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Assignment 2
Semester 2, 2024
CSSE7030
Due date: 25 October 2024, 15:00 GMT+10
1 Introduction
In this assignment, you will implement a game in which a player must escape from a dungeon of
slugs. Unlike assignment 1, in this assignment you will be using object-oriented programming and
following the Apple Model-View-Controller (MVC) design pattern shown in lectures. In addition to
creating code for modelling the game, you will be implementing a graphical user interface (GUI).
An example of a ffnal completed game is shown in Figure 1.
Figure 1: Example screenshot from a completed implementation. Note that your display may look
slightly different depending on your operating system.
12 Getting Started
Download a2.zip from Blackboard — this archive contains the necessary ffles to start this assignment.
Once extracted, the a2.zip archive will provide the following ffles:
a2.py This is the only ffle you will submit and is where you write your code. Do not make changes
to any other ffles.
support.py Do not modify or submit this ffle, it contains pre-deffned classes and constants to assist
you in some parts of your assignment. In addition to these, you are encouraged to create your
own constants and helper functions in a2.py where possible.
levels/ This folder contains a small collection of ffles used to initialize games of SlugDungeon. In
addition to these, you are encouraged to create your own ffles to help test your implementation
where possible.
3 Gameplay
This section provides a brief overview of gameplay for Assignment 2. Where interactions are not
explicitly mentioned in this section, please see Section 4.
3.1 Overview and Terminology
SlugDungeon takes place on a 2D grid called a board, where each < row, col > position on the board
is represented by a tile. In the dungeon, there are also entities, which move around the board and
potentially attack other entities.
Each game consists of one player entity, and a number of slug entities. Entities have a health and
poison stat, and may optionally have an equipped weapon. An entity dies when their health is
reduced to 0. At the end of each turn, if an entity is poisoned (has a poison stat greater than 0) the
entity takes damage equal to its poison amount before its poison stat is reduced by 1. Each turn,
the player makes one move (either moving one square up, down, left, or right or remaining where
they are). All entities attack every turn, but slugs can only move every second turn.
Weapons have an effect and a range (depending on their type). Weapon’s effects can alter the health
and poison stats of the entities at positions within their range.
3.2 Player Interaction
The game is played as a series of turns. The user may instruct the player to move or stay where
they are via keypresses (see Table 1 for the behaviours associated with each key). If the key pressed
is not associated with a valid movement (e.g. it is not one of ’a’, ’s’, ’w’, ’d’, or ’space’, or it would
move the player to a blocking tile or to another entity’s position) it is ignored and not counted as
a turn. Otherwise, if the keypress does result in a valid move (or intentionally leaving the player in
place), the following steps should occur:
1. The player moves (or remains where it is) according to Table 1.
2. If the player’s new position contains a weapon, the player picks up the weapon and discards
any weapon it may have already been holding.
3. The player attacks from its new position.
4. All slugs that die as a result of the player’s attack are removed from the game. Each dead slug
drops its weapon onto the tile it occupied when it died, replacing any weapon that already
existed on that tile.
25. The player’s poison is applied and then reduced.
6. Each slug’s poison is applied and then reduced.
7. If the slugs are able to move on this turn, all slugs should make their desired move.
8. All slugs attack from their (potentially new) position.
9. If the player has won or lost the game, a messagebox is displayed informing the user of the
outcome and asking whether the user would like to play again. If the user chooses to play
again, the game ffle should reload and the user should be able to play again. If they select
not to play again, the program should terminate gracefully. Otherwise, the program should
continue waiting for more keypresses to begin a new turn.
Key Pressed Intended behaviour
a Attempt to move player left by 1 square.
s Attempt to move player down by 1 square.
d Attempt to move player right by 1 square.
w Attempt to move player up by 1 square.
space Have player remain where they are (allow them to attack again
from their current position).
Anything else Ignore.
Table 1: Key press behaviours
3.3 Movement
Entities can only move one square at a time (directly up, down, left, or right). Slugs are only allowed
to move once for every second turn (where a turn is one player movement). An entity can only move
to a target position if they are allowed to move this turn, the target position does not contain a
blocking tile or another entity, and the target position is one square away from the entity’s original
position.
3.4 Attacking
Entities attempt to make an attack every turn after they have moved. When the player attacks, it
applies its weapon’s effect to all slugs within its weapon’s range. When a slug attacks, it applies its
weapon’s effect to the player if the player is within the slug’s weapon’s range. If an entity is not
holding a weapon its attack should have no effect.
3.5 Game End
The game ends when one of the following occurs:
• The user wins the game because all slugs are dead and the player is on a goal tile.
• The user loses the game because the player dies.
34 Implementation
NOTE: You are not permitted to add any additional import statements to a2.py. Doing
so will result in a deduction of up to 100% of your mark. You must not modify or remove the
import statements already provided to you in a2.py. Removing or modifying these existing import
statements may result in a deduction of up to 100% of your mark.
Required Classes, Methods, and Functions
You are required to follow the Apple Model-View-Controller design pattern when implementing this
assignment. In order to achieve this, you are required to implement the classes, methods, and functions
described in this section.
The class diagram in Figure 2 provides an overview of all of the classes you must implement in
your assignment, and the basic relationships between them. The details of these classes and their
methods are described in depth in Sections 4.1, 4.2 and 4.3. Within Figure 2:
• Orange classes are those provided to you in the support file, or imported from TkInter.
• Green classes are abstract classes. However, you are not required to enforce the abstract nature
of the green classes in their implementation. The purpose of this distinction is to indicate to
you that you should only ever instantiate the blue classes in your program (though you should
instantiate the green classes to test them before beginning work on their subclasses).
• Blue classes are concrete classes.
• Solid arrows indicate inheritance (i.e. the “is-a” relationship).
• Dotted arrows indicate composition (i.e. the “has-a” relationship). An arrow marked with 1-1
denotes that each instance of the class at the base of the arrow contains exactly one instance
of the class at the head of the arrow. An arrow marked with 1-N denotes that each instance of
the class at the base of the arrow may contain many instances of the class at the head of the
arrow.
The rest of this section describes the required implementation in detail. You should complete the
model section, and ensure it operates correctly (via your own testing and the Gradescope tests)
before moving on to the view and controller sections. You will not be able to earn marks for the
controller section until you have passed all Gradescope tests for the model section.
NOTE: It is possible to receive a passing grade on this assessment by completing only section 4.1,
provided the solution works well (according to the Gradescope tests) and is appropriately styled.
See section 5.2 for more detail on style requirements.
4.1 Model
The following are the classes and methods you are required to implement as part of the model.
You should develop the classes in the order in which they are described in this section and test
each class (locally and on Gradescope) before moving on to the next class. Functionality marks are
awarded for each class (and each method) that works correctly. You will likely do very poorly if you
submit an attempt at every class, where no classes work according to the description. Some classes
require significantly more time to implement than others. The marks allocated to each class are not
necessarily an indication of their difficulty or the time required to complete them. You are allowed
(and encouraged) to write additional helper methods for any class to help break up long methods,
but these helper methods MUST be private (i.e. they must be named with a leading underscore).
4Figure 2: Basic class relationship diagram for the classes in assignment 2.
4.1.1 Weapon()
Weapon is an abstract class from which all instantiated types of weapon inherit. This class provides
default weapon behaviour, which can be inherited or overridden by specific types of weapons. All
weapons should have a symbol, name, effect, and range.
• When a weapon is used to attack, it has an effect on its target, which may alter the targets
health or poison stat. Weapon classes are not responsible for applying their effects to entities,
but must provide details about their intended effects. Within this class, a weapon’s effect
is represented by a dictionary mapping strings to integers, where the string represents the
type of effect and the integer represents the strength of the effect. The valid effect types are
"damage" (which reduces the target’s health), "healing" (which increases the target’s health),
and "poison" (which increases the targets poison stat).
• A weapon’s range is an integer representing how far the effects of the weapon reach in all 4
directions. A range of 1 would mean that a weapon’s effects would reach entities located one
position up, down, left, and right of the weapon.
Abstract weapons have no effects and a range of 0. The init method does not take any arguments
beyond self. Weapon must implement the following methods:
• get name(self) -> str
Returns the name of this weapon.
• get symbol(self) -> str
Returns the symbol of this weapon.
• get effect(self) -> dict[str, int]
Returns a dictionary representing the weapon’s effects.
• get targets(self, position: Position) -> list[Position]
5Returns a list of all positions within range for this weapon, given that the weapon is currently
at position. Note that this method does not need to check whether the target positions exist
within a dungeon.
• str (self) -> str
Returns the name of this weapon.
• repr (self) -> str
Returns a string which could be copied and pasted into a REPL to construct a new instance
identical to self.
Examples:
>>> weapon = Weapon()
>>> weapon.get_name()
'AbstractWeapon'
>>> weapon.get_symbol()
'W'
>>> weapon.get_effect()
{}
>>> weapon.get_targets((1, 1))
[]
>>> str(weapon)
'AbstractWeapon'
>>> weapon
Weapon()
4.1.2 PoisonDart(Weapon)
PoisonDart inherits from Weapon. A poison dart has a range of 2 and applies 2 poison to its targets.
Examples:
>>> poison_dart = PoisonDart()
>>> poison_dart.get_name()
'PoisonDart'
>>> poison_dart.get_symbol()
'D'
>>> poison_dart.get_effect()
{'poison': 2}
>>> poison_dart.get_targets((1, 1))
[(1, 2), (1, 0), (2, 1), (0, 1), (1, 3), (1, -1), (3, 1), (-1, 1)]
>>> poison_dart.get_targets((8, 8))
[(8, 9), (8, 7), (9, 8), (7, 8), (8, 10), (8, 6), (10, 8), (6, 8)]
>>> str(poison_dart)
'PoisonDart'
>>> poison_dart
PoisonDart()
4.1.3 PoisonSword(Weapon)
PoisonSword inherits from Weapon. A poison sword has a range of 1 and both damages its targets
by 2 and increases their poison stat by 1.
Examples:
6>>> poison_sword = PoisonSword()
>>> poison_sword.get_name()
'PoisonSword'
>>> poison_sword.get_symbol()
'S'
>>> poison_sword.get_effect()
{'damage': 2, 'poison': 1}
>>> poison_sword.get_targets((1, 1))
[(1, 2), (1, 0), (2, 1), (0, 1)]
>>> poison_sword.get_targets((0, 0))
[(0, 1), (0, -1), (1, 0), (-1, 0)]
>>> str(poison_sword)
'PoisonSword'
>>> poison_sword
PoisonSword()
4.1.4 HealingRock(Weapon)
HealingRock inherits from Weapon. A healing rock has a range of 2 and increases its targets health
by 2.
Examples:
>>> healing_rock = HealingRock()
>>> healing_rock.get_name()
'HealingRock'
>>> healing_rock.get_symbol()
'H'
>>> healing_rock.get_effect()
{'healing': 2}
>>> healing_rock.get_targets((1, 1))
[(1, 2), (1, 0), (2, 1), (0, 1), (1, 3), (1, -1), (3, 1), (-1, 1)]
>>> str(healing_rock)
'HealingRock'
>>> healing_rock
HealingRock()
4.1.5 Tile()
Tile is a class representing individual tiles (positions) in the dungeon. A tile may or may not be
blocking and may or may not have a weapon sitting on it. Entities cannot move onto blocking tiles,
but weapon effects can pass through blocking tiles. Each tile has a symbol which represents what
type of tile it is. Tile must implement the following methods:
• init (self, symbol: str, is blocking: bool) -> None
Constructs a new tile instance with the given symbol and is_blocking status. Newly instantiated
tiles do not have a weapon on them.
• is blocking(self) -> bool
Returns True if this tile is blocking and False otherwise.
• get weapon(self) -> Optional[Weapon]
Returns the weapon that’s on this tile, or None if there is no weapon on this tile.
7• set weapon(self, weapon: Weapon) -> None
Sets the weapon on this tile to weapon, replacing any weapon that may already be there.
• remove weapon(self) -> None
Removes the tiles’s current weapon.
• str (self) -> str
Returns the symbol associated with this tile.
• repr (self) -> str
Returns a string which could be copied and pasted into a REPL to construct an instance of
Tile with the same symbol and is_blocking status as self.
Examples:
>>> tile = Tile("#", True)
>>> tile.is_blocking()
True
>>> tile.get_weapon()
>>> healing_rock = HealingRock()
>>> tile.set_weapon(healing_rock)
>>> tile.get_weapon()
HealingRock()
>>> tile.get_weapon().get_effect()
{'healing': 2}
>>> tile.remove_weapon()
>>> tile.get_weapon()
>>> str(tile)
'#'
>>> tile
Tile('#', True)
>>> tile = Tile("hello", False)
>>> tile
Tile('hello', False)
>>> tile.is_blocking()
False
4.1.6 create tile(symbol: str) -> Tile
create tile is a function which constructs and returns an appropriate instance of Tile based on
the symbol string. Table 2 describes how the tile should be created based on the value of symbol.
symbol Tile details
"#" A tile representing a wall, which is blocking and has the symbol "#".
" " A tile representing the floor, which is non-blocking and has the symbol " ".
"G" A tile representing the a goal, which is non-blocking and has the symbol "G".
"D", "S", or "H" A floor tile (non-blocking with the symbol " "). The weapon on the tile should
be an instance of the type of Weapon corresponding to the given symbol.
Any other symbol A floor tile (non-blocking with the symbol " ").
Table 2: Symbol to Tile conversion.
Examples:
8>>> wall = create_tile("#")
>>> wall
Tile('#', True)
>>> wall.is_blocking()
True
>>> wall.get_weapon()
>>> create_tile(" ")
Tile(' ', False)
>>> create_tile("hello")
Tile(' ', False)
>>> weapon_tile = create_tile("D")
>>> weapon_tile
Tile(' ', False)
>>> weapon_tile.get_weapon()
PoisonDart()
4.1.7 Entity()
Entity is an abstract class from which all instantiated types of entity inherit. This class provides
default entity behaviour which can be inherited, overridden, or extended by specific types of entities.
All entities should have a health and poison stat, as well as a maximum health. Entities may or may
not hold a weapon.
Entity must implement the following methods:
• init (self, max health: int) -> None
Constructs a new entity with the given max health. The entity starts with its health stat
equal to max_health, its poison stat at 0, and no weapon.
• get symbol(self) -> str
Returns the symbol associated with this entity. The default for an abstract entity is "E".
• get name(self) -> str
Returns the name associated with this entity. The default for an abstract entity is "Entity".
• get health(self) -> int
Returns the entity’s current health stat.
• get poison(self) -> int
Returns the entity’s current poison stat.
• get weapon(self) -> Optional[Weapon]
Returns the weapon currently held by this entity, or None if the entity is not holding a weapon.
• equip(self, weapon: Weapon) -> None
Sets the entity’s weapon to weapon, replacing any weapon the entity is already holding.
• get weapon targets(self, position: Position) -> list[Position]
Returns the positions the entity can attack with its weapon from the given position. If the
entity doesn’t have a weapon this method should return an empty list.
9• get weapon effect(self) -> dict[str, int]
Returns the effect of the entity’s weapon. If the entity doesn’t have a weapon this method
should return an empty dictionary.
• apply effects(self, effects: dict[str, int]) -> None
Applies each of the effects described in the effects dictionary to the entity. This involves
increasing the entity’s health by any "healing" amount, reducing the entity’s health by any
"damage" amount, and increasing the entity’s poison stat by any "poison" amount. Note that
this method should not handle reducing the entity’s health by the poison stat. The entity’s
health should be capped between 0 and its max_health (inclusive).
• apply poison(self) -> None
Reduces the entity’s health by its poison amount (capping the health at 0), then reduces the
entity’s poison stat by 1 if it is above 0. If the player’s poison stat is 0, this method should do
nothing.
• is alive(self) -> bool
Returns True if the entity is still alive (its health is greater than 0) and False otherwise.
• str (self) -> str
Returns the name of this entity.
• repr (self) -> str
Returns a string which could be copied and pasted into a REPL to construct a new instance
which would look identical to the original state of self.
Examples:
>>> entity = Entity(10)
>>> entity.get_symbol()
'E'
>>> entity.get_name()
'Entity'
>>> entity.get_health()
10
>>> entity.get_poison()
0
>>> entity.get_weapon()
>>> entity.get_weapon_targets((1, 1))
[]
>>> entity.get_weapon_effect()
{}
>>> entity.equip(PoisonSword())
>>> entity.get_weapon()
PoisonSword()
>>> entity.get_weapon_targets((0, 0))
[(0, 1), (0, -1), (1, 0), (-1, 0)]
>>> entity.get_weapon_effect()
{'damage': 2, 'poison': 1}
>>> entity.apply_effects({'poison': 4, 'damage': 3})
10>>> entity.get_health()
7
>>> entity.get_poison()
4
>>> entity.apply_poison()
>>> entity.get_health()
3
>>> entity.get_poison()
3
>>> entity.apply_effects({'healing': 20})
>>> entity.get_health()
10
>>> str(entity)
'Entity'
>>> entity
Entity(10)
4.1.8 Player(Entity)
Player inherits from Entity. Player should provide almost identical behaviour to the abstract
Entity class, but with a name of "Player" and a symbol of "P".
Examples:
>>> player = Player(20)
>>> str(player)
'Player'
>>> player
Player(20)
>>> player.equip(PoisonDart())
>>> player.get_weapon_effect()
{'poison': 2}
>>> player.apply_effects({'damage': 25})
>>> player.get_health()
0
>>> player
Player(20)
4.1.9 Slug(Entity)
Slug is an abstract class which inherits from Entity and from which all instantiated types of slug
inherit. Slugs can only move (change position) every second turn, starting on the first turn of the
game. That is, slugs move on the first turn, the third turn, the fifth turn, and so on. Even though
slugs only move every second turn, they attack every turn. Slugs provide functionality to decide
how they should move. In addition to regular Entity behaviour, the Slug class must implement the
following methods:
• choose move(self, candidates: list[Position], current position: Position,
player position: Position) -> Position
Chooses and returns the position the slug should move to (from the positions in candidates or
the current_position), assuming the slug can move. In the abstract Slug class this method
should raise a NotImplementedError with the message "Slug subclasses must implement
11a choose_move method.". Subclasses of Slug must override this method with a valid implementation.
Note that this method must not mutate its arguments.
• can move(self) -> bool
Returns True if the slug can move on this turn and False otherwise.
• end turn(self) -> None
Registers that the slug has completed another turn (toggles whether the slug can move).
Examples:
>>> slug = Slug(5)
>>> slug.equip(HealingRock())
>>> slug.get_weapon_effect()
{'healing': 2}
>>> slug.can_move()
True
>>> slug.end_turn()
>>> slug.can_move()
False
>>> slug.can_move()
False
>>> slug.end_turn()
>>> slug.can_move()
True
>>> slug.choose_move([(0, 0), (1, 1)], (1, 0), (2, 4))
...
NotImplementedError: Slug subclasses must implement a choose_move method.
>>> str(slug)
'Slug'
>>> slug
Slug(5)
4.1.10 NiceSlug(Slug)
NiceSlug inherits from Slug, and represents a nice but lazy slug which stays where it is whenever
it can move. All NiceSlug instances should hold a HealingRock weapon and have a max_health
of 10. NiceSlug should not take any arguments to __init__ (beyond self). NiceSlug, as a Slug
subclass, must override the choose_move function with appropriate behaviour.
Examples:
>>> nice_slug = NiceSlug()
>>> nice_slug
NiceSlug()
>>> str(nice_slug)
'NiceSlug'
>>> nice_slug.get_health()
10
>>> nice_slug.get_weapon()
HealingRock()
>>> nice_slug.get_weapon_effect()
{'healing': 2}
12>>> nice_slug.choose_move([(0, 1), (1, 0), (1, 2), (2, 1)], (1, 1), (2, 4))
(1, 1)
4.1.11 AngrySlug(Slug)
AngrySlug inherits from Slug, and represents an angry slug that tries to move towards the player
whenever it can move. All AngrySlug instances should hold a PoisonSword weapon and have a
max_health of 5. AngrySlug should not take any arguments to __init__ (beyond self). AngrySlug,
as a Slug subclass, must override the choose_move function with appropriate behaviour.
AngrySlug instances always choose the position (out of the positions in candidates or the
current_position) which is closest (by Euclidean distance) to the player_position. If multiple
positions tie as closest to the player, the position with the lowest value (according to the < operator
on tuples) should be chosen.
Examples:
>>> angry_slug = AngrySlug()
>>> angry_slug
AngrySlug()
>>> str(angry_slug)
'AngrySlug'
>>> angry_slug.get_health()
5
>>> angry_slug.get_weapon()
PoisonSword()
>>> angry_slug.get_weapon_effect()
{'damage': 2, 'poison': 1}
>>> angry_slug.choose_move([(0, 1), (1, 0), (1, 2), (2, 1)], (1, 1), (2, 4))
(1, 2)
4.1.12 ScaredSlug(Slug)
ScaredSlug inherits from Slug, and represents a fearful slug that tries to move away from the
player whenever it can move. All ScaredSlug instances should hold a PoisonDart weapon and
have a max_health of 3. ScaredSlug should not take any arguments to __init__ (beyond self).
ScaredSlug, as a Slug subclass, must override the choose_move function with appropriate behaviour.
ScaredSlug
instances always choose the position (out of the positions in candidates or the
current_position) which is furthest (by Euclidean distance) from the player_position. If multiple
positions tie as furthest from player, the position with the highest value (according to the >
operator on tuples) should be chosen.
Examples:
>>> scared_slug = ScaredSlug()
>>> scared_slug
ScaredSlug()
>>> str(scared_slug)
'ScaredSlug'
>>> scared_slug.get_health()
3
>>> scared_slug.get_weapon()
13PoisonDart()
>>> scared_slug.get_weapon_effect()
{'poison': 2}
>>> scared_slug.choose_move([(0, 1), (1, 0), (1, 2), (2, 1)], (1, 1), (2, 4))
(1, 0)
4.1.13 SlugDungeonModel()
SlugDungeonModel models the logical state of a game of SlugDungeon. SlugDungeonModel must
implement the following methods:
• __init__(self, tiles: list[list[Tile]], slugs: dict[Position, Slug],
player: Player, player_position: Position) -> None
Initializes a new SlugDungeonModel from the provided information.
– tiles is a list of lists of Tile instances where each internal list represents a row (from
topmost to bottommost) of tiles (from leftmost to rightmost).
– slugs is a dictionary mapping slug positions to the Slug instances at those positions.
You should never change the order of this dictionary from the initial order. Operations
that apply to all slugs should be applied in the order in which the slugs appear in this
dictionary.
– player is the Player instance and player_position is the player’s starting position.
• get_tiles(self) -> list[list[Tile]]
Returns the tiles for this game in the same format provided to __init__.
• get_slugs(self) -> dict[Position, Slug]
Returns a dictionary mapping slug positions to the Slug instances at those positions.
• get_player(self) -> Player
Returns the player instance.
• get_player_position(self) -> Position
Returns the player’s current position.
• get_tile(self, position: Position) -> Tile
Returns the tile at the given position.
• get_dimensions(self) -> tuple[int, int]
Returns the dimensions of the board as (#rows, #columns).
• get_valid_slug_positions(self, slug: Slug) -> list[Position]
Returns a list of valid positions that slug can move to from its current position in the next
move. If the slug cannot move on this turn (i.e. it was able to move last turn) this method
should return an empty list. Otherwise, a slug can move to its current position or one position
up, down, left, or right of its current position if those positions exist on the board and do not
contain a blocking tile or another entity. A pre-condition to this method is that slug must be
one of the slugs in the game, and must still be alive.
• perform_attack(self, entity: Entity, position: Position) -> None
14Allows the given entity to make an attack from the given position. If entity isn’t holding
a weapon this method should do nothing. Otherwise, the entity’s weapon’s effects should be
applied to each target entity whose position is within the weapon’s target positions. Note that
the player only attacks slugs, and slugs only attack the player.
• end_turn(self) -> None
Handles the steps that should occur after the player has moved. This involves:
– Applying the player’s poison (including decremementing their poison stat).
– Applying each slug’s poison (including decrementing their poison stat). If a slug is no
longer alive after their poison is applied they should be removed from the game, and should
no longer appear in the dictionary when calling get_slugs. When a slug is removed from
the game, the tile at their final position should have its weapon set to the slug’s weapon.
– If the remaining slugs are able to move this turn, they should choose a position out of their
valid positions (or their current position) and move there. Note that, while this method
will be called directly after a player makes a move, the slugs are too slow to process that
move before making their decision. As such, they should make their choice of move based
on the player’s previous position, not their current position. If this is the first move of
the game, the player’s previous position is considered to be their current position.
– All (remaining) slugs should perform an attack from their position, and then register that
they have completed another turn.
Note that you may find it beneficial to work on this method in parallel with handle_player_move.
• handle_player_move(self, position_delta: Position) -> None
Moves the player by position_delta (by adding position_delta to the player’s position
element-wise) if the move is valid. A move is valid if it results in a position that is within
bounds for the board which does not contain a blocking tile or another entity. If the move is
valid, the player’s position should update before the following steps occur:
– If the tile at the new position contains a weapon, the player should equip the weapon and
the weapon should be removed from the tile.
– The player should perform an attack from its new position.
– The end_turn method should be called to run all other steps required for this turn.
• has_won(self) -> bool
Returns True if the player has won the game (killed all slugs and reached a goal tile), and False
otherwise.
• has_lost(self) -> bool
Returns True if the player has lost the game (is no longer alive), and False otherwise.
Examples:
>>> tiles = [
[create_tile("#"), create_tile("#"), create_tile("#"), create_tile("#")],
[create_tile("#"), create_tile(" "), create_tile(" "), create_tile("#")],
[create_tile("#"), create_tile(" "), create_tile(" "), create_tile("#")],
[create_tile("#"), create_tile("S"), create_tile("G"), create_tile("#")],
[create_tile("#"), create_tile("#"), create_tile("#"), create_tile("#")]
]
15>>> slugs = {(1, 1): AngrySlug()}
>>> player = Player(20)
>>> model = SlugDungeonModel(tiles, slugs, player, (2, 1))
>>> model.get_tiles()
[[Tile('#', True), Tile('#', True), Tile('#', True), Tile('#', True)],
[Tile('#', True), Tile(' ', False), Tile(' ', False), Tile('#', True)],
[Tile('#', True), Tile(' ', False), Tile(' ', False), Tile('#', True)],
[Tile('#', True), Tile(' ', False), Tile('G', False), Tile('#', True)],
[Tile('#', True), Tile('#', True), Tile('#', True), Tile('#', True)]]
>>> model.get_slugs()
{(1, 1): AngrySlug()}
>>> model.get_player()
Player(20)
>>> model.get_player_position()
(2, 1)
>>> model.get_tile((0, 0))
Tile('#', True)
>>> model.get_tile((2, 1))
Tile(' ', False)
>>> model.get_dimensions()
(5, 4)
>>> angry_slug = model.get_slugs().get((1, 1))
>>> angry_slug.get_health()
5
>>> angry_slug.get_weapon_effect()
{'damage': 2, 'poison': 1}
>>> player.get_health()
20
>>> angry_slug.get_poison()
0
>>> player.get_poison()
0
>>> player.get_weapon_effect()
{}
>>> model.get_valid_slug_positions(angry_slug)
[(1, 1), (1, 2)]
>>> model.perform_attack(angry_slug, (1, 1))
>>> player.get_health()
18
>>> player.get_poison()
1
>>> model.perform_attack(player, model.get_player_position())
>>> angry_slug.get_health()
5
>>> angry_slug.get_poison()
0
>>> model.handle_player_move((1, 0))
>>> player.get_health()
15
>>> player.get_poison()
1
>>> player.get_weapon() # Player picked up a weapon when it moved
16PoisonSword()
>>> player.get_weapon_effect()
{'damage': 2, 'poison': 1}
>>> player.get_weapon_targets(model.get_player_position())
[(3, 2), (3, 0), (4, 1), (2, 1)] # The slugs original position was not in the targets
>>> angry_slug.get_health() # So its health and poison remain unchanged in this attack
5
>>> angry_slug.get_poison()
0
>>> model.get_slugs() # Even though the slug moved to a target position after the attack
{(2, 1)
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