Lab 7 Solutions
Solution Files
Topics
Consult this section if you need a refresher on the material for this lab. It's okay to skip directly to the questions and refer back here should you get stuck.
Object-Oriented Programming
Object-oriented programming (OOP) is a style of programming that
allows you to think of code in terms of "objects." Here's an example of
a Car class:
class Car:
num_wheels = 4
def __init__(self, color):
self.wheels = Car.num_wheels
self.color = color
def drive(self):
if self.wheels <= Car.num_wheels:
return self.color + ' car cannot drive!'
return self.color + ' car goes vroom!'
def pop_tire(self):
if self.wheels > 0:
self.wheels -= 1
Here's some terminology:
- class: a blueprint for how to build a certain type of object.
The
Carclass (shown above) describes the behavior and data that allCarobjects have. instance: a particular occurrence of a class. In Python, we create instances of a class like this:
>>> my_car = Car('red')my_caris an instance of theCarclass.data attributes: a variable that belongs to the instance (also called instance variables). Think of a data attribute as a quality of the object: cars have wheels and color, so we have given our
Carinstanceself.wheelsandself.colorattributes. We can access attributes using dot notation:>>> my_car.color 'red' >>> my_car.wheels 4method: Methods are just like normal functions, except that they are bound to an instance. Think of a method as a "verb" of the class: cars can drive and also pop their tires, so we have given our
Carinstance the methodsdriveandpop_tire. We call methods using dot notation:>>> my_car = Car('red') >>> my_car.drive() 'red car goes vroom!'constructor: Constructors build an instance of the class. The constructor for car objects is
Car(color). When Python calls that constructor, it immediately calls the__init__method. That's where we initialize the data attributes:def __init__(self, color): self.wheels = Car.num_wheels self.color = colorThe constructor takes in one argument,
color. As you can see, this constructor also creates theself.wheelsandself.colorattributes.self: in Python,selfis the first parameter for many methods (in this class, we will only use methods whose first parameter isself). When a method is called,selfis bound to an instance of the class. For example:>>> my_car = Car('red') >>> car.drive()Notice that the
drivemethod takes inselfas an argument, but it looks like we didn't pass one in! This is because the dot notation implicitly passes incarasselffor us.
To avoid redefining attributes and methods for similar classes, we can write a single base class from which the similar classes inherit. For example, we can write a class called Pet and define Dog as a subclass of Pet:
class Pet:
def __init__(self, name, owner):
self.is_alive = True # It's alive!!!
self.name = name
self.owner = owner
def eat(self, thing):
print(self.name + " ate a " + str(thing) + "!")
def talk(self):
print(self.name)
class Dog(Pet):
def talk(self):
super().talk()
print('This Dog says woof!')
Inheritance represents a hierarchical relationship between two or more
classes where one class is a more specific version of the other:
a dog is a pet
(We use is a to describe this sort of relationship in OOP languages,
and not to refer to the Python is operator).
Since Dog inherits from Pet, the Dog class will also inherit the
Pet class's methods, so we don't have to redefine __init__ or eat.
We do want each Dog to talk in a Dog-specific way,
so we can override the talk method.
We can use super() to refer to the superclass of self,
and access any superclass methods as if we were an instance of the superclass.
For example, super().talk() in the Dog class will call the talk()
method from the Pet class, but passing the Dog instance as the self.
This is a little bit of a simplification,
and if you're interested you can read more
in the
Python documentation
on super.
Required Questions
Getting Started Videos
These videos may provide some helpful direction for tackling the coding problems on this assignment.
To see these videos, you should be logged into your berkeley.edu email.
What Would Python Display?
These questions use inheritance. For an overview of inheritance, see the inheritance portion of Composing Programs.
Q1: WWPD: Classy Cars
Below is the definition of a Car class that we will be using in the following WWPD questions.
Note: The
Carclass definition can also be found incar.py.
class Car:
num_wheels = 4
gas = 30
headlights = 2
size = 'Tiny'
def __init__(self, make, model):
self.make = make
self.model = model
self.color = 'No color yet. You need to paint me.'
self.wheels = Car.num_wheels
self.gas = Car.gas
def paint(self, color):
self.color = color
return self.make + ' ' + self.model + ' is now ' + color
def drive(self):
if self.wheels < Car.num_wheels or self.gas <= 0:
return 'Cannot drive!'
self.gas -= 10
return self.make + ' ' + self.model + ' goes vroom!'
def pop_tire(self):
if self.wheels > 0:
self.wheels -= 1
def fill_gas(self):
self.gas += 20
return 'Gas level: ' + str(self.gas)
For the later unlocking questions, we will be referencing the MonsterTruck
class below.
Note: The
MonsterTruckclass definition can also be found incar.py.
class MonsterTruck(Car):
size = 'Monster'
def rev(self):
print('Vroom! This Monster Truck is huge!')
def drive(self):
self.rev()
return super().drive()
You can find the unlocking questions below.
Use Ok to test your knowledge with the following "What Would Python Display?" questions:
python3 ok -q wwpd-car -u
Important: For all WWPD questions, type
Functionif you believe the answer is<function...>,Errorif it errors, andNothingif nothing is displayed.
>>> deneros_car = Car('Tesla', 'Model S')
>>> deneros_car.model
______'Model S'
>>> deneros_car.gas = 10
>>> deneros_car.drive()
______'Tesla Model S goes vroom!'
>>> deneros_car.drive()
______'Cannot drive!'
>>> deneros_car.fill_gas()
______'Gas level: 20'
>>> deneros_car.gas
______20
>>> Car.gas
______30
>>> deneros_car = Car('Tesla', 'Model S')
>>> deneros_car.wheels = 2
>>> deneros_car.wheels
______2
>>> Car.num_wheels
______4
>>> deneros_car.drive()
______'Cannot drive!'
>>> Car.drive()
______Error (TypeError)
>>> Car.drive(deneros_car)
______'Cannot drive!'
>>> deneros_car = MonsterTruck('Monster', 'Batmobile')
>>> deneros_car.drive()
______Vroom! This Monster Truck is huge!
'Monster Batmobile goes vroom!'
>>> Car.drive(deneros_car)
______'Monster Batmobile goes vroom!'
>>> MonsterTruck.drive(deneros_car)
______Vroom! This Monster Truck is huge!
'Monster Batmobile goes vroom!'
>>> Car.rev(deneros_car)
______Error (AttributeError)
Coding Practice
Let's say we'd like to model a bank account that can handle interactions
such as depositing funds or gaining interest on current funds.
In the following questions, we will be building off of the Account class.
Here's our current definition of the class:
class Account:
"""An account has a balance and a holder.
>>> a = Account('John')
>>> a.deposit(10)
10
>>> a.balance
10
>>> a.interest
0.02
>>> a.time_to_retire(10.25) # 10 -> 10.2 -> 10.404
2
>>> a.balance # balance should not change
10
>>> a.time_to_retire(11) # 10 -> 10.2 -> ... -> 11.040808032
5
>>> a.time_to_retire(100)
117
"""
max_withdrawal = 10
interest = 0.02
def __init__(self, account_holder):
self.balance = 0
self.holder = account_holder
def deposit(self, amount):
self.balance = self.balance + amount
return self.balance
def withdraw(self, amount):
if amount > self.balance:
return "Insufficient funds"
if amount > self.max_withdrawal:
return "Can't withdraw that amount"
self.balance = self.balance - amount
return self.balance
Q2: Retirement
Add a time_to_retire method to the Account class.
This method takes in an amount and returns how many years the holder would
need to wait in order for the current balance to grow to at least amount,
assuming that the bank adds balance times the interest rate to the total
balance at the end of every year.
def time_to_retire(self, amount):
"""Return the number of years until balance would grow to amount."""
assert self.balance > 0 and amount > 0 and self.interest > 0
future = self.balance
years = 0
while future < amount:
future += self.interest * future
years += 1
return years
Use Ok to test your code:
python3 ok -q Account
We take of our current balance, and simulate the growth from interest over many years. We stop once we hit the target value.
Note that the problem solving procedure does not differ very much from an non OOP problem. The main difference here is make sure that we do not change the account balance while in the process of calculating the future balance. Therefore, something along these lines is necessary:
future = self.balance
Video walkthrough:
Q3: FreeChecking
Implement the FreeChecking class, which is like the Account class from
lecture except that it charges a withdraw fee after 2 withdrawals.
If a withdrawal is unsuccessful, it still counts towards the number of free
withdrawals remaining, but no fee for the withdrawal will be charged.
Hint: Don't forget that
FreeCheckinginherits fromAccount! Check the Inheritance section in Topics for a refresher.
class FreeChecking(Account):
"""A bank account that charges for withdrawals, but the first two are free!
>>> ch = FreeChecking('Jack')
>>> ch.balance = 20
>>> ch.withdraw(100) # First one's free. Still counts as a free withdrawal even though it was unsuccessful
'Insufficient funds'
>>> ch.withdraw(3) # Second withdrawal is also free
17
>>> ch.balance
17
>>> ch.withdraw(3) # Ok, two free withdrawals is enough
13
>>> ch.withdraw(3)
9
>>> ch2 = FreeChecking('John')
>>> ch2.balance = 10
>>> ch2.withdraw(3) # No fee
7
>>> ch.withdraw(3) # ch still charges a fee
5
>>> ch.withdraw(5) # Not enough to cover fee + withdraw
'Insufficient funds'
"""
withdraw_fee = 1
free_withdrawals = 2
def __init__(self, account_holder):
super().__init__(account_holder)
self.withdrawals = 0
def withdraw(self, amount):
self.withdrawals += 1
fee = 0
if self.withdrawals > self.free_withdrawals:
fee = self.withdraw_fee
return super().withdraw(amount + fee)
# Alternative solution where you don't need to include init.
# Check out the video solution for more.
def withdraw(self, amount):
self.free_withdrawals -= 1
if self.free_withdrawals >= 0:
return super().withdraw(amount)
return super().withdraw(amount + self.withdraw_fee)
Use Ok to test your code:
python3 ok -q FreeChecking
We can take advantage of inheritance to make sure we add just what we need
to withdraw.
- For starters, a withdrawal with a fee is the same as the original
withdraw amount plus the amount from the fee. We can therefore represent
a
FreeCheckingwithdraw as a "regular"Accountwithdraw in this way. - On top of the note from before, we need to do a little bit of extra bookkeeping to make sure the first few withdrawals do not add the extra fee. We can either create a new instance attribute or modify an existing one.
Video walkthrough:
Magic: the Lambda-ing
In the next part of this lab, we will be implementing a card game! This game is inspired by the similarly named Magic: The Gathering.
Once you've implemented the game, you can start it by typing:
python3 cardgame.py
While playing the game, you can exit it and return to the command line
with Ctrl-C or Ctrl-D.
This game uses several different files.
- Code for all questions can be found in
classes.py. - The game loop can be found in
cardgame.py, and is responsible for running the game. You won't need to open or read this file to receive full credit. - If you want to modify your game later to add your own custom cards and decks,
you can look in
cards.pyto see all the standard cards and the default deck; here, you can add more cards and change what decks you and your opponent use. If you're familiar with the original game, you may notice the cards were not created with balance in mind, so feel free to modify the stats and add or remove cards as desired.
Rules of the Game
Here's how the game goes:
There are two players. Each player has a hand of cards and a deck, and at the start of each round, each player draws a random card from their deck. If a player's deck is empty when they try to draw, they will automatically lose the game.
Cards have a name, an attack value, and a defense value. Each round, each player chooses one card to play from their own hands. The cards' power values are then calculated and compared. The card with the higher power wins the round. Each played card's power value is calculated as follows:
(player card's attack) - (opponent card's defense)
For example, let's say Player 1 plays a card with 2000 attack and 1000 defense and Player 2 plays a card with 1500 attack and 3000 defense. Their cards' powers are calculated as:
P1: 2000 - 3000 = 2000 - 3000 = -1000
P2: 1500 - 1000 = 1500 - 1000 = 500
So Player 2 would win this round.
The first player to win 8 rounds wins the match!
However, there are a few effects we can add (in the optional questions section) to make this game a more interesting. A card can be of type AI, Tutor, TA, or Instructor, and each type has a different effect when they are played. Note that when a card is played, the card is removed from the player's hand. This means that the card is no longer in the hand when the effect takes place. All effects are applied before power is calculated during that round:
- An
AICardwill allow you to add the top two cards of your deck to your hand via drawing. - A
TutorCardwill add a copy of the first card in your hand to your hand, at the cost of automatically losing the current round. - A
TACarddiscards the card with the highestpowerin your hand, and adds the discarded card's attack and defense to the playedTACard's stats. - An
InstructorCardcan survive multiple rounds, as long as it has a non-negativeattackordefense. However, at the beginning of each round that it is played, its attack and defense are reduced by 1000 each.
Feel free to refer back to these series of rules later on, and let's start making the game!
Q4: Making Cards
To play a card game, we're going to need to have cards, so let's make some!
We're gonna implement the basics of the Card class first.
First, implement the Card class' constructor in classes.py. This constructor
takes three arguments:
- a string as the
nameof the card - an integer as the
attackvalue of the card - an integer as the
defensevalue of the card
Each Card instance should keep track of these values
using instance attributes called name, attack, and defense.
You should also implement the power method in Card,
which takes in another card as an input and calculates the current card's power.
Refer to the Rules of the Game
if you'd like a refresher on how power is calculated.
class Card:
cardtype = 'Staff'
def __init__(self, name, attack, defense):
"""
Create a Card object with a name, attack,
and defense.
>>> staff_member = Card('staff', 400, 300)
>>> staff_member.name
'staff'
>>> staff_member.attack
400
>>> staff_member.defense
300
>>> other_staff = Card('other', 300, 500)
>>> other_staff.attack
300
>>> other_staff.defense
500
"""
self.name = name
self.attack = attack
self.defense = defense
def power(self, opponent_card):
"""
Calculate power as:
(player card's attack) - (opponent card's defense)
>>> staff_member = Card('staff', 400, 300)
>>> other_staff = Card('other', 300, 500)
>>> staff_member.power(other_staff)
-100
>>> other_staff.power(staff_member)
0
>>> third_card = Card('third', 200, 400)
>>> staff_member.power(third_card)
0
>>> third_card.power(staff_member)
-100
"""
return self.attack - opponent_card.defense
Use Ok to test your code:
python3 ok -q Card.__init__
python3 ok -q Card.power
Q5: Making a Player
Now that we have cards, we can make a deck, but we still need players to
actually use them. We'll now fill in the implementation of the Player class.
A Player instance has three instance attributes:
nameis the player's name. When you play the game, you can enter your name, which will be converted into a string to be passed to the constructor.deckis an instance of theDeckclass. You can draw from it using its.draw()method.handis a list ofCardinstances. Each player should start with 5 cards in their hand, drawn from theirdeck. Each card in the hand can be selected by its index in the list during the game. When a player draws a new card from the deck, it is added to the end of this list.
Complete the implementation of the constructor for Player so that self.hand
is set to a list of 5 cards drawn from the player's deck.
Next, implement the draw and play methods in the Player class. The
draw method draws a card from the deck and adds it to the
player's hand. The play method removes and returns a card from the player's hand at the
given index.
Hint: use methods from the
Deckclass wherever possible when attempting to draw from thedeckwhen implementingPlayer.__init__andPlayer.draw.
class Player:
def __init__(self, deck, name):
"""Initialize a Player object.
A Player starts the game by drawing 5 cards from their deck. Each turn,
a Player draws another card from the deck and chooses one to play.
>>> test_card = Card('test', 100, 100)
>>> test_deck = Deck([test_card.copy() for _ in range(6)])
>>> test_player = Player(test_deck, 'tester')
>>> len(test_deck.cards)
1
>>> len(test_player.hand)
5
"""
self.deck = deck
self.name = name
self.hand = [deck.draw() for _ in range(5)]
def draw(self):
"""Draw a card from the player's deck and add it to their hand.
>>> test_card = Card('test', 100, 100)
>>> test_deck = Deck([test_card.copy() for _ in range(6)])
>>> test_player = Player(test_deck, 'tester')
>>> test_player.draw()
>>> len(test_deck.cards)
0
>>> len(test_player.hand)
6
"""
assert not self.deck.is_empty(), 'Deck is empty!'
self.hand.append(self.deck.draw())
def play(self, index):
"""Remove and return a card from the player's hand at the given INDEX.
>>> from cards import *
>>> test_player = Player(standard_deck, 'tester')
>>> ta1, ta2 = TACard("ta_1", 300, 400), TACard("ta_2", 500, 600)
>>> tutor1, tutor2 = TutorCard("t1", 200, 500), TutorCard("t2", 600, 400)
>>> test_player.hand = [ta1, ta2, tutor1, tutor2]
>>> test_player.play(0) is ta1
True
>>> test_player.play(2) is tutor2
True
>>> len(test_player.hand)
2
"""
return self.hand.pop(index)
Use Ok to test your code:
python3 ok -q Player.__init__
python3 ok -q Player.draw
python3 ok -q Player.play
After you complete this problem, you'll be able to play a working version of the game! Type:
python3 cardgame.py
to start a game of Magic: The Lambda-ing!
This version doesn't have the effects for different cards yet. To get those working, you can implement the optional questions below.
Submit
Make sure to submit this assignment by running:
python3 ok --submit
Optional Questions
To make the card game more interesting, let's add effects to our cards!
We can do this by implementing an effect function for each card class,
which takes in the opponent card, the current player, and the opponent player. Remember that by the time effect is called, the played card is no longer in the player's hand.
You can find the following questions in classes.py.
Important: For the following sections, do not overwrite any lines already provided in the code.
Q6: AIs: Resourceful Resources
In the AICard class, implement the effect method for AIs. An AICard will allow you
to add the top two cards of your deck to your hand via drawing from your deck.
Once you have finished writing your code for this problem, set
implementedtoTrueso that the text is printed when playing anAICard! This is specifically for theAICard! For future questions, make sure to look at the problem description carefully to know when to reassign any pre-designated variables.
class AICard(Card):
cardtype = 'AI'
def effect(self, opponent_card, player, opponent):
"""
Add the top two cards of your deck to your hand via drawing.
Once you have finished writing your code for this problem,
set implemented to True so that the text is printed when
playing an AICard.
>>> from cards import *
>>> player1, player2 = Player(standard_deck.copy(), 'p1'), Player(standard_deck.copy(), 'p2')
>>> opponent_card = Card("other", 500, 500)
>>> test_card = AICard("AI Card", 500, 500)
>>> initial_deck_length = len(player1.deck.cards)
>>> initial_hand_size = len(player1.hand)
>>> test_card.effect(opponent_card, player1, player2)
AI Card allows me to draw two cards!
>>> initial_hand_size == len(player1.hand) - 2
True
>>> initial_deck_length == len(player1.deck.cards) + 2
True
"""
implemented = False
player.draw()
player.draw()
implemented = True # You should add your implementation above this.
if implemented:
print(f"{self.name} allows me to draw two cards!")
Use Ok to test your code:
python3 ok -q AICard.effect
Q7: Tutors: Sneaky Search
In the TutorCard class, implement the effect method for Tutors.
A TutorCard will add a copy of the first card in your hand to
your hand, at the cost of automatically losing the current round. Note that if there are no
cards in hand, a TutorCard will not add any cards to the hand,
but must still lose the round.
To implement the "losing" functionality, it is sufficient to override
Card'spowermethod to return-float('inf')in theTutorCardclass. In addition, be sure to add copies of cards, instead of the chosen card itself! Class methods may come in handy.
class TutorCard(Card):
cardtype = 'Tutor'
def effect(self, opponent_card, player, opponent):
"""
Add a copy of the first card in your hand
to your hand, at the cost of losing the current
round. If there are no cards in hand, this card does
not add any cards, but still loses the round. To
implement the second part of this effect, a Tutor
card's power should be less than all non-Tutor cards.
>>> from cards import *
>>> player1, player2 = Player(standard_deck.copy(), 'p1'), Player(standard_deck.copy(), 'p2')
>>> opponent_card = Card("other", 500, 500)
>>> test_card = TutorCard("Tutor Card", 10000, 10000)
>>> player1.hand = [Card("card1", 0, 100), Card("card2", 100, 0)]
>>> test_card.effect(opponent_card, player1, player2)
Tutor Card allows me to add a copy of a card to my hand!
>>> print(player1.hand)
[card1: Staff, [0, 100], card2: Staff, [100, 0], card1: Staff, [0, 100]]
>>> player1.hand[0] is player1.hand[2] # must add a copy!
False
>>> player1.hand = []
>>> test_card.effect(opponent_card, player1, player2)
>>> print(player1.hand) # must not add a card if not available
[]
>>> test_card.power(opponent_card) < opponent_card.power(test_card)
True
"""
added = False
if len(player.hand) > 0:
player.hand += [player.hand[0].copy()]
added = True # You should add your implementation above this.
if added:
print(f"{self.name} allows me to add a copy of a card to my hand!")
def power(self, opponent_card):
return -float("inf")
Use Ok to test your code:
python3 ok -q TutorCard.effect
Q8: TAs: Power Transfer
In the TACard class, implement the effect method for TAs.
A TACard discards the card with the highest power in
your hand, and adds the discarded card's attack and defense
to the played TACard's stats. Discarding a card removes
the card from your hand. If there are no cards in hand, the
TACard should not do anything for its effect.
class TACard(Card):
cardtype = 'TA'
def effect(self, opponent_card, player, opponent, arg=None):
"""
Discard the card with the highest `power` in your hand,
and add the discarded card's attack and defense
to this card's own respective stats.
>>> from cards import *
>>> player1, player2 = Player(standard_deck.copy(), 'p1'), Player(standard_deck.copy(), 'p2')
>>> opponent_card = Card("other", 500, 500)
>>> test_card = TACard("TA Card", 500, 500)
>>> player1.hand = []
>>> test_card.effect(opponent_card, player1, player2) # if no cards in hand, no effect.
>>> print(test_card.attack, test_card.defense)
500 500
>>> player1.hand = [Card("card1", 0, 100), TutorCard("tutor", 10000, 10000), Card("card3", 100, 0)]
>>> test_card.effect(opponent_card, player1, player2) # must use card's power method.
TA Card discards card3 from my hand to increase its own power!
>>> print(player1.hand)
[card1: Staff, [0, 100], tutor: Tutor, [10000, 10000]]
>>> print(test_card.attack, test_card.defense)
600 500
"""
best_card = None
if len(player.hand) > 0:
best_card = max(player.hand, key = lambda c: c.power(opponent_card))
self.attack += best_card.attack
self.defense += best_card.defense
player.hand.remove(best_card) # You should add your implementation above this.
if best_card:
print(f"{self.name} discards {best_card.name} from my hand to increase its own power!")
Use Ok to test your code:
python3 ok -q TACard.effect
Q9: Instructors: Immovable
In the InstructorCard class, implement the effect method for Instructors.
An InstructorCard can survive multiple rounds, as long as it has a non-negative attack
or defense at the end of a round. However, at the beginning of each
round that it is played (including the first time!), its attack and defense are permanently reduced by 1000 each.
To implement the "survive" functionality, the
InstructorCardshould re-add itself to the player's hand.
class InstructorCard(Card):
cardtype = 'Instructor'
def effect(self, opponent_card, player, opponent, arg=None):
"""
Survives multiple rounds, as long as it has a non-negative
attack or defense at the end of a round. At the beginning of the round,
its attack and defense are permanently reduced by 1000 each.
If this card would survive, it is added back to the hand.
>>> from cards import *
>>> player1, player2 = Player(standard_deck.copy(), 'p1'), Player(standard_deck.copy(), 'p2')
>>> opponent_card = Card("other", 500, 500)
>>> test_card = InstructorCard("Instructor Card", 1000, 1000)
>>> player1.hand = [Card("card1", 0, 100)]
>>> test_card.effect(opponent_card, player1, player2)
Instructor Card returns to my hand!
>>> print(player1.hand) # survives with non-negative attack
[card1: Staff, [0, 100], Instructor Card: Instructor, [0, 0]]
>>> player1.hand = [Card("card1", 0, 100)]
>>> test_card.effect(opponent_card, player1, player2)
>>> print(player1.hand)
[card1: Staff, [0, 100]]
>>> print(test_card.attack, test_card.defense)
-1000 -1000
"""
re_add = False
self.attack -= 1000
self.defense -= 1000
if max(self.attack, self.defense) >= 0:
re_add = True
player.hand += [self] # You should add your implementation above this.
if re_add:
print(f"{self.name} returns to my hand!")
Use Ok to test your code:
python3 ok -q InstructorCard.effect
After you complete this problem, you'll have a fully functional game of Magic: The Lambda-ing! This doesn't have to be the end, though; we encourage you to get creative with more card types, effects, and even adding more custom cards to your deck!