"""Ants Vs. SomeBees."""
from __future__ import annotations # This makes the type annotations work
import random
from ucb import main, interact, trace
from collections import OrderedDict
################
# Core Classes #
################
class Place:
"""A Place holds insects and has an exit to another Place."""
is_hive = False
def __init__(self, name: str, exit: Place | None = 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: list[Bee] = []
self.ant: Ant | None = None
self.entrance: Place | None = None
# Phase 1: Add an entrance to the exit
# BEGIN Problem 2
if self.exit is not None:
exit.entrance = self
# END Problem 2
def add_insect(self, insect: Insect):
"""Asks the insect to add itself to this place. This method exists so
that it can be overridden in subclasses.
"""
insect.add_to(self)
def remove_insect(self, insect: Insect):
"""Asks the insect to remove itself from this place. This method exists so
that it can be overridden in subclasses.
"""
insect.remove_from(self)
def __str__(self) -> str:
return self.name
class Insect:
"""An Insect, the base class of Ant and Bee, has health and a Place."""
next_id = 0 # Every insect gets a unique id number
damage = 0
is_waterproof = False
# ADD CLASS ATTRIBUTES HERE
def __init__(self, health: int, place: Place | None = None):
"""Create an Insect with a health and a starting PLACE."""
self.health = health
self.full_health = health
self.place = place
# assign a unique ID to every insect
self.id = Insect.next_id
Insect.next_id += 1
def reduce_health(self, damage_taken: float):
"""Reduce health by DAMAGE_TAKEN, and remove the insect from its place if it
has no health remaining. Decorated in gui.py for GUI support.
>>> test_insect = Insect(5)
>>> test_insect.reduce_health(2)
>>> test_insect.health
3
"""
self.health -= damage_taken
if self.health <= 0:
self.zero_health_callback()
if self.place is not None:
self.place.remove_insect(self)
def action(self, gamestate: GameState):
"""The action performed each turn."""
def zero_health_callback(self):
"""
Called when health reaches 0 or below.
Decorated in gui.py to support GUI
"""
def add_to(self, place: Place):
self.place = place
def remove_from(self, place: 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
# ADD CLASS ATTRIBUTES HERE
def __init__(self, health: int = 1):
super().__init__(health)
self.is_doubled = False
def can_contain(self, other: Ant) -> bool:
return False
def store_ant(self, ant: Ant):
assert False, "{0} cannot contain an ant".format(self)
def remove_ant(self, ant: Ant):
assert False, "{0} cannot contain an ant".format(self)
def add_to(self, place: Place):
if place.ant is None:
place.ant = self
else:
# BEGIN Problem 8b
if ContainerAnt.can_contain(place.ant, self):
ContainerAnt.store_ant(place.ant, self)
elif ContainerAnt.can_contain(self, place.ant):
ContainerAnt.store_ant(self, place.ant)
place.ant = self
else:
assert place.ant is None, 'Too many ants in {0}'.format(place)
# END Problem 8b
Insect.add_to(self, place)
def remove_from(self, place: 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 double(self):
"""Double this ants's damage, if it has not already been doubled."""
if self.is_container:
if not self.is_doubled:
self.damage = 2 * self.damage
self.is_doubled = True
if self.ant_contained and not self.ant_contained.is_doubled:
self.ant_contained.damage = 2 * self.ant_contained.damage
self.ant_contained.is_doubled = True
elif not self.is_container and not self.is_doubled:
self.damage = 2 * self.damage
self.is_doubled = True
# END Problem 12
class HarvesterAnt(Ant):
"""HarvesterAnt produces 1 additional food per turn for the colony."""
name = 'Harvester'
implemented = True
food_cost = 2
def __init__(self, health: int = 1):
super().__init__(health)
# OVERRIDE CLASS ATTRIBUTES HERE
def action(self, gamestate: GameState):
"""Produce 1 additional food for the colony.
gamestate -- The GameState, used to access game state information.
"""
# BEGIN Problem 1
gamestate.food += 1
# END Problem 1
class ThrowerAnt(Ant):
"""ThrowerAnt throws a leaf each turn at the nearest Bee in its range."""
name = 'Thrower'
implemented = True
damage = 1
food_cost = 3
upper_bound = 0
lower_bound = 0
# ADD/OVERRIDE CLASS ATTRIBUTES HERE
def __init__(self, health: int = 1):
super().__init__(health)
def nearest_bee(self) -> Bee | None:
"""Return a random Bee from the nearest Place (excluding the Hive) that contains Bees and is reachable from
the ThrowerAnt's Place by following entrances.
This method returns None if there is no such Bee (or none in range).
"""
if not self.place:
return None # An Ant that is not in a Place has no nearest Bee
# BEGIN Problem 3 and 4
place = self.place
count = 0
while place and not place.is_hive:
if self.upper_bound != 0 and count > self.upper_bound:
return None
if self.lower_bound != 0 and count < self.lower_bound:
count += 1
place = place.entrance
continue
if place.bees != []:
return random_bee(place.bees)
count += 1
place = place.entrance
return None
# END Problem 3 and 4
def throw_at(self, target: Bee | None):
"""Throw a leaf at the target Bee, reducing its health."""
if target is not None:
target.reduce_health(self.damage)
def action(self, gamestate: GameState):
"""Throw a leaf at the nearest Bee in range."""
self.throw_at(self.nearest_bee())
def random_bee(bees: list[Bee]) -> Bee | None:
"""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
upper_bound = 3
def __init__(self, health: int = 1):
super().__init__(health)
# 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
lower_bound = 5
def __init__(self, health: int = 1):
super().__init__(health)
# END Problem 4
class FireAnt(Ant):
"""FireAnt cooks any Bee in its Place when it expires."""
name = 'Fire'
damage = 3
food_cost = 5
health = 3
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 5
implemented = True # Change to True to view in the GUI
# END Problem 5
def __init__(self, health: int = 3):
"""Create an Ant with a HEALTH quantity."""
super().__init__(health)
def reduce_health(self, damage_taken: float):
"""Reduce health by DAMAGE_TAKEN, 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
bees = self.place.bees[:] #浅复制,里面的对象仍是同一批对象
Ant.reduce_health(self, damage_taken)
if self.health <= 0:
for bee in bees:
bee.reduce_health(self.damage + damage_taken)
else:
for bee in bees:
bee.reduce_health(damage_taken)
# END Problem 5
# BEGIN Problem 6
class WallAnt(Ant):
name = 'Wall'
implemented = True
food_cost = 4
def __init__(self, health: int = 4):
super().__init__(health)
# END Problem 6
# BEGIN Problem 7
class HungryAnt(Ant):
name = 'Hungry'
implemented = True
food_cost = 4
chew_cooldown = 3
def __init__(self, health: int = 1):
super().__init__(health)
self.cooldown = 0
def action(self, gamestate: GameState):
if self.cooldown == 0 and self.place.bees:
rdb = random_bee(self.place.bees)
rdb.reduce_health(rdb.health)
self.cooldown = self.chew_cooldown
elif self.cooldown != 0:
self.cooldown -= 1
# END Problem 7
class ContainerAnt(Ant):
"""
ContainerAnt can share a space with other ants by containing them.
"""
is_container = True
def __init__(self, health: int):
super().__init__(health)
self.ant_contained = None
def can_contain(self, other: Ant) -> bool:
# BEGIN Problem 8a
if not other.is_container and self.ant_contained is None:
return True
return False
# END Problem 8a
def store_ant(self, ant: Ant):
# BEGIN Problem 8a
if self.can_contain(ant):
self.ant_contained = ant
# END Problem 8a
def remove_ant(self, ant: 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: Place):
# Special handling for container ants
if place.ant is self:
# Container was removed. Contained ant should remain in the game
place.ant = self.ant_contained
Insect.remove_from(self, place)
else:
# default to normal behavior
Ant.remove_from(self, place)
def action(self, gamestate: GameState):
# BEGIN Problem 8a
if self.ant_contained is not None:
self.ant_contained.action(gamestate)
# END Problem 8a
class ProtectorAnt(ContainerAnt):
"""ProtectorAnt provides protection to other Ants."""
name = 'Protector'
food_cost = 4
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem 8c
implemented = True # Change to True to view in the GUI
def __init__(self, health: int = 2):
super().__init__(health)
# END Problem 8c
# BEGIN Problem 9
class TankAnt(ContainerAnt):
name = 'Tank'
food_cost = 6
implemented = True
damage = 1
def __init__(self, health: int = 2):
super().__init__(health)
def action(self, gamestate: GameState):
super().action(gamestate)
bees = self.place.bees[:] #浅复制,里面的对象仍是同一批对象
for bee in bees:
bee.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: Insect):
"""Add an Insect to this place. If the insect is not waterproof, reduce
its health to 0."""
# BEGIN Problem 10
super().add_insect(insect)
if not insect.is_waterproof:
Insect.reduce_health(insect, insect.health)
# END Problem 10
# BEGIN Problem 11
class ScubaThrower(ThrowerAnt):
name = 'Scuba'
implemented = True
food_cost = 6
is_waterproof = True
def __init__(self, health: int = 1):
super().__init__(health)
# END Problem 11
class QueenAnt(ThrowerAnt):
"""QueenAnt boosts the damage of all ants behind her."""
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
def __init__(self, health: int = 1):
super().__init__(health)
def action(self, gamestate: GameState):
"""A queen ant throws a leaf, but also doubles the damage of ants
in her tunnel.
"""
# BEGIN Problem 12
super().action(gamestate)
place = self.place.exit
while place:
if place.ant is not None:
place.ant.double()
place = place.exit
# END Problem 12
def reduce_health(self, damage_taken: float):
"""Reduce health by DAMAGE_TAKEN, and if the QueenAnt has no health
remaining, signal the end of the game.
"""
# BEGIN Problem 12
super().reduce_health(damage_taken)
if self.health <= 0:
ants_lose()
# END Problem 12
################
# Extra Challenge #
################
class SlowThrower(ThrowerAnt):
"""ThrowerAnt that causes Slow on Bees."""
name = 'Slow'
food_cost = 6
# BEGIN Problem EC 1
implemented = False # Change to True to view in the GUI
# END Problem EC 1
def throw_at(self, target: Bee | None):
# BEGIN Problem EC 1
"*** YOUR CODE HERE ***"
# END Problem EC 1
class ScaryThrower(ThrowerAnt):
"""ThrowerAnt that intimidates Bees, making them back away instead of advancing."""
name = 'Scary'
food_cost = 6
# BEGIN Problem EC 2
implemented = False # Change to True to view in the GUI
# END Problem EC 2
def throw_at(self, target: Bee | None):
# BEGIN Problem EC 2
"*** YOUR CODE HERE ***"
# END Problem EC 2
class NinjaAnt(Ant):
"""NinjaAnt does not block the path and damages all bees in its place."""
name = 'Ninja'
damage = 1
food_cost = 5
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem EC 3
implemented = False # Change to True to view in the GUI
# END Problem EC 3
def action(self, gamestate: GameState):
# BEGIN Problem EC 3
"*** YOUR CODE HERE ***"
# END Problem EC 3
class LaserAnt(ThrowerAnt):
"""ThrowerAnt that damages all Insects standing in its path."""
name = 'Laser'
food_cost = 10
# OVERRIDE CLASS ATTRIBUTES HERE
# BEGIN Problem EC 4
implemented = False # Change to True to view in the GUI
# END Problem EC 4
def __init__(self, health: int = 1):
super().__init__(health)
self.insects_shot = 0
def insects_in_front(self) -> dict[Bee, int]:
# BEGIN Problem EC 4
return {}
# END Problem EC 4
def calculate_damage(self, distance: int) -> float:
# BEGIN Problem EC 4
return 0
# END Problem EC 4
def action(self, gamestate: GameState):
insects_and_distances = self.insects_in_front()
LaserAnt.play_sound_effect() # laser beam sound effect
for insect, distance in insects_and_distances.items():
damage = self.calculate_damage(distance)
insect.reduce_health(damage)
if damage:
self.insects_shot += 1
@classmethod
def play_sound_effect(cls):
"""Play laser sound effect. Decorated in gui.py"""
pass
########
# Bees #
########
class Bee(Insect):
"""A Bee moves from place to place, following exits and stinging ants."""
name = 'Bee'
damage = 1
is_waterproof = True
def sting(self, ant: Ant):
"""Attack an ANT, reducing its health by 1."""
ant.reduce_health(self.damage)
def move_to(self, place: Place):
"""Move from the Bee's current Place to a new PLACE."""
if self.place is not None:
self.place.remove_insect(self)
if place is not None:
place.add_insect(self)
def blocked(self) -> bool:
"""Return True if this Bee cannot advance to the next Place."""
# Special handling for NinjaAnt
# BEGIN Problem EC 3
return self.place is not None and self.place.ant is not None
# END Problem EC 3
def action(self, gamestate: GameState):
"""A Bee's action stings the Ant that blocks its exit if it is blocked,
or moves to the exit of its current place otherwise.
gamestate -- The GameState, used to access game state information.
"""
destination = None
if self.place:
destination = self.place.exit
if self.blocked() and self.place and self.place.ant:
self.sting(self.place.ant)
elif self.health > 0 and destination is not None:
self.move_to(destination)
def add_to(self, place: Place):
place.bees.append(self)
super().add_to(place)
def remove_from(self, place: Place):
place.bees.remove(self)
super().remove_from(place)
def scare(self, length: int):
"""
If this Bee has not been scared before, cause it to attempt to
go backwards LENGTH times.
"""
# BEGIN Problem EC 2
"*** YOUR CODE HERE ***"
# END Problem EC 2
class Wasp(Bee):
"""Class of Bee that has higher damage."""
name = 'Wasp'
damage = 2
class Boss(Wasp):
"""The leader of the bees. Damage to the boss by any attack is capped.
"""
name = 'Boss'
damage_cap = 8
def reduce_health(self, damage_taken: float):
super().reduce_health(min(damage_taken, self.damage_cap))
@classmethod
def play_sound_effect(cls):
"Play sound effect when boss arrives! Decorated in gui.py"
pass
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: AssaultPlan):
self.name = 'Hive'
self.assault_plan = assault_plan
self.bees: list[Bee] = []
for bee in assault_plan.all_bees():
self.add_insect(bee)
# The following attributes are always None for a Hive
self.entrance: None = None
self.ant: None = None
self.exit: Place | None = None
def strategy(self, gamestate: GameState):
exits = [p for p in gamestate.places.values() if p.entrance is self]
for bee in self.assault_plan.get(gamestate.time, []):
if Boss in bee.__class__.__mro__:
Boss.play_sound_effect()
GameState.display_notification('Boss Bee is Here!')
bee.move_to(random.choice(exits))
gamestate.active_bees.append(bee)
###################
# Game Components #
###################
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, beehive: Hive, ant_types: list, create_places, dimensions, food: int = 2):
"""Create an GameState for simulating a game.
Arguments:
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: int = 0
self.food = food
self.beehive = beehive
self.ant_types = OrderedDict((a.name, a) for a in ant_types)
self.dimensions = dimensions
self.active_bees: list = []
self.configure(beehive, create_places)
def configure(self, beehive: Hive, create_places):
"""Configure the places in the colony."""
self.base: AntHomeBase = AntHomeBase('Ant Home Base')
self.places: OrderedDict = OrderedDict()
self.bee_entrances: list = []
def register_place(place: Place, is_bee_entrance: bool):
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 ants_take_actions(self): # Ask ants to take actions
for ant in self.ants:
if ant.health > 0:
ant.action(self)
def bees_take_actions(self, num_bees: int) -> int: # Ask bees to take actions
for bee in self.active_bees[:]:
if bee.health > 0:
bee.action(self)
if bee.health <= 0:
num_bees -= 1
self.active_bees.remove(bee)
if num_bees == 0: # Check if player won
GameState.play_win_sound()
raise AntsWinException()
return num_bees
def simulate(self):
"""Simulate an attack on the ant colony. This is called by the GUI to play the game."""
num_bees = len(self.bees)
try:
while True:
self.beehive.strategy(self) # Bees invade from hive
yield None # After yielding, players have time to place ants
self.ants_take_actions()
self.time += 1
yield None # After yielding, wait for throw leaf animation to play, then ask bees to take action
num_bees = self.bees_take_actions(num_bees)
except AntsWinException:
print('All bees are vanquished. You win!')
yield True
except AntsLoseException:
print('The bees reached homebase or the queen ant queen has perished. Please try again :(')
yield False
def deploy_ant(self, place_name: str, ant_type_name: str) -> Ant | None:
"""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]
if ant_type.food_cost > self.food:
message = 'Not enough food!'
print(message)
GameState.display_notification(message)
else:
ant: Ant = ant_type()
self.places[place_name].add_insect(ant)
self.food -= ant.food_cost
return ant
def remove_ant(self, place_name: str):
"""Remove an Ant from the game."""
place = self.places[place_name]
if place.ant is not None:
place.remove_insect(place.ant)
@staticmethod
def display_notification(message):
"""Display a notification! Decorated in gui.py for GUI support"""
pass
@classmethod
def play_win_sound(cls):
"""Play the sound effect when ants win! Decorated in gui.py"""
pass
@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 normally 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() -> list:
"""Return a list of all implemented Ant classes."""
all_ant_types: list = []
new_types: list = [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]
def bee_types() -> list:
"""Return a list of all implemented Bee classes."""
all_bee_types: list = []
new_types: list = [Bee]
while new_types:
new_types = [t for c in new_types for t in c.__subclasses__()]
all_bee_types.extend(new_types)
return all_bee_types
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
###########
# Layouts #
###########
def wet_layout(queen: AntHomeBase, register_place, tunnels: int = 3, length: int = 9, moat_frequency: int = 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: AntHomeBase, register_place, tunnels: int = 3, length: int = 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: int, time: int, count: int) -> AssaultPlan:
"""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
def all_bees(self) -> list:
"""Place all Bees in the beehive and return the list of Bees."""
return [bee for wave in self.values() for bee in wave]