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"""The ants module implements game logic for Ants Vs. SomeBees."""
# Name: Evening Waterbury
# Email: [email protected]
import random
import sys
from ucb import main, interact, trace
from collections import OrderedDict
import random
################
# Core Classes #
################
class Place:
"""A Place holds insects and has an exit to another Place."""
def __init__(self, name, exit=None):
"""Create a Place with the given 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
if(self.exit):
self.exit.entrance = self
def add_insect(self, insect):
"""Add an Insect to this Place.
There can be at most one Ant in a Place, unless exactly one of them is
a BodyguardAnt (Phase 2), in which case there can be two. If add_insect
tries to add more Ants than is allowed, an assertion error is raised.
There can be any number of Bees in a Place.
"""
if insect.is_ant():
#if the existing ant is a bodyguard and it does not contain another ant already, then add the ant
if((self.ant != None) and (self.ant.can_contain(insect))):
self.ant.ant = insect
#if the existing ant is not a bodyguard and the new ant is, add the bodyguard ant to protect the existing ant
elif(
(self.ant != None) and
(not self.ant.container) and
(insect.container) and
(insect.can_contain(self.ant))
):
insect.ant = self.ant
self.ant = insect
#if the place currently has no ants
elif(self.ant == None):
self.ant = insect
else:
self.bees.append(insect)
insect.place = self
def remove_insect(self, insect):
"""Remove an Insect from this Place."""
if insect.is_ant():
if((type(insect) == QueenAnt) and (insect.queen_count == 0)):
return
else:
assert self.ant == insect, '{0} is not in {1}'.format(insect, self)
if(insect.container and (insect.ant != None)):
self.ant = insect.ant
else:
self.ant = None
else:
self.bees.remove(insect)
insect.place = None
def __str__(self):
return self.name
class Insect:
"""An Insect, the base class of Ant and Bee, has armor and a Place."""
watersafe = False
def __init__(self, armor, place=None):
"""Create an Insect with an armor amount and a starting Place."""
self.armor = armor
self.place = place # set by Place.add_insect and Place.remove_insect
def reduce_armor(self, amount):
"""Reduce armor by amount, and remove the insect from its place if it
has no armor remaining.
>>> test_insect = Insect(5)
>>> test_insect.reduce_armor(2)
>>> test_insect.armor
3
"""
self.armor -= amount
if self.armor <= 0:
print('{0} ran out of armor and expired'.format(self))
self.place.remove_insect(self)
def action(self, colony):
"""Perform the default action that this Insect takes each turn.
colony -- The AntColony, used to access game state information.
"""
def is_ant(self):
"""Return whether this Insect is an Ant."""
return False
def is_watersafe(self):
"""Return whether this Insect can survive in water."""
return False
def __repr__(self):
cname = type(self).__name__
return '{0}({1}, {2})'.format(cname, self.armor, self.place)
class Bee(Insect):
"""A Bee moves from place to place, following exits and stinging ants."""
name = 'Bee'
watersafe = True
def __init__(self, armor=1, place=None):
Insect.__init__(self, armor, place)
self.effects = {}
def sting(self, ant):
"""Attack an Ant, reducing the Ant's armor by 1."""
ant.reduce_armor(1)
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."""
return (self.place.ant is not None) and (self.place.ant.blocks_path)
def is_watersafe(self):
"""Return whether this Insect can survive in water."""
return True
def normal_action(self, colony):
if self.blocked():
self.sting(self.place.ant)
else:
if self.place.name != 'Hive' and self.armor > 0:
self.move_to(self.place.exit)
def action(self, colony):
"""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.
colony -- The AntColony, used to access game state information.
"""
keep_going = True
new_func = Bee.normal_action
self.effects = OrderedDict(sorted(self.effects.items()))
for key in reversed(self.effects):
if((self.effects[key]["duration"] > 0)):
new_func = self.effects[key]["effect"](Bee.normal_action)
self.effects[key]["duration"] -=1
if(("slow" in str(key)) and (colony.time % 2 != 0)):
break
elif("stun" in str(key)):
break
new_func(self, colony)
class Ant(Insect):
"""An Ant occupies a place and does work for the colony."""
implemented = False # Only implemented Ant classes should be instantiated
damage = 0
food_cost = 0
blocks_path = True
container = False
def __init__(self, armor=1):
"""Create an Ant with an armor quantity."""
Insect.__init__(self, armor)
self.double_me = True
def is_ant(self):
return True
def can_contain(self, ant):
return self.container and (self.ant == None) and ( not ant.container)
class HarvesterAnt(Ant):
"""HarvesterAnt produces 1 additional food per turn for the colony."""
name = 'Harvester'
implemented = True
food_cost = 2
def action(self, colony):
"""Produce 1 additional food for the colony.
colony -- The AntColony, used to access game state information.
"""
colony.food += 1
def random_or_none(l):
"""Return a random element of list l, or return None if l is empty."""
return random.choice(l) if l else None
class ThrowerAnt(Ant):
"""ThrowerAnt throws a leaf each turn at the nearest Bee in its range."""
name = 'Thrower'
implemented = True
damage = 1
food_cost = 4
min_range = 0
max_range = 10
def nearest_bee(self, hive):
"""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.
Problem B5: This method returns None if there is no Bee in range.
"""
place = self.place
bee = None
distance = 0
while((bee == None) & (place != hive)):
if((len(place.bees) > 0) & (distance >= self.min_range) & (distance <= self.max_range)):
bee = random.choice(place.bees)
elif(place.entrance != self):
place = place.entrance
distance += 1
else:
break
return bee
def throw_at(self, target):
"""Throw a leaf at the target Bee, reducing its armor."""
if target is not None:
target.reduce_armor(self.damage)
def action(self, colony):
"""Throw a leaf at the nearest Bee in range."""
super().action(colony)
self.throw_at(self.nearest_bee(colony.hive))
class Hive(Place):
"""The Place from which the Bees launch their assault.
assault_plan -- An AssaultPlan; when & where bees enter the colony.
"""
name = 'Hive'
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, colony):
exits = [p for p in colony.places.values() if p.entrance is self]
for bee in self.assault_plan.get(colony.time, []):
bee.move_to(random.choice(exits))
class AntColony:
"""An ant collective that manages global game state and simulates time.
Attributes:
time -- elapsed time
food -- the colony's available food total
queen -- the place where the queen resides
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, hive, ant_types, create_places, food=2):
"""Create an AntColony for simulating a game.
Arguments:
strategy -- a function to deploy ants to places
hive -- a Hive full of bees
ant_types -- a list of ant constructors
create_places -- a function that creates the set of places
"""
self.time = 0
self.food = food
self.strategy = strategy
self.hive = hive
self.ant_types = OrderedDict((a.name, a) for a in ant_types)
self.configure(hive, create_places)
def configure(self, hive, create_places):
"""Configure the places in the colony."""
self.queen = Place('AntQueen')
self.places = OrderedDict()
self.bee_entrances = []
def register_place(place, is_bee_entrance):
self.places[place.name] = place
if is_bee_entrance:
place.entrance = hive
self.bee_entrances.append(place)
register_place(self.hive, False)
create_places(self.queen, register_place)
def simulate(self):
"""Simulate an attack on the ant colony (i.e., play the game)."""
while len(self.queen.bees) == 0 and len(self.bees) > 0:
self.hive.strategy(self) # Bees invade
self.strategy(self) # Ants deploy
for ant in self.ants: # Ants take actions
if ant.armor > 0:
ant.action(self)
for bee in self.bees: # Bees take actions
if bee.armor > 0:
bee.action(self)
self.time += 1
if len(self.queen.bees) > 0:
print('The ant queen has perished. Please try again.')
else:
print('All bees are vanquished. You win!')
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.
"""
constructor = self.ant_types[ant_type_name]
if self.food < constructor.food_cost:
print('Not enough food remains to place ' + ant_type_name)
else:
self.places[place_name].add_insect(constructor())
self.food -= constructor.food_cost
def remove_ant(self, place_name):
"""Remove an Ant from the Colony."""
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
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]
def interactive_strategy(colony):
"""A strategy that starts an interactive session and lets the user make
changes to the colony.
For example, one might deploy a ThrowerAnt to the first tunnel by invoking:
colony.deploy_ant('tunnel_0_0', 'Thrower')
"""
print('colony: ' + str(colony))
msg = '<Control>-D (<Control>-Z <Enter> on Windows) completes a turn.\n'
interact(msg)
def start_with_strategy(args, strategy):
"""Reads command-line arguments and starts Ants vs. SomeBees with those
options."""
import argparse
parser = argparse.ArgumentParser(description="Play Ants vs. SomeBees")
parser.add_argument('-t', '--ten', action='store_true',
help='start with ten food')
parser.add_argument('-f', '--full', action='store_true',
help='loads a full layout and assault plan')
parser.add_argument('-w', '--water', action='store_true',
help='loads a full layout with water')
parser.add_argument('-i', '--insane', action='store_true',
help='loads a difficult assault plan')
args = parser.parse_args()
assault_plan = make_test_assault_plan()
layout = test_layout
food = 2
if args.ten:
food = 10
if args.full:
assault_plan = make_full_assault_plan()
layout = dry_layout
if args.water:
layout = mixed_layout
if args.insane:
assault_plan = make_insane_assault_plan()
hive = Hive(assault_plan)
AntColony(strategy, hive, ant_types(), layout, food).simulate()
###########
# Layouts #
###########
def mixed_layout(queen, register_place, length=8, tunnels=3, moat_frequency=3):
"""Register Places with the colony."""
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 test_layout(queen, register_place, length=8, tunnels=1):
mixed_layout(queen, register_place, length, tunnels, 0)
def test_layout_multi_tunnels(queen, register_place, length=8, tunnels=2):
mixed_layout(queen, register_place, length, tunnels, 0)
def dry_layout(queen, register_place, length=8, tunnels=3):
mixed_layout(queen, register_place, length, tunnels, 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 __init__(self, bee_armor=3):
self.bee_armor = bee_armor
def add_wave(self, time, count):
"""Add a wave at time with count Bees that have the specified armor."""
bees = [Bee(self.bee_armor) for _ in range(count)]
self.setdefault(time, []).extend(bees)
return self
@property
def all_bees(self):
"""Place all Bees in the hive and return the list of Bees."""
return [bee for wave in self.values() for bee in wave]
def make_test_assault_plan():
return AssaultPlan().add_wave(2, 1).add_wave(3, 1)
def make_full_assault_plan():
plan = AssaultPlan().add_wave(2, 1)
for time in range(3, 15, 2):
plan.add_wave(time, 1)
return plan.add_wave(15, 8)
def make_insane_assault_plan():
plan = AssaultPlan(4).add_wave(1, 2)
for time in range(3, 15):
plan.add_wave(time, 1)
return plan.add_wave(15, 20)
##############
# Extensions #
##############
class Water(Place):
"""Water is a place that can only hold 'watersafe' insects."""
def add_insect(self, insect):
super().add_insect(insect)
print('added', insect, insect.watersafe)
if not(insect.watersafe):
insect.reduce_armor(insect.armor)
class FireAnt(Ant):
"""FireAnt cooks any Bee in its Place when it expires."""
name = 'Fire'
damage = 3
implemented = True
food_cost = 4
def reduce_armor(self, amount):
if(amount >= self.armor):
bees = self.place.bees.copy()
for bee in bees:
bee.reduce_armor(self.damage)
super().reduce_armor(amount)
class LongThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees at least 4 places away."""
name = 'Long'
food_cost = 3
implemented = True
min_range = 4
max_range = 10
class ShortThrower(ThrowerAnt):
"""A ThrowerAnt that only throws leaves at Bees within 3 places."""
name = 'Short'
food_cost = 3
implemented = True
min_range = 0
max_range = 2
class WallAnt(Ant):
"""WallAnt is an Ant which has a large amount of armor."""
name = 'Wall'
food_cost = 4
implemented = False
def __init__(self):
Ant.__init__(self, 4)
class NinjaAnt(Ant):
"""NinjaAnt is an Ant which does not block the path and does 1 damage to
all Bees in the exact same Place."""
name = 'Ninja'
food_cost = 6
implemented = False
blocks_path = False
damage = 1
def action(self, colony):
bees = self.place.bees.copy()
for bee in bees:
bee.reduce_armor(self.damage)
class ScubaThrower(ThrowerAnt):
"""ScubaThrower is a ThrowerAnt which is watersafe."""
name = 'Scuba'
food_cost = 5
implemented = False
watersafe = True
class HungryAnt(Ant):
"""HungryAnt will take three "turns" to eat a Bee in the same space as it.
While eating, the HungryAnt can't eat another Bee.
"""
name = 'Hungry'
food_cost = 4
implemented = False
def __init__(self):
Ant.__init__(self)
self.time_to_digest = 3
self.digesting = 0
def eat_bee(self, bee):
bee.reduce_armor(bee.armor)
def action(self, colony):
if(self.digesting != 0):
self.digesting -= 1
elif self.place.bees:
bees = self.place.bees.copy()
for bee in bees:
self.eat_bee(bee)
self.digesting = self.time_to_digest
class BodyguardAnt(Ant):
"""BodyguardAnt provides protection to other Ants."""
name = 'Bodyguard'
food_cost = 4
implemented = True
container = True
def __init__(self):
Ant.__init__(self, 2)
self.ant = None # The Ant hidden in this bodyguard
def contain_ant(self, ant):
self.ant = ant
def action(self, colony):
if self.ant:
self.ant.action(colony)
class QueenPlace:
"""A place that represents both places in which the bees find the queen.
(1) The original colony queen location at the end of all tunnels, and
(2) The place in which the QueenAnt resides.
"""
def __init__(self, colony_queen, ant_queen):
self.places = [colony_queen, ant_queen]
@property
def bees(self):
return [bee for place in self.places for bee in place.bees]
class QueenAnt(ScubaThrower):
"""The Queen of the colony. The game is over if a bee enters her place."""
name = 'Queen'
queen_count = 0
implemented = False
def __init__(self):
ScubaThrower.__init__(self, 1)
self.queen_count = QueenAnt.queen_count
QueenAnt.queen_count += 1
def action(self, colony):
"""A queen ant throws a leaf, but also doubles the damage of ants
in her tunnel. Impostor queens do only one thing: die."""
if self.queen_count != 0:
self.reduce_armor(self.armor)
else:
#update colony queen idea to take into account the queens current location
if(type(colony.queen) == Place):
queen_place = QueenPlace(colony.queen, self.place)
colony.queen = queen_place
else:
colony.queen.places[1] = self.place
#take action
ScubaThrower.action(self, colony)
#double damage of all ants in tunnel
current_place = self.place
if((current_place.ant != None) and (type(current_place.ant) == BodyguardAnt)):
current_place.ant.damage *= 2
current_place.ant.double_me = False
reverse_tracker = self.place
while reverse_tracker.entrance != None:
reverse_tracker = reverse_tracker.entrance
if((reverse_tracker.ant != None) and (reverse_tracker.ant.double_me)):
reverse_tracker.ant.damage *= 2
reverse_tracker.ant.double_me = False
forward_tracker = self.place
while forward_tracker.exit != None:
forward_tracker = forward_tracker.exit
if((forward_tracker.ant != None) and (forward_tracker.ant.double_me)):
forward_tracker.ant.damage *= 2
forward_tracker.ant.double_me = False
class AntRemover(Ant):
"""Allows the player to remove ants from the board in the GUI."""
name = 'Remover'
implemented = True
def __init__(self):
Ant.__init__(self, 0)
##################
# Status Effects #
##################
def make_slow(action):
"""Return a new action method that calls action every other turn.
action -- An action method of some Bee
"""
def updated_action(self, colony):
if(colony.time % 2 == 0):
action(self, colony)
return updated_action
def make_stun(action):
"""Return a new action method that does nothing.
action -- An action method of some Bee
"""
def updated_action(self, colony):
return
return updated_action
def apply_effect(effect, bee, duration):
"""Apply a status effect to a Bee that lasts for duration turns."""
key = effect.__name__ + str(random.random())
bee.effects[key] = {"effect": effect ,"duration": duration}
class SlowThrower(ThrowerAnt):
"""ThrowerAnt that causes Slow on Bees."""
name = 'Slow'
food_cost = 4
implemented = False
def throw_at(self, target):
if target:
apply_effect(make_slow, target, 3)
class StunThrower(ThrowerAnt):
"""ThrowerAnt that causes Stun on Bees."""
name = 'Stun'
food_cost = 6
implemented = False
def throw_at(self, target):
if target:
apply_effect(make_stun, target, 1)
@main
def run(*args):
start_with_strategy(args, interactive_strategy)
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