Ants Vs. SomeBees
The bees are coming!
Create a better soldier
With inherit-ants.
Introduction
For full credit:
- Submit with Phase 1 complete by Thursday 10/17 (worth 1 pt).
- Submit with Phase 1 and Phase 2 complete by Tuesday 10/22 (worth 1 pt).
- Submit with all phases complete by Wednesday 10/30.
Solve the problems in order, since some later problems depend on earlier problems.
The entire project can be completed with a partner.
You can get 1 bonus point by submitting the entire project by Tuesday 10/29.
In this project, you will create a tower defense game called Ants Vs. SomeBees. As the ant queen, you populate your colony with the bravest ants you can muster. Your ants must protect their queen from the evil bees that invade your territory. Irritate the bees enough by throwing leaves at them, and they will be vanquished. Fail to pester the airborne intruders adequately, and your queen will succumb to the bees' wrath. This game is inspired by PopCap Games' Plants Vs. Zombies.
This project uses an object-oriented programming paradigm, focusing on material from Chapter 2.5 of Composing Programs. The project also involves understanding, extending, and testing a large program.
Download starter files
The ants.zip archive contains several files, but all of your
changes will be made to ants.py
.
ants.py
: The game logic of Ants Vs. SomeBeesants_plans.py
: The details of each difficulty levelucb.py
: Utility functions for CS 61Agui.py:
A graphical user interface (GUI) for Ants Vs. SomeBees.ok
: The autograderproj3.ok
: Theok
configuration filetests
: A directory of tests used byok
libs
: A directory of libraries used bygui.py
static
: A directory of images and files used bygui.py
templates
: A directory of HTML templates used bygui.py
Logistics
The project is worth 25 points. 23 points are for correctness, 1 point for submitting Phase 1 by the first checkpoint date Thursday 10/17, and 1 point for submitting Phase 1 and Phase 2 by the second checkpoint date Tuesday 10/22.
You can get 1 EC point for submitting the entire project by Tuesday 10/29.
You will turn in the following files:
ants.py
You do not need to modify or turn in any other files to complete the project. To submit the project, submit the required files to the appropriate Gradescope assignment.
You may not use artificial intelligence tools to help you with this project or reference solutions found on the internet.
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 or edit any files not listed above. Doing so may result in your code failing our autograder tests. Also, please do not change any function signatures (names, argument order, or number of arguments).
Throughout this project, you should be testing the correctness of your code. It is good practice to test often, so that it is easy to isolate any problems. However, you should not be testing too often, to allow yourself time to think through problems.
We have provided an autograder called ok
to help you
with testing your code and tracking your progress. The first time you run the
autograder, you will be asked to log in with your Ok account using your web
browser. Please do so. Each time you run ok
, it will back up
your work and progress on our servers.
The primary purpose of ok
is to test your implementations.
If you want to test your code interactively, you can run
python3 ok -q [question number] -iwith the appropriate question number (e.g.
01
) inserted.
This will run the tests for that question until the first one you failed,
then give you a chance to test the functions you wrote interactively.
You can also use the debugging print feature in OK by writing
print("DEBUG:", x)which will produce an output in your terminal without causing OK tests to fail with extra output.
The Game
A game of Ants Vs. SomeBees consists of a series of turns. In each turn, new
bees may enter the ant colony. Then, new ants are placed to defend their colony.
Finally, all insects (ants, then bees) take individual actions. Bees either try
to move toward the end of the tunnel or sting ants in their way. Ants perform a
different action depending on their type, such as collecting more food or
throwing leaves at the bees. The game ends either when a bee reaches the end of
the tunnel (ants lose), the bees destroy a QueenAnt
if it exists (ants lose),
or the entire bee fleet has been vanquished (ants win).
Core concepts
The Colony. This is where the game takes place. The colony consists of
several Place
s that are chained together to form tunnels through which the
bees travel. 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. The player places 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. 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. In addition to the orange bees, there are yellow wasps that do double damage and a green boss bee that is quite difficult to vanquish.
Core classes
The concepts described above each have a corresponding class that encapsulates the logic for that concept. Here is a summary of the main classes involved in this game:
GameState
: Represents the colony and some state information about the game, including how much food is available, how much time has elapsed, where theAntHomeBase
is, and all thePlace
s in the game.Place
: Represents a single place that holds insects. At most oneAnt
can be in a single place, but there can be manyBee
s in a single place.Place
objects have anexit
to the left and anentrance
to the right, which are also places. Bees travel through a tunnel by moving to aPlace
'sexit
.Hive
: Represents the place whereBee
s start out (on the right of the tunnel).AntHomeBase
: Represents the placeAnt
s are defending (on the left of the tunnel). IfBee
s get here, they win :(Insect
: A base class forAnt
andBee
. Each insect has ahealth
attribute representing its remaining health and aplace
attribute representing thePlace
where it is currently located. Each turn, every activeInsect
in the game performs itsaction
.Ant
: Represents ants. EachAnt
subclass has special attributes or a specialaction
that distinguish it from otherAnt
types. For example, aHarvesterAnt
gets food for the colony and aThrowerAnt
attacksBee
s. Each ant type also has afood_cost
attribute that indicates how much it costs to deploy one unit of that type of ant.Bee
: Represents bees. Each turn, a bee either moves to theexit
of its currentPlace
if thePlace
is notblocked
by an ant, or stings the ant occupying its samePlace
.
Game Layout
Below is a visualization of a GameState.
To help visualize how all the classes fit together, here is a diagram of all of the classes and their inheritance relationships.
Getting Started Videos
These videos may provide some helpful direction for tackling the coding problems on the project.
To see these videos, you should be logged into your berkeley.edu email.
Phase 1: Basic gameplay
In the first phase you will complete the implementation that will allow for
basic gameplay with the two basic Ant
s: the HarvesterAnt
and the
ThrowerAnt
.
Problem 0 (0 pt)
Answer a set of conceptual questions after you have read the
entire ants.py
file by running this ok
command:
python3 ok -q 00 -u
If you get stuck while answering these questions, you can try reading through
ants.py
again or asking questions on Ed.
A note on unlocking tests: If you'd like to review the unlocking questions after you have completed the unlocking test, you can navigate to (within the
ants
folder), thetests
folder. For example, after unlocking Problem 0, you can review the unlocking test attests/00.py
.
Problem 1 (1 pt)
Part A: Currently, there is no cost
for placing any type of Ant
, and so there is no challenge to the
game. The base class Ant
has a food_cost
of
zero. Override this class attribute for HarvesterAnt
and ThrowerAnt
according to the "Food Cost" column in the table below.
Class | Food Cost | Initial Health |
HarvesterAnt |
2 | 1 |
ThrowerAnt |
3 | 1 |
Part B: Now that placing an Ant
costs food, we need to be able to gather more food!
To fix this issue, implement the HarvesterAnt
class. A HarvesterAnt
is a
type of Ant
that adds one food to the gamestate.food
total as its action
.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 01 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 01
Problem 2 (1 pt)
In this problem, you'll complete Place.__init__
by adding code that tracks entrances. Right
now, a Place
keeps track only of its exit
. We would like a Place
to keep
track of its entrance as well. A Place
needs to track only one entrance
.
Tracking entrances will be useful when an Ant
needs to see what Bee
s are in
front of it in the tunnel.
However, simply passing an entrance to a Place
constructor will be
problematic; we would need to have both the exit and the entrance before
creating a Place
! (It's a chicken or the
egg
problem.) To get around this problem, we will keep track of entrances in the
following way instead. Place.__init__
should use this logic:
- A newly created
Place
always starts with itsentrance
asNone
. - If the
Place
has anexit
, then theexit
'sentrance
is set to thatPlace
.
Hint: Remember that when the
__init__
method is called, the first parameter,self
, is bound to the newly created object
Hint: Try drawing out two
Place
s next to each other if things get confusing. In the GUI, a place'sentrance
is to its right while theexit
is to its left.
Hint: Remember that
Place
s are not stored in a list, so you can't index into anything to access them. This means that you can't do something likecolony[index + 1]
to access an adjacentPlace
. How can you move from one place to another?
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 02 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 02
Problem 3 (2 pt)
In order for a ThrowerAnt
to throw a leaf, it must know which bee to hit.
The provided implementation of the nearest_bee
method in the ThrowerAnt
class only allows them to hit bees in the same Place
. Your job is to fix it
so that a ThrowerAnt
will throw_at
the nearest bee in front of it that is not still in the Hive
.
This includes bees that are in the same Place
as a ThrowerAnt
Hint: All
Place
s have anis_hive
attribute which isTrue
when that place is theHive
.
Change nearest_bee
so that it returns a random Bee
from the nearest place that
contains bees. Your implementation should follow this logic:
- Start from the current
Place
of theThrowerAnt
. - For each place, return a random bee if there is any, and if not,
inspect the place in front of it (stored as the current place's
entrance
). - If there is no bee to attack, return
None
.
Hint: The
random_bee
function provided inants.py
returns a random bee from a list of bees orNone
if the list is empty.
Hint: As a reminder, if there are no bees present at a
Place
, then thebees
attribute of thatPlace
instance will be an empty list.
Hint: Having trouble visualizing the test cases? Try drawing them out on paper! The sample diagram provided in Game Layout shows the first test case for this problem.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 03 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 03
Playing the game
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
.
Now you're ready to try what you've built. To start a graphical game, run:
python3 gui.py
After you start the graphical version, the game is (usually) available at http://127.0.0.1:31415/.
The game has several options that you will use throughout the project,
which you can view with python3 gui.py --help
.
usage: gui.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
You can refresh the webpage to restart the game, but if you changed your code,
you need to terminate gui.py
and run it again. To terminate gui.py
, you can
hit Ctrl + C
on the terminal.
You cannot have multiple tabs of this same Ants GUI open simultaneously or they will all error.
Checkpoint Submission
Check to make sure that you completed all the problems in Phase 1:
python3 ok --score
Then, submit ants.py
to the Ants Checkpoint 1 assignment on Gradescope before the checkpoint 1 deadline.
When you run ok
commands, you'll still see that some tests are locked
because you haven't completed the whole project yet. You'll get full credit for
the checkpoint if you complete all the problems up to this point.
Congratulations! You have finished Phase 1 of this project!
Phase 2: More 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 problem and on, you'll be
implementing several different Ant
s with different attack strategies.
After you implement each Ant
subclass in these sections, you'll need to set its
implemented
class attribute to True
so that that type of ant will show up in the
GUI. Feel free to try out the game with each new ant to test the functionality!
With all following ants from now on, try python3 gui.py
to play against a
full swarm of bees in a multi-tunnel layout and try -d hard
or
-d extra-hard
if you want a real challenge! If the bees are too numerous to
vanquish, you might need to create some new ants.
Problem 4 (2 pt)
A ThrowerAnt
is a powerful threat to the bees, but it has a high food cost.
In this problem, you'll implement two subclasses of ThrowerAnt
that are less
costly but have constraints on the distance they can throw:
- The
LongThrower
can onlythrow_at
aBee
that is found after following at least 5entrance
transitions. It cannot hitBee
s that are in the samePlace
as it or the first 4Place
s in front of it. If there are twoBee
s, one too close to theLongThrower
and the other within its range, theLongThrower
should only throw at the fartherBee
, which is within its range, instead of trying to hit the closerBee
. - The
ShortThrower
can onlythrow_at
aBee
that is found after following at most 3entrance
transitions. It cannot throw at any 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 | Initial Health |
ShortThrower |
2 | 1 |
LongThrower |
2 | 1 |
To implement these new throwing ants, your ShortThrower
and LongThrower
classes
should inherit the nearest_bee
method from the base ThrowerAnt
class.
The logic of choosing which bee a thrower ant will attack is
the same, except the ShortThrower
and LongThrower
ants where their range is
limited by a lower and upper bound, respectively.
To do this, modify the nearest_bee
method to reference lower_bound
and upper_bound
attributes,
and only return a bee if it is within range.
Make sure to give these lower_bound
and upper_bound
attributes appropriate
values in the ThrowerAnt
class so that the behavior of ThrowerAnt
is
unchanged. Then, implement the subclasses LongThrower
and ShortThrower
with appropriately constrained ranges.
You should not need to repeat any code between ThrowerAnt
,
ShortThrower
, and LongThrower
.
Hint:
float('inf')
returns an infinite positive value represented as a float that can be compared with other numbers.
Hint:
lower_bound
andupper_bound
should mark an inclusive range.
Important: Make sure your class attributes are called
upper_bound
andlower_bound
The tests directly reference these attribute names, and will error if you use another name for these attributes.
Don't forget to set the implemented
class attribute of LongThrower
and
ShortThrower
to True
.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 04 -u
After writing code, test your implementation (rerun the tests for 03 to make sure they still work):
python3 ok -q 03
python3 ok -q 04
👩🏽💻👨🏿💻 Pair programming? Remember to alternate between driver and navigator roles. The driver controls the keyboard; the navigator watches, asks questions, and suggests ideas.
Problem 5 (3 pt)
Implement the FireAnt
, which does damage when it receives damage. Specifically,
if it is damaged by amount
health units, it does a damage of
amount
to all bees in its place (this is called reflected damage).
If it dies, it does an additional amount of damage, as specified by its damage
attribute,
which has a default value of 3
as defined in the FireAnt
class.
To implement this, override Insect
's reduce_health
method.
Your overriden method should call the reduce_health
method inherited from
the superclass (Ant
) which inherits from it's superclass Insect to reduce the current FireAnt
instance's health.
Calling the inherited reduce_health
method on a FireAnt
instance reduces
the insect's health
by the given amount
and removes the insect from its
place if its health
reaches zero or lower.
Hint: Do not call
self.reduce_health
, or you'll end up stuck in a recursive loop. (Can you see why?)
However, your method needs to also include the reflective damage logic:
- Determine the reflective damage amount:
start with the
amount
inflicted on the ant, and then adddamage
if the ant's health has dropped to or below 0. - For each bee in the place, damage them with the total amount by
calling the appropriate
reduce_health
method for each bee.
Important: Remember that when any
Ant
loses all its health, it is removed from itsplace
, so pay careful attention to the order of your logic inreduce_health
.
Class | Food Cost | Initial Health |
FireAnt |
5 | 3 |
Important: Damaging a bee may cause it to be removed from its place; when an insect dies, it is removed from its current 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 to make sure the original list is not affected.
>>> s = [1,2,3,4]
>>> s[:]
[1, 2, 3, 4]
>>> list(s)
[1, 2, 3, 4]
>>> (s[:] is not s) and (list(s) is not s)
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 superclass's
reduce_health
function (Ant.reduce_health
), you can still use this method in your implementation by calling it.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 05 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 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):
python3 gui.py --food 10
Problem 6 (1 pt)
We are going to add some protection to our glorious home base by implementing
the WallAnt
, an ant that does nothing each turn. A WallAnt
is
useful because it has a large health
value.
Class | Food Cost | Initial Health |
WallAnt |
4 | 4 |
Unlike with previous ants, we have not provided you with a class statement.
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).
Hint: Make sure you implement the
__init__
method too so theWallAnt
starts off with the appropriate amount ofhealth
!
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 06 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 06
Problem 7 (3 pt)
Implement the HungryAnt
, which will select a random Bee
from its place
and
deal damage to the Bee
equal to the Bee
's health, eating it whole. After
eating a Bee
, a HungryAnt
must spend 3 turns chewing before being able to
eat again. While the HungryAnt
is chewing, it is not able to eat (deal damage
to) any Bee
s. If there is no bee in its place available to eat, the
HungryAnt
will do nothing.
We have not provided you with a class header.
Implement the HungryAnt
class from scratch. Give it a class attribute name
with the value 'Hungry'
(so that the graphics work) and a class attribute
implemented
with the value True
(so that you can use it in a game).
Hint: When a
Bee
is eaten, its health should be reduced by its health.
Class | Food Cost | Initial Health |
HungryAnt |
4 | 1 |
Give HungryAnt
a chew_cooldown
class attribute that stores the number of
turns that it will take a HungryAnt
to chew (set to 3). Also, give each
HungryAnt
an instance attribute cooldown
that counts the number of turns
it has left to chew, initialized to 0, since it hasn't eaten anything at the
beginning. You can also think of cooldown
as the number of turns until a
HungryAnt
can eat another Bee
.
Implement the action
method of the HungryAnt
: First, check if it is chewing; if
so, decrement its cooldown
. Otherwise, eat a random Bee
in its
place
by reducing the Bee
's health to 0. Make sure to set the cooldown
when a Bee
is eaten!
Hint: Other than the
action
method, make sure you implement the__init__
method too in order to define any instance variables and make sure thatHungryAnt
starts off with the appropriate amount ofhealth
!
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 07 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 07
👩🏽💻👨🏿💻 Pair programming? This would be a good time to switch roles. Switching roles makes sure that you both benefit from the learning experience of being in each role.
Problem 8 (3 pt)
Right now, our ants are quite frail. We'd like to provide a way to help them
last longer against the onslaught of the bees. Enter the BodyguardAnt
.
Class | Food Cost | Initial Health |
BodyguardAnt |
4 | 2 |
To more easily implement the BodyguardAnt
, we will break up this problem into 3 subparts.
In each part, we will making changes in either the ContainerAnt
class, Ant
class, or BodyguardAnt
class.
Note: We have separated out Question 8 into three different subparts. We recommend going through the unlocking test for each subpart before writing any code for it. You will be tested through each subpart and each subpart is worth one point (for a total of three for the whole question).
Problem 8a
First, we will define and work in a ContainerAnt
parent class that we will later use for our BodyguardAnt
.
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. This ant, ant_contained
, initially starts off as None
to indicate that there is no ant being
stored yet. Implement the store_ant
method so that it sets the ContainerAnt
's
ant_contained
instance attribute to the ant
argument passed in. Then implement the
ContainerAnt
's action
method. This method will ensure that if our ContainerAnt
currently contains an ant, ant_contained
's action is performed.
In addition, to ensure 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, we can create an can_contain
method.
There is already an Ant.can_contain
method, but it always returns False
.
Override the method can_contain
in ContainerAnt
so that it takes an ant other
as an
argument and returns True
if:
- This
ContainerAnt
does not already contain another ant. - The other ant is not a container.
Hint: You may find the
is_container
attribute that eachAnt
has useful for checking if a specificAnt
is a container.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 08a -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 08a
Problem 8b
Next, we will be working in the Ant
class.
Modify Ant.add_to
to allow a container and its contained 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 sameAssertionError
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.
Hint: You should also take advantage of the
can_contain
method you wrote and avoid repeating code.
Note: If you're getting an "unreachable code" warning for
Ant.add_to
via the VSCode Pylance extension, it's fine to ignore this specific warning, as the code is actually run (the warning in this case is inaccurate).
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 08b -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 08b
Problem 8c
Finally, we can work on implementing our BodyguardAnt
class.
Add a BodyguardAnt.__init__
that sets the initial amount of health for the Bodyguard ant.
We do not need to create an action
method here since the BodyguardAnt
class inherits it from the ContainerAnt
class.
Also note that the BodyguardAnt
does not do any damage.
Once you've finished implementing the BodyguardAnt
,
give it a class attribute implemented
with the value True
.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 08c -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 08c
Problem 9 (2 pt)
The BodyguardAnt
provides great defense, but they say the best defense is a
good offense. The TankAnt
is a ContainerAnt
that protects an ant in its place
and also deals 1 damage to all bees in its place each turn. Like any ContainerAnt
, a TankAnt
allows the ant
that it contains to perform its action each turn.
Class | Food Cost | Initial Health |
TankAnt |
6 | 2 |
We have not provided you with a class header.
Implement the TankAnt
class from scratch. Give it a class attribute name
with the value 'Tank'
(so that the graphics work) and a class attribute
implemented
with the value True
(so that you can use it in a game).
You should not need to modify any code outside of the TankAnt
class. If you
find yourself needing to make changes elsewhere, look for a way to write your
code for the previous question such that it applies not just to BodyguardAnt
and TankAnt
objects, but to container ants in general.
Hint: The only methods you need to override from
TankAnt
's parent class are__init__
andaction
.
Hint: Like with
FireAnt
, it is possible that damaging a bee will cause it to be removed from its place.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 09 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 09
Checkpoint Submission
Check to make sure that you completed all the problems in Phase 1 and Phase 2:
python3 ok --score
Then, submit ants.py
to the Ants Checkpoint 2 assignment on Gradescope before the checkpoint 2 deadline.
When you run ok
commands, you'll still see that some tests are locked
because you haven't completed the whole project yet. You'll get full credit for
the checkpoint if you complete all the problems up to this point.
Congratulations! You have finished Phase 1 and Phase 2 of this project!
Phase 3: 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 (1 pt)
Let's add water to the colony! Currently there are only two types of places, the
Hive
and a basic Place
. To make things more interesting, we're going to
create a new type of Place
called Water
.
Only an insect that is waterproof can be placed in Water
. In order
to determine whether an Insect
is waterproof, add a new class attribute to the
Insect
class named is_waterproof
that is set to False
. Since bees can fly,
their is_waterproof
attribute is True
, overriding the inherited value.
Now, implement the add_insect
method for Water
. First, add the insect to
the place regardless of whether it is waterproof. Then, if the insect is not
waterproof, 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 writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 10 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 10
Once you've finished this problem, play a game that includes water. To access
the wet_layout
, which includes water, add the --water
option (or -w
for
short) when you start the game.
python3 gui.py --water
👩🏽💻👨🏿💻 Pair programming? Remember to alternate between driver and navigator roles. The driver controls the keyboard; the navigator watches, asks questions, and suggests ideas.
Problem 11 (2 pt)
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
waterproof, but otherwise identical to its base class. A ScubaThrower
should
not lose its health when placed in Water
.
Class | Food Cost | Initial Health |
ScubaThrower |
6 | 1 |
We have not provided you with a class header. Implement the ScubaThrower
class from scratch. Give it a class attribute name
with the value 'Scuba'
(so that the graphics work) and remember to set the class attribute
implemented
with the value True
(so that you can use it in a game).
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 11 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 11
Problem 12 (2 pt)
Finally, implement the QueenAnt
. A queen is a ThrowerAnt
that inspires her
fellow ants through her bravery. In addition to the standard ThrowerAnt
action, a QueenAnt
doubles the damage of all the ants behind her each time she
performs an action. However, once an ant's damage has been doubled, it cannot be
doubled again. Try to think of a way to keep track of whether an ant's damage has already been doubled (Hint: Use an instance attribute!)
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 | Initial Health |
QueenAnt |
7 | 1 |
However, with great power comes great responsibility. If a queen ever has its
health reduced to 0, the ants lose. You will need to override
Insect.reduce_health
in QueenAnt
and call ants_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.)
Hint: For doubling the damage of all ants behind her, you may fill out the
double
method defined in theAnt
class, then call it from theQueenAnt
class.
Hint: When doubling the ants' damage, keep in mind that there can be more than one ant in a
Place
, like in the case of container ants storing another.
Hint: Remember that QueenAnt's
reduce_health
method adds the additional task of callingants_lose
to the superclass'sreduce_health
method. How can we make sure we still do everything from the superclass's method without repeating code?
Hint: You can find each
Place
in a tunnel behind aQueenAnt
by starting at the queen'splace.exit
and then repeatedly moving back to the previous place'sexit
. Theexit
of aPlace
at the end of a tunnel isNone
.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q 12 -u
Once you are done unlocking, begin implementing your solution. You can check your correctness with:
python3 ok -q 12
Project submission
Run ok
on all problems to make sure all tests are unlocked and pass:
python3 ok
You can also check your score on each part of the project:
python3 ok --score
Once you are satisfied, submit this assignment by uploading ants.py
to the Ants assignment on Gradescope. For a refresher on how to do this, refer to Lab 00.
You can add a partner to your Gradescope submission by clicking on + Add Group Member under your name on the right hand side of your submission. Only one partner needs to submit to Gradescope.
You are now done with the project! If you haven't yet, you should try playing the game!
python3 gui.py [-h] [-d DIFFICULTY] [-w] [--food FOOD]
Extra Challenges (Optional)
Note: These problems are optional and are not worth any points.
During Office Hours and Project Parties, the staff will prioritize helping students with required questions. We will not be offering help with this question unless the queue is empty.
Implement two final thrower ants that do zero damage, but instead apply a temporary effect
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.
Problem EC 1 (0 pt)
We will be implementing a new ant, SlowThrower
, which inherits from ThrowerAnt
.
SlowThrower
throws sticky syrup at a bee, slowing it for 5 turns. When a bee is slowed, it does its regular Bee action when gamestate.time
is even, and takes no action (does not move or sting) otherwise. If a bee is hit by syrup while it is already slowed, it is slowed for 5 turns starting from the most recent time it is hit by syrup. That is, if a bee is hit by syrup, takes 2 turns, and is hit by syrup again, it will now be slowed for 5 turns after the second time it is hit by syrup. So it will have been slowed for 7 turns total (not 10!).
Class | Food Cost | Initial Health |
SlowThrower |
6 | 1 |
In order to complete the implementations of this SlowThrower
, you will
need to set its class attributes appropriately and implement the throw_at
method in
SlowThrower
.
Important Restriction: You may not modify any code outside the SlowThrower
class for this problem. That means you may not modify the Bee.action
method directly. Our tests will check for this.
Hint: Take a look at
SlowThrower
's parent class,ThrowerAnt
.ThrowerAnt
'saction
method callsthrow_at
, which is what you should be overriding inSlowThrower
. What is passed into thetarget
parameter inSlowThrower
'sthrow_at
function and why? What istarget.action
referring to?Implementation Hint: Assign
target.action
to a new function that conditionally callsBee.action
. You can create and use an instance attribute to track how many more turns the bee will be slowed. Once the slowing effect is over,Bee.action
should be called every turn again.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q EC1 -u
You can run some provided tests, but they are not exhaustive:
python3 ok -q EC1
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.
Problem EC 2 (0 pt)
You must implement Problem EC 1 (SlowThrower) correctly in order to pass the tests for this problem. We will be implementing a new ant,
ScaryThrower
, which inherits fromThrowerAnt
.
ScaryThrower
intimidates a nearby bee, causing it to back away instead of advancing.
Here are some rules to keep in mind:
- 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 the
is_hive
instance attribute ofPlace
useful. - Bees remain scared until they have tried to back away twice. So, the back away effect lasts two turns.
- Bees cannot try to back away if they are slowed and
gamestate.time
is odd. This would be a turn they're frozen by SlowThrower! - Once a bee has been scared once, it can't be scared ever again.
Class | Food Cost | Initial Health |
ScaryThrower |
6 | 1 |
In order to complete the implementation of this ScaryThrower
, you will
need to set its class attributes appropriately and implement the scare
method in
Bee
, which applies the scared status on a particular bee. You may also have to edit some
other methods of Bee
such as action.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q EC2 -u
python3 ok -q EC2
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.
Problem EC 3 (0 pt)
Implement the NinjaAnt
, which damages all Bee
s that pass by, but can never
be stung.
Class | Food Cost | Initial Health |
NinjaAnt |
5 | 1 |
A NinjaAnt
does not block the path of a Bee
that flies by. To implement
this behavior, first modify the Ant
class to include a new class attribute
blocks_path
that is set to True
, then override the value of blocks_path
to
False
in the NinjaAnt
class.
Second, modify the Bee
's method blocked
to return False
if either
there is no Ant
in the Bee
's place
or if there is an Ant
, but
its blocks_path
attribute is False
. Now Bee
s will just fly past
NinjaAnt
s.
Finally, we want to make the NinjaAnt
damage all Bee
s that fly past.
Implement the action
method in NinjaAnt
to reduce the health of all Bee
s
in the same place
as the NinjaAnt
by its damage
attribute. Similar to
the FireAnt
, you must iterate over a potentially changing list of bees.
Hint: Having trouble visualizing the test cases? Try drawing them out on paper! See the example in Game Layout for help.
Before writing any code, unlock the tests to verify your understanding of the question:
python3 ok -q EC3 -u
python3 ok -q EC3
For a challenge, try to win a game using only HarvesterAnt
and NinjaAnt
.
Problem EC 4 (0 pt)
We've been developing this ant for a long time in secret. It's so dangerous
that we had to lock it in the super hidden underground vault, but we
finally think it is ready to test out on the field. In this problem, you'll be
implementing the final ant -- LaserAnt
, a ThrowerAnt
with a twist.
Class | Food Cost | Initial Health |
LaserAnt |
10 | 1 |
The LaserAnt
shoots out a powerful laser, damaging all that dare
to stand in its path. Both Bee
s and Ant
s, of all types, are at
risk of being damaged by LaserAnt
. When a LaserAnt
takes its action,
it will damage all Insect
s in its place (excluding itself, but including its
container if it has one) and the Place
s in front of it, excluding the Hive
.
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). This reduction is immediate so if there are
two Bee
s in front of LaserAnt
and on the same tile, it will do less damage to the second Bee
.
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 does not matter.
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 already damaged, stored in theinsects_shot
instance attribute.
- The
In addition to implementing the methods above, you may need to modify, add,
or use class or instance attributes in the LaserAnt
class as needed.
Important: If an insect's health is unaffected, its health should remain as a whole number (integer), as it was when the insect was initially created.
Note: There are no unlocking tests for this question.
python3 ok -q EC4
Acknowledgments: Tom Magrino and Eric Tzeng developed this project with John DeNero. Many others have contributed to the project as well!
The artwork was drawn by Alana Tran, Andrew Huang, Emilee Chen, Jessie Salas, Jingyi Li, Katherine Xu, Meena Vempaty, Michelle Chang, and Ryan Davis.