True # Change to True to view in the GUI
# END Problem EC
def throw_at(self, target):
if target:
target.slow(3)
class ScaryThrower(ThrowerAnt):
"""ThrowerAnt that intimidates Bees, making them back away instead of advancing."""
name = 'Scary'
food_cost = 6
# BEGIN Problem EC
implemented = True # Change to True to view in the GUI
# END Problem EC
def throw_at(self, target):
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
if target:
target.scare(2)
# END Problem EC
option1:
这个ant会攻击每一个他这个格子里面的bee并且不会阻拦bee(不会被攻击)
class NinjaAnt(Ant):
"""NinjaAnt does not block the path and damages all bees in its place.
This class is optional.
"""
name = 'Ninja'
damage = 1
food_cost = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem Optional 1
implemented = True # Change to True to view in the GUI
blocks_path = False
# END Problem Optional 1
def action(self, gamestate):
# BEGIN Problem Optional 1
"*** YOUR CODE HERE ***"
for bee in self.place.bees[:]:
bee.reduce_health(self.damage)
# END Problem Optional 1
option2:
这道题就是计算清楚laserant的右边有多少insect和距离laser的位置
这个ant的特性就是每远一个格子减少0.25伤害,然后每对一个insect造成一次伤害自己因为电池有限就伤害减少0.0625,
他会攻击包括自己格子在内(包括container)的所有右边insect,不会攻击自己
class LaserAnt(ThrowerAnt):
# This class is optional. Only one test is provided for this class.
name = 'Laser'
food_cost = 10
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem Optional 2
implemented = True # Change to True to view in the GUI
damage = 2
# END Problem Optional 2
def __init__(self, health=1):
super().__init__(health)
self.insects_shot = 0
self.damage = LaserAnt.damage
def insects_in_front(self):
# BEGIN Problem Optional 2
pos = self.place
distance = {}
dis = 0
while pos:
if not pos.is_hive:
for bee in pos.bees:
distance[bee] = dis
if pos.ant is not None and pos.ant is not self:# 如果有container这个slef.place.ant应该会是container
distance[pos.ant] = dis
if pos.ant.is_container and pos.ant.ant_contained is not None:
# 在problem8里面提到Important: If there are two ants in a specific Place,
# the ant attribute of the Place instance should refer to the container ant,
# and the container ant should contain the non-container ant.
if dis != 0:#如果在本格就不需要对ant_contained进行攻击
distance[pos.ant.ant_contained] = dis
dis += 1
pos = pos.entrance
return distance
# END Problem Optional 2
def calculate_damage(self, distance):
# BEGIN Problem Optional 2
damage_result = self.damage - 0.0625 * self.insects_shot - 0.25 * distance
return damage_result if damage_result > 0 else 0
# END Problem Optional 2
def action(self, gamestate):
insects_and_distances = self.insects_in_front()
for insect, distance in insects_and_distances.items():
damage = self.calculate_damage(distance)
insect.reduce_health(damage)
if damage:
self.insects_shot += 1
全部代码
"""CS 61A presents Ants Vs. SomeBees."""
import random
from sys import implementation
from ucb import main, interact, trace
from collections import OrderedDict
################
# Core Classes #
################
class Place:
"""A Place holds insects and has an exit to another Place."""
is_hive = False
def __init__(self, name, exit=None):
"""Create a Place with the given NAME and EXIT.
name -- A string; the name of this Place.
exit -- The Place reached by exiting this Place (may be None).
"""
self.name = name
self.exit = exit
self.bees = [] # A list of Bees
self.ant = None # An Ant
self.entrance = None # A Place
# Phase 1: Add an entrance to the exit
# BEGIN Problem 2
"*** YOUR CODE HERE ***"
if exit is not None:
self.exit.entrance = self
# END Problem 2
def add_insect(self, insect):
"""
Asks the insect to add itself to the current place. This method exists so
it can be enhanced in subclasses.
"""
insect.add_to(self)
def remove_insect(self, insect):
"""
Asks the insect to remove itself from the current place. This method exists so
it can be enhanced in subclasses.
"""
insect.remove_from(self)
def __str__(self):
return self.name
class Insect:
"""An Insect, the base class of Ant and Bee, has health and a Place."""
damage = 0
# ADD CLASS ATTRIBUTES HERE
is_waterproof = False
def __init__(self, health, place=None):
"""Create an Insect with a health amount and a starting PLACE."""
self.health = health
self.place = place # set by Place.add_insect and Place.remove_insect
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and remove the insect from its place if it
has no health remaining.
>>> test_insect = Insect(5)
>>> test_insect.reduce_health(2)
>>> test_insect.health
3
"""
self.health -= amount
if self.health <= 0:
self.death_callback()
self.place.remove_insect(self)
def action(self, gamestate):
"""The action performed each turn.
gamestate -- The GameState, used to access game state information.
"""
def death_callback(self):
# overriden by the gui
pass
def add_to(self, place):
"""Add this Insect to the given Place
By default just sets the place attribute, but this should be overriden in the subclasses
to manipulate the relevant attributes of Place
"""
self.place = place
def remove_from(self, place):
self.place = None
def __repr__(self):
cname = type(self).__name__
return '{0}({1}, {2})'.format(cname, self.health, self.place)
class Ant(Insect):
"""An Ant occupies a place and does work for the colony."""
implemented = False # Only implemented Ant classes should be instantiated
food_cost = 0
is_container = False
is_doubled = False
blocks_path = True
# ADD CLASS ATTRIBUTES HERE
def __init__(self, health=1):
"""Create an Insect with a HEALTH quantity."""
super().__init__(health)
@classmethod
def construct(cls, gamestate):
"""Create an Ant for a given GameState, or return None if not possible."""
if cls.food_cost > gamestate.food:
print('Not enough food remains to place ' + cls.__name__)
return
return cls()
def can_contain(self, other):
return False
def store_ant(self, other):
assert False, "{0} cannot contain an ant".format(self)
def remove_ant(self, other):
assert False, "{0} cannot contain an ant".format(self)
def add_to(self, place):
if place.ant is None:
place.ant = self
else:
assert (
(place.ant is None)
or self.can_contain(place.ant)
or place.ant.can_contain(self)
), 'Two ants in {0}'.format(place)
# BEGIN Problem 8
if place.ant.is_container and place.ant.can_contain(self):
place.ant.store_ant(self)
elif self.is_container and self.can_contain(place.ant):
self.store_ant(place.ant)
place.ant = self
# END Problem 8
Insect.add_to(self, place)
def remove_from(self, place):
if place.ant is self:
place.ant = None
elif place.ant is None:
assert False, '{0} is not in {1}'.format(self, place)
else:
place.ant.remove_ant(self)
Insect.remove_from(self, place)
def buff(self):
"""Double this ants's damage, if it has not already been buffed."""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
self.damage *= 2
# END Problem 12
class HarvesterAnt(Ant):
"""HarvesterAnt produces 1 additional food per turn for the colony."""
name = 'Harvester'
implemented = True
# OVERRIDE CLASS ATTRIBUTES HERE
food_cost = 2
def action(self, gamestate):
"""Produce 1 additional food for the colony.
gamestate -- The GameState, used to access game state information.
"""
# BEGIN Problem 1
"*** YOUR CODE HERE ***"
gamestate.food = gamestate.food + 1
# END Problem 1
class ThrowerAnt(Ant):
"""ThrowerAnt throws a leaf each turn at the nearest Bee in its range."""
name = 'Thrower'
implemented = True
damage = 1
# ADD/OVERRIDE CLASS ATTRIBUTES HERE
food_cost = 3
min_range = -1
max_range = float('inf')
def nearest_bee(self):
"""Return the nearest Bee in a Place that is not the HIVE, connected to
the ThrowerAnt's Place by following entrances.
This method returns None if there is no such Bee (or none in range).
"""
# BEGIN Problem 3 and 4
pos = self.place
sept = 0
while pos.entrance is not None:
if not pos.is_hive:
if len(pos.bees) > 0 and sept >= self.min_range and sept <= self.max_range:
return random_bee(pos.bees)
pos = pos.entrance
sept += 1
return None
# REPLACE THIS LINE
# END Problem 3 and 4
def throw_at(self, target):
"""Throw a leaf at the TARGET Bee, reducing its health."""
if target is not None:
target.reduce_health(self.damage)
def action(self, gamestate):
"""Throw a leaf at the nearest Bee in range."""
self.throw_at(self.nearest_bee())
def random_bee(bees):
"""Return a random bee from a list of bees, or return None if bees is empty."""
assert isinstance(bees, list), "random_bee's argument should be a list but was a %s" % type(bees).__name__
if bees:
return random.choice(bees)
##############
# Extensions #
##############
class ShortThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at most 3 places away."""
name = 'Short'
food_cost = 2
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
implemented = True # Change to True to view in the GUI
max_range = 3
# END Problem 4
class LongThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at least 5 places away."""
name = 'Long'
food_cost = 2
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 4
implemented = True # Change to True to view in the GUI
min_range = 5
# END Problem 4
class FireAnt(Ant):
"""FireAnt cooks any Bee in its Place when it expires."""
name = 'Fire'
damage = 3
food_cost = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 5
implemented = True # Change to True to view in the GUI
# END Problem 5
def __init__(self, health=3):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and remove the FireAnt from its place if it
has no health remaining.
Make sure to reduce the health of each bee in the current place, and apply
the additional damage if the fire ant dies.
"""
# BEGIN Problem 5
"*** YOUR CODE HERE ***"
pos = self.place
for i in pos.bees[:]:
i.reduce_health(amount)
if amount >= self.health:
for i in pos.bees[:]:
i.reduce_health(self.damage)
super().reduce_health(amount)
else:
super().reduce_health(amount)
# END Problem 5
# BEGIN Problem 6
# The WallAnt class
class WallAnt(Ant):
name = 'Wall'
implemented = True
food_cost = 4
def __init__(self, health=4):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
# END Problem 6
# BEGIN Problem 7
# The HungryAnt Class
class HungryAnt(Ant):
name = 'Hungry'
implemented = True
food_cost = 4
chew_duration = 3
def __init__(self, health=1):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
self.chew_countdown = 0
def action(self,gamestate):
if self.chew_countdown != 0:
self.chew_countdown -= 1
else:
pos = self.place
if len(pos.bees) > 0 :
self.chew_countdown = self.chew_duration
bee = random_bee(pos.bees)
bee.reduce_health(bee.health)
# END Problem 7
class ContainerAnt(Ant):
"""
ContainerAnt can share a space with other ants by containing them.
"""
is_container = True
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.ant_contained = None
def can_contain(self, other):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
if self.ant_contained is None and not other.is_container:
return True
# END Problem 8
def store_ant(self, ant):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
self.ant_contained = ant
# END Problem 8
def remove_ant(self, ant):
if self.ant_contained is not ant:
assert False, "{} does not contain {}".format(self, ant)
self.ant_contained = None
def remove_from(self, place):
# Special handling for container ants (this is optional)
if place.ant is self:
# Container was removed. Contained ant should remain in the game
place.ant = place.ant.ant_contained
Insect.remove_from(self, place)
else:
# default to normal behavior
Ant.remove_from(self, place)
def action(self, gamestate):
# BEGIN Problem 8
"*** YOUR CODE HERE ***"
if self.ant_contained is not None:
return self.ant_contained.action(gamestate)
# END Problem 8
class BodyguardAnt(ContainerAnt):
"""BodyguardAnt provides protection to other Ants."""
name = 'Bodyguard'
food_cost = 4
implemented = True
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 8
def __init__(self, health = 2):
super().__init__(health)
# Change to True to view in the GUI
# END Problem 8
# BEGIN Problem 9
# The TankAnt class
class TankAnt(ContainerAnt):
name = 'Tank'
damage = 1
food_cost = 6
implemented = True
def __init__(self, health = 2):
super().__init__(health)
def action(self,gamestate):
if self.ant_contained is not None:
self.ant_contained.action(gamestate)
for i in self.place.bees[:]:
i.reduce_health(self.damage)
# END Problem 9
class Water(Place):
"""Water is a place that can only hold waterproof insects."""
def add_insect(self, insect):
"""Add an Insect to this place. If the insect is not waterproof, reduce
its health to 0."""
# BEGIN Problem 10
"*** YOUR CODE HERE ***"
super().add_insect(insect)
if not insect.is_waterproof:
insect.reduce_health(insect.health)
# END Problem 10
# BEGIN Problem 11
# The ScubaThrower class
class ScubaThrower(ThrowerAnt):
food_cost = 6
name = 'ScubaThrower'
is_waterproof = True
def _init_(self, health = 1):
super().__init__(health)
# END Problem 11
# BEGIN Problem 12
class QueenAnt(ScubaThrower): # You should change this line
# END Problem 12
"""The Queen of the colony. The game is over if a bee enters her place."""
name = 'Queen'
food_cost = 7
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 12
implemented = True # Change to True to view in the GUI
# END Problem 12
@classmethod
def construct(cls, gamestate):
"""
Returns a new instance of the Ant class if it is possible to construct, or
returns None otherwise. Remember to call the construct() method of the superclass!
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
if cls.food_cost > gamestate.food:
print('Not enough food remains to place ' + cls.__name__)
return
if not gamestate.has_queen:
gamestate.has_queen = True
return super().construct(gamestate)
else:
return None
# END Problem 12
def action(self, gamestate):
"""A queen ant throws a leaf, but also doubles the damage of ants
in her tunnel.
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
super().action(gamestate)
pos = self.place.exit
while pos:
if pos.ant is not None:
if not pos.ant.is_doubled:
pos.ant.is_doubled = True
pos.ant.buff()
if pos.ant.is_container and pos.ant.ant_contained is not None:
# the pos.ant.ant_contained may change
if not pos.ant.ant_contained.is_doubled:
pos.ant.ant_contained.buff()
pos.ant.ant_contained.is_doubled = True
pos = pos.exit
# END Problem 12
def reduce_health(self, amount):
"""Reduce health by AMOUNT, and if the QueenAnt has no health
remaining, signal the end of the game.
"""
# BEGIN Problem 12
"*** YOUR CODE HERE ***"
if self.health <= amount:
ants_lose()
# END Problem 12
def remove_from(self, place):
None
class AntRemover(Ant):
"""Allows the player to remove ants from the board in the GUI."""
name = 'Remover'
implemented = False
def __init__(self):
super().__init__(0)
class Bee(Insect):
"""A Bee moves from place to place, following exits and stinging ants."""
name = 'Bee'
damage = 1
is_waterproof = True
# 2 flags
is_slow = False
is_scared = False
# turns remained
slow_turns = 0
scared_turns = 0
# we can't scare a bee twice
has_been_scared = False
def sting(self, ant):
"""Attack an ANT, reducing its health by 1."""
ant.reduce_health(self.damage)
def move_to(self, place):
"""Move from the Bee's current Place to a new PLACE."""
self.place.remove_insect(self)
place.add_insect(self)
def blocked(self):
"""Return True if this Bee cannot advance to the next Place."""
if self.place.ant is None:
return False
if not self.place.ant.blocks_path:
return False
return True
def action(self, gamestate):
"""A Bee's action stings the Ant that blocks its exit if it is blocked,
or moves to the exit of its current place otherwise.
gamestate -- The GameState, used to access game state information.
"""
if self.is_scared:
destination = self.place.entrance
self.scared_turns -= 1
else:
destination = self.place.exit
if self.is_slow:
self.slow_turns -= 1
if self.slow_turns == 0:
self.is_slow = False
if gamestate.time % 2 == 0 and self.health > 0 and destination is not None:
self.move_to(destination)
elif self.is_scared:
# is_slow + is_scared, we need to cancel `self.scared_turns -= 1` \
# if we didn't move
self.scared_turns += 1
else:
if self.blocked():
self.sting(self.place.ant)
elif self.health > 0 and destination is not None:
self.move_to(destination)
# we can't put this in side `if self.is_scared`, why?
# because only when we run if self.is_slow we can know
# should we cancel it or not
if self.scared_turns == 0:
self.is_scared = False
# Extra credit: Special handling for bee direction
def add_to(self, place):
place.bees.append(self)
Insect.add_to(self, place)
def remove_from(self, place):
place.bees.remove(self)
Insect.remove_from(self, place)
def slow(self, length):
"""Slow the bee for a further LENGTH turns."""
self.is_slow = True
self.slow_turns += length
def scare(self, length):
"""
If this Bee has not been scared before, cause it to attempt to
go backwards LENGTH times.
"""
# a bee can't be scared twice
if self.has_been_scared:
return
else:
self.is_scared = True
self.scared_turns += length
self.has_been_scared = True
############
# Optional #
############
class NinjaAnt(Ant):
"""NinjaAnt does not block the path and damages all bees in its place.
This class is optional.
"""
name = 'Ninja'
damage = 1
food_cost = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem Optional 1
implemented = True # Change to True to view in the GUI
blocks_path = False
# END Problem Optional 1
def action(self, gamestate):
# BEGIN Problem Optional 1
"*** YOUR CODE HERE ***"
for bee in self.place.bees[:]:
bee.reduce_health(self.damage)
# END Problem Optional 1
############
# Statuses #
############
class SlowThrower(ThrowerAnt):
"""ThrowerAnt that causes Slow on Bees."""
name = 'Slow'
food_cost = 4
# BEGIN Problem EC
implemented = True # Change to True to view in the GUI
# END Problem EC
def throw_at(self, target):
if target:
target.slow(3)
class ScaryThrower(ThrowerAnt):
"""ThrowerAnt that intimidates Bees, making them back away instead of advancing."""
name = 'Scary'
food_cost = 6
# BEGIN Problem EC
implemented = True # Change to True to view in the GUI
# END Problem EC
def throw_at(self, target):
# BEGIN Problem EC
"*** YOUR CODE HERE ***"
if target:
target.scare(2)
# END Problem EC
class LaserAnt(ThrowerAnt):
# This class is optional. Only one test is provided for this class.
name = 'Laser'
food_cost = 10
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem Optional 2
implemented = True # Change to True to view in the GUI
damage = 2
# END Problem Optional 2
def __init__(self, health=1):
super().__init__(health)
self.insects_shot = 0
self.damage = LaserAnt.damage
def insects_in_front(self):
# BEGIN Problem Optional 2
pos = self.place
distance = {}
dis = 0
while pos:
if not pos.is_hive:
for bee in pos.bees:
distance[bee] = dis
if pos.ant is not None and pos.ant is not self:# 如果有container这个slef.place.ant应该会是container
distance[pos.ant] = dis
if pos.ant.is_container and pos.ant.ant_contained is not None:
# 在problem8里面提到Important: If there are two ants in a specific Place,
# the ant attribute of the Place instance should refer to the container ant,
# and the container ant should contain the non-container ant.
if dis != 0:#如果在本格就不需要对ant_contained进行攻击
distance[pos.ant.ant_contained] = dis
dis += 1
pos = pos.entrance
return distance
# END Problem Optional 2
def calculate_damage(self, distance):
# BEGIN Problem Optional 2
damage_result = self.damage - 0.0625 * self.insects_shot - 0.25 * distance
return damage_result if damage_result > 0 else 0
# END Problem Optional 2
def action(self, gamestate):
insects_and_distances = self.insects_in_front()
for insect, distance in insects_and_distances.items():
damage = self.calculate_damage(distance)
insect.reduce_health(damage)
if damage:
self.insects_shot += 1
##################
# Bees Extension #
##################
class Wasp(Bee):
"""Class of Bee that has higher damage."""
name = 'Wasp'
damage = 2
class Hornet(Bee):
"""Class of bee that is capable of taking two actions per turn, although
its overall damage output is lower. Immune to statuses.
"""
name = 'Hornet'
damage = 0.25
def action(self, gamestate):
for i in range(2):
if self.health > 0:
super().action(gamestate)
def __setattr__(self, name, value):
if name != 'action':
object.__setattr__(self, name, value)
class NinjaBee(Bee):
"""A Bee that cannot be blocked. Is capable of moving past all defenses to
assassinate the Queen.
"""
name = 'NinjaBee'
def blocked(self):
return False
class Boss(Wasp, Hornet):
"""The leader of the bees. Combines the high damage of the Wasp along with
status immunity of Hornets. Damage to the boss is capped up to 8
damage by a single attack.
"""
name = 'Boss'
damage_cap = 8
action = Wasp.action
def reduce_health(self, amount):
super().reduce_health(self.damage_modifier(amount))
def damage_modifier(self, amount):
return amount * self.damage_cap / (self.damage_cap + amount)
class Hive(Place):
"""The Place from which the Bees launch their assault.
assault_plan -- An AssaultPlan; when & where bees enter the colony.
"""
is_hive = True
def __init__(self, assault_plan):
self.name = 'Hive'
self.assault_plan = assault_plan
self.bees = []
for bee in assault_plan.all_bees:
self.add_insect(bee)
# The following attributes are always None for a Hive
self.entrance = None
self.ant = None
self.exit = None
def strategy(self, gamestate):
exits = [p for p in gamestate.places.values() if p.entrance is self]
for bee in self.assault_plan.get(gamestate.time, []):
bee.move_to(random.choice(exits))
gamestate.active_bees.append(bee)
class GameState:
"""An ant collective that manages global game state and simulates time.
Attributes:
time -- elapsed time
food -- the colony's available food total
places -- A list of all places in the colony (including a Hive)
bee_entrances -- A list of places that bees can enter
"""
def __init__(self, strategy, beehive, ant_types, create_places, dimensions, food=2):
"""Create an GameState for simulating a game.
Arguments:
strategy -- a function to deploy ants to places
beehive -- a Hive full of bees
ant_types -- a list of ant classes
create_places -- a function that creates the set of places
dimensions -- a pair containing the dimensions of the game layout
"""
self.time = 0
self.food = food
self.strategy = strategy
self.beehive = beehive
self.ant_types = OrderedDict((a.name, a) for a in ant_types)
self.dimensions = dimensions
self.active_bees = []
self.configure(beehive, create_places)
self.has_queen = False
def configure(self, beehive, create_places):
"""Configure the places in the colony."""
self.base = AntHomeBase('Ant Home Base')
self.places = OrderedDict()
self.bee_entrances = []
def register_place(place, is_bee_entrance):
self.places[place.name] = place
if is_bee_entrance:
place.entrance = beehive
self.bee_entrances.append(place)
register_place(self.beehive, False)
create_places(self.base, register_place, self.dimensions[0], self.dimensions[1])
def simulate(self):
"""Simulate an attack on the ant colony (i.e., play the game)."""
num_bees = len(self.bees)
try:
while True:
self.beehive.strategy(self) # Bees invade
self.strategy(self) # Ants deploy
for ant in self.ants: # Ants take actions
if ant.health > 0:
ant.action(self)
for bee in self.active_bees[:]: # Bees take actions
if bee.health > 0:
bee.action(self)
if bee.health <= 0:
num_bees -= 1
self.active_bees.remove(bee)
if num_bees == 0:
raise AntsWinException()
self.time += 1
except AntsWinException:
print('All bees are vanquished. You win!')
return True
except AntsLoseException:
print('The ant queen has perished. Please try again.')
return False
def deploy_ant(self, place_name, ant_type_name):
"""Place an ant if enough food is available.
This method is called by the current strategy to deploy ants.
"""
ant_type = self.ant_types[ant_type_name]
ant = ant_type.construct(self)
if ant:
self.places[place_name].add_insect(ant)
self.food -= ant.food_cost
return ant
def remove_ant(self, place_name):
"""Remove an Ant from the game."""
place = self.places[place_name]
if place.ant is not None:
place.remove_insect(place.ant)
@property
def ants(self):
return [p.ant for p in self.places.values() if p.ant is not None]
@property
def bees(self):
return [b for p in self.places.values() for b in p.bees]
@property
def insects(self):
return self.ants + self.bees
def __str__(self):
status = ' (Food: {0}, Time: {1})'.format(self.food, self.time)
return str([str(i) for i in self.ants + self.bees]) + status
class AntHomeBase(Place):
"""AntHomeBase at the end of the tunnel, where the queen resides."""
def add_insect(self, insect):
"""Add an Insect to this Place.
Can't actually add Ants to a AntHomeBase. However, if a Bee attempts to
enter the AntHomeBase, a AntsLoseException is raised, signaling the end
of a game.
"""
assert isinstance(insect, Bee), 'Cannot add {0} to AntHomeBase'
raise AntsLoseException()
def ants_win():
"""Signal that Ants win."""
raise AntsWinException()
def ants_lose():
"""Signal that Ants lose."""
raise AntsLoseException()
def ant_types():
"""Return a list of all implemented Ant classes."""
all_ant_types = []
new_types = [Ant]
while new_types:
new_types = [t for c in new_types for t in c.__subclasses__()]
all_ant_types.extend(new_types)
return [t for t in all_ant_types if t.implemented]
class GameOverException(Exception):
"""Base game over Exception."""
pass
class AntsWinException(GameOverException):
"""Exception to signal that the ants win."""
pass
class AntsLoseException(GameOverException):
"""Exception to signal that the ants lose."""
pass
def interactive_strategy(gamestate):
"""A strategy that starts an interactive session and lets the user make
changes to the gamestate.
For example, one might deploy a ThrowerAnt to the first tunnel by invoking
gamestate.deploy_ant('tunnel_0_0', 'Thrower')
"""
print('gamestate: ' + str(gamestate))
msg = '<Control>-D (<Control>-Z <Enter> on Windows) completes a turn.\n'
interact(msg)
###########
# Layouts #
###########
def wet_layout(queen, register_place, tunnels=3, length=9, moat_frequency=3):
"""Register a mix of wet and and dry places."""
for tunnel in range(tunnels):
exit = queen
for step in range(length):
if moat_frequency != 0 and (step + 1) % moat_frequency == 0:
exit = Water('water_{0}_{1}'.format(tunnel, step), exit)
else:
exit = Place('tunnel_{0}_{1}'.format(tunnel, step), exit)
register_place(exit, step == length - 1)
def dry_layout(queen, register_place, tunnels=3, length=9):
"""Register dry tunnels."""
wet_layout(queen, register_place, tunnels, length, 0)
#################
# Assault Plans #
#################
class AssaultPlan(dict):
"""The Bees' plan of attack for the colony. Attacks come in timed waves.
An AssaultPlan is a dictionary from times (int) to waves (list of Bees).
>>> AssaultPlan().add_wave(4, 2)
{4: [Bee(3, None), Bee(3, None)]}
"""
def add_wave(self, bee_type, bee_health, time, count):
"""Add a wave at time with count Bees that have the specified health."""
bees = [bee_type(bee_health) for _ in range(count)]
self.setdefault(time, []).extend(bees)
return self
@property
def all_bees(self):
"""Place all Bees in the beehive and return the list of Bees."""
return [bee for wave in self.values() for bee in wave]
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