Lab 07: Object-Oriented Programming

Files: lab07.zip

Starter Files

Download lab07.zip. Inside the archive, you will find starter files for the questions in this lab, along with a copy of the Ok autograder.

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 Car class (shown above) describes the behavior and data that all Car objects have.

  • instance: a particular occurrence of a class. In Python, we create instances of a class like this:

    >>> my_car = Car('red')

    my_car is an instance of the Car class.

  • 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 Car instance self.wheels and self.color attributes. We can access attributes using dot notation:

    >>> my_car.color
    'red'
    >>> my_car.wheels
    4
  • method: 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 Car instance the methods drive and pop_tire. We call methods using dot notation:

    >>> my_car = Car('red')
    >>> my_car.drive()
    'red car goes vroom!'
  • constructor: As with data abstraction, 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 = color

    The constructor takes in one argument, color. As you can see, this constructor also creates the self.wheels and self.color attributes.

  • self: in Python, self is the first parameter for many methods (in this class, we will only use methods whose first parameter is self). When a method is called, self is bound to an instance of the class. For example:

    >>> my_car = Car('red')
    >>> car.drive()

    Notice that the drive method takes in self as an argument, but it looks like we didn't pass one in! This is because the dot notation implicitly passes in car as self for us.

Required Questions

Cars

These questions use inheritance. For an overview of inheritance, see the inheritance portion of Composing Programs.

Q1: Classy Cars

Below is the definition of a Car class that we will be using in the following WWPD questions.

Note: The Car class definition can also be found in car.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 MonsterTruck class definition can also be found in car.py.

class MonsterTruck(Car):
    size = 'Monster'

    def rev(self):
        print('Vroom! This Monster Truck is huge!')

    def drive(self):
        self.rev()
        return Car.drive(self)

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 Function if you believe the answer is <function...>, Error if it errors, and Nothing if nothing is displayed.

>>> deneros_car = Car('Tesla', 'Model S')
>>> deneros_car.model
______
>>> deneros_car.gas = 10
>>> deneros_car.drive()
______
>>> deneros_car.drive()
______
>>> deneros_car.fill_gas()
______
>>> deneros_car.gas
______
>>> Car.gas
______
>>> deneros_car = Car('Tesla', 'Model S')
>>> deneros_car.wheels = 2
>>> deneros_car.wheels
______
>>> Car.num_wheels
______
>>> deneros_car.drive()
______
>>> Car.drive()
______
>>> Car.drive(deneros_car)
______
>>> deneros_car = MonsterTruck('Monster', 'Batmobile')
>>> deneros_car.drive()
______
______
>>> Car.drive(deneros_car)
______
>>> MonsterTruck.drive(deneros_car)
______
______
>>> Car.rev(deneros_car)
______

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 the questions in this lab can be found in classes.py.
  • Some utility for the game can be found in cardgame.py, but you won't need to open or read this file. This file doesn't actually mutate any instances directly - instead, it calls methods of the different classes, maintaining a strict abstraction barrier.
  • If you want to modify your game later to add your own custom cards and decks, you can look in cards.py to 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

This game is a little involved, though not nearly as much as its namesake. Here's how it 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 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) / 2

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 - 3000/2 = 2000 - 1500 = 500
P2: 1500 - 1000/2 = 1500 - 500 = 1000

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. All effects are applied before power is calculated during that round:

  • An AI card will reduce the opponent card's attack by the opponent card's defense, and then double the opponent card's defense.
  • A Tutor card will cause the opponent to discard and re-draw the first 3 cards in their hand.
  • A TA card will swap the opponent card's attack and defense.
  • An Instructor card will add the opponent card's attack and defense to all cards in their deck and then remove all cards in the opponent's deck that share its attack or defense!

Feel free to refer back to these series of rules later on, and let's start making the game!

Q2: 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 name of the card
  • an integer as the attack value of the card
  • an integer as the defense value 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
"""

"*** YOUR CODE HERE ***"

def power(self, opponent_card):
"""
Calculate power as:
(player card's attack) - (opponent card's defense)/2
>>> staff_member = Card('staff', 400, 300)
>>> other_staff = Card('other', 300, 500)
>>> staff_member.power(other_staff)
150.0
>>> other_staff.power(staff_member)
150.0
>>> third_card = Card('third', 200, 400)
>>> staff_member.power(third_card)
200.0
>>> third_card.power(staff_member)
50.0
"""

"*** YOUR CODE HERE ***"

Use Ok to test your code:

python3 ok -q Card.__init__
python3 ok -q Card.power

Q3: 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:

  • name is 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.
  • deck is an instance of the Deck class. You can draw from it using its .draw() method.
  • hand is a list of Card instances. Each player should start with 5 cards in their hand, drawn from their deck. 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.

Call deck.draw() when implementing Player.__init__ and Player.draw. Don't worry about how this function works - leave it all to the abstraction!

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
"*** YOUR CODE HERE ***"

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!'
"*** YOUR CODE HERE ***"

def play(self, card_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
"""

"*** YOUR CODE HERE ***"

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

Submissions will be in Canvas.

It is highly recommended that you test your code before you submit it. To run all of the tests for the required questions, type:

python3 ok

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.

You can find the following questions in classes.py.

Important: For the following sections, do not overwrite any lines already provided in the code.

Q4: AIs: Defenders

Implement the effect method for AIs, which reduces the opponent card's attack by the opponent card's defense, and then doubles the opponent card's defense.

Note: The opponent card's resulting attack value cannot be negative.

class AICard(Card):
cardtype = 'AI'

def effect(self, opponent_card, player, opponent):
"""
Reduce the opponent's card's attack by its defense,
then double its defense.
>>> from cards import *
>>> player1, player2 = Player(player_deck, 'p1'), Player(opponent_deck, 'p2')
>>> opponent_card = Card('other', 300, 600)
>>> ai_test = AICard('AI', 500, 500)
>>> ai_test.effect(opponent_card, player1, player2)
>>> opponent_card.attack
0
>>> opponent_card.defense
1200
>>> opponent_card = Card('other', 600, 400)
>>> ai_test = AICard('AI', 500, 500)
>>> ai_test.effect(opponent_card, player1, player2)
>>> opponent_card.attack
200
>>> opponent_card.defense
800
"""

"*** YOUR CODE HERE ***"

Use Ok to test your code:

python3 ok -q AICard.effect

Q5: Tutors: Flummox

Implement the effect method for Tutors, which causes the opponent to discard the first 3 cards in their hand and then draw 3 new cards. You can assume that at least 3 cards in the opponent's hand and at least 3 cards in the opponent's deck.

class TutorCard(Card):
cardtype = 'Tutor'

def effect(self, opponent_card, player, opponent):
"""
Discard the first 3 cards in the opponent's hand and have
them draw the same number of cards from their deck.
>>> from cards import *
>>> player1, player2 = Player(player_deck, 'p1'), Player(opponent_deck, 'p2')
>>> opponent_card = Card('other', 500, 500)
>>> tutor_test = TutorCard('Tutor', 500, 500)
>>> initial_deck_length = len(player2.deck.cards)
>>> tutor_test.effect(opponent_card, player1, player2)
p2 discarded and re-drew 3 cards!
>>> len(player2.hand)
5
>>> len(player2.deck.cards) == initial_deck_length - 3
True
"""

"*** YOUR CODE HERE ***"
# You should add your implementation above this.
print('{} discarded and re-drew 3 cards!'.format(opponent.name))

Use Ok to test your code:

python3 ok -q TutorCard.effect

Q6: TAs: Shift

Implement the effect method for TAs, which swaps the attack and defense of the opponent's card.

class TACard(Card):
cardtype = 'TA'

def effect(self, opponent_card, player, opponent):
"""
Swap the attack and defense of an opponent's card.
>>> from cards import *
>>> player1, player2 = Player(player_deck, 'p1'), Player(opponent_deck, 'p2')
>>> opponent_card = Card('other', 300, 600)
>>> ta_test = TACard('TA', 500, 500)
>>> ta_test.effect(opponent_card, player1, player2)
>>> opponent_card.attack
600
>>> opponent_card.defense
300
"""

"*** YOUR CODE HERE ***"

Use Ok to test your code:

python3 ok -q TACard.effect

Q7: The Instructor Arrives

A new challenger has appeared! Implement the effect method for the Instructors, who add the opponent card's attack and defense to all cards in the player's deck and then removes all cards in the opponent's deck that have the same attack or defense as the opponent's card.

Note: If you mutate a list while iterating through it, you may run into trouble. Try iterating through a copy of the list instead. You can use slicing to make a copy of a list:

  >>> original = [1, 2, 3, 4]
  >>> copy = original[:]
  >>> copy
  [1, 2, 3, 4]
  >>> copy is original
  False
class InstructorCard(Card):
cardtype = 'Instructor'

def effect(self, opponent_card, player, opponent):
"""
Adds the attack and defense of the opponent's card to
all cards in the player's deck, then removes all cards
in the opponent's deck that share an attack or defense
stat with the opponent's card.
>>> test_card = Card('card', 300, 300)
>>> instructor_test = InstructorCard('Instructor', 500, 500)
>>> opponent_card = test_card.copy()
>>> test_deck = Deck([test_card.copy() for _ in range(8)])
>>> player1, player2 = Player(test_deck.copy(), 'p1'), Player(test_deck.copy(), 'p2')
>>> instructor_test.effect(opponent_card, player1, player2)
3 cards were discarded from p2's deck!
>>> [(card.attack, card.defense) for card in player1.deck.cards]
[(600, 600), (600, 600), (600, 600)]
>>> len(player2.deck.cards)
0
"""

orig_opponent_deck_length = len(opponent.deck.cards)
"*** YOUR CODE HERE ***"
# You should add your implementation above this.
discarded = orig_opponent_deck_length - len(opponent.deck.cards)
if discarded:
print('{} cards were discarded from {}\'s deck!'.format(discarded, opponent.name))
return

Use Ok to test your code:

python3 ok -q InstructorCard.effect

After you complete this problem, we'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!

Additional Practice

Accounts

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

Q8: 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
"*** YOUR CODE HERE ***"

Use Ok to test your code:

python3 ok -q Account

Q9: 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 those 2 free withdrawals remaining, but no fee for the withdrawal will be charged.

Note: You only need to define methods that behave differently in the FreeChecking class from the Account class.

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
'Insufficient funds'
>>> ch.withdraw(3) # And the second
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

"*** YOUR CODE HERE ***"

Use Ok to test your code:

python3 ok -q FreeChecking

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