Lab Check-Off
Q1: To Tree or Not to Tree
Sign up for checkoffs in your lab if you’d like to get credit for this week’s checkoff.
Say you have some function defined as follows:
1 | def sum_tree(t): |
Does this work? Why or why not? Some key points to think about:
- What type of data are we trying to return?
- Are we passing in the correct type of data into sum_tree in each recursive call?
- What kind of data is t?
We need to return the sum of the labels of tree, which is obviously a number.
Object-Oriented Programming
In this lab we’ll be diving into object-oriented programming (OOP), a model of programming that allows you to think of data in terms of “objects” with their own characteristics and actions, just like objects in real life! This is very powerful and allows you to create objects that are specific to your program - you can read up on all the details here.
OOP Example: Car Class
Professor DeNero is running late, and needs to get from San Francisco to Berkeley before lecture starts. He’d take BART, but that will take too long. It’d be great if he had a car. A monster truck would be best, but a car will do – for now…
In car.py
, you’ll find a class called Car
. A class is a blueprint for creating objects of that type. In this case, the Car
class statement tells us how to create Car
objects.
Constructor
Let’s build Professor DeNero a car! Don’t worry, you won’t need to do any physical work – the constructor will do it for you. The constructor of a class is a function that creates an instance, or a single occurrence, of the object outlined by the class. In Python, the constructor method is named init. Note that there must be two underscores on each side of init. The Car class’ constructor looks like this:
1 | def __init__(self, make, model): |
The __init__
method for Car
has three parameters. The first one, self
, is automatically bound to the newly created Car
object. The second and third parameters, make
and model
, are bound to the arguments passed to the constructor, meaning when we make a Car
object, we must provide two arguments. Don’t worry about the code inside the body of the constructor for now.
Let’s make our car. Professor DeNero would like to drive a Tesla Model S to lecture. We can construct an instance of Car
with 'Tesla'
as the make and 'Model S'
as the model
. Rather than calling __init__
explicitly, Python allows us to make an instance of a class by using the name of the class.
1 | >>> deneros_car = Car('Tesla', 'Model S') |
Here, 'Tesla'
is passed in as the make
, and 'Model S'
as the model
. Note that we don’t pass in an argument for self
, since its value is always the object being created. An object
is an instance of a class. In this case, deneros_car
is now bound to a Car
object or, in other words, an instance of the Car
class.
Attributes
So how are the make
and model
of Professor DeNero’s car actually stored? Let’s talk about attributes of instances and classes. Here’s a snippet of the code in car.py
with the instance and class attributes in the Car
class:
1 | class Car(object): |
In the first two lines of the constructor, the name self.make
is bound to the first argument passed to the constructor and self.model
is bound to the second. These are two examples of instance attributes. An instance attribute is a quality or variable that is specific to an instance, and not the class itself! Instance attributes are accessed using dot notation (separating the instance and attribute with a period) with an instance. In this case, self is bound to our instance, so self.model
references our instance’s model.
Our car has other instance attributes too, like color
and wheels
. As instance attributes, the make, model, and color of deneros_car
do not affect the make, model, and color of other cars.
On the other hand, a class attribute is a quality that is shared among all instances of the class. For example, the Car
class has four class attributes defined at the beginning of a class: num_wheels = 4
, gas = 30
, headlights = 2
and size = 'Tiny'
. The first says that all cars have 4
wheels.
You might notice in the __init__
method of the Car
class, the instance attribute gas
is initialized to the value of Car.gas
, the class attribute. Why don’t we just use the class attribute, then? The reason is because each Car
‘s gas
attribute needs to be able to change independently of each other. If one Car
drives for a while, it should use up some gas
, and that Car
instance should reflect that by having a lower gas
value. However, all other Car
s shouldn’t lose any gas
, and changes to a class attribute will affect all instances of the class.
Dot Notation
Class attributes can also be accessed using dot notation, both on an instance and on the class name itself. For example, we can access the class attribute size
of Car
like this:
1 | >>> Car.size |
And in the following line, we access deneros_car’s color attribute:
1 | >>> deneros_car.color |
Looks like we need to paint deneros_car!
Methods
Let’s use the paint
method from the Car
class. Methods are functions that are specific to a class; only an instance of the class can use them. We’ve already seen one method: __init__
! Think of methods as actions or abilities of objects. How do we call methods on an instance? You guessed it, dot notation!
1 | >>> deneros_car.paint('black') |
Awesome! But if you take a look at the paint
method, it takes two parameters. So why don’t we need to pass two arguments? Just like we’ve seen with __init__
, all methods of a class have a self
parameter to which Python automatically binds the instance that is calling that method. Here, deneros_car
is bound to self
so that the body of paint
can access its attributes!
You can also call methods using the class name and dot notation; for example,
1 | >>> Car.paint(deneros_car, 'red') |
Notice that unlike when we painted Professor DeNero’s car black, this time we had to pass in two arguments: one for self
and one for color
. This is because when you call a method using dot notation from an instance, Python knows what instance to automatically bind to self
. However, when you call a method using dot notation from the class, Python doesn’t know which instance of Car
we want to paint, so we have to pass that in as well.
Inheritance
Professor DeNero’s red Tesla is pretty cool, but he wants a bigger car! How about we create a monster truck for him instead? In car.py
, we’ve defined a MonsterTruck
class. Let’s look at the code for MonsterTruck
:
1 | class MonsterTruck(Car): |
Wow! The truck may be big, but the source code is tiny! Let’s make sure that the truck still does what we expect it to do. Let’s create a new instance of Professor DeNero’s monster truck:
1 | >>> deneros_truck = MonsterTruck('Monster Truck', 'XXL') |
Does it behave as you would expect a Car
to? Can you still paint it?
Is it even drivable?
Well, the class MonsterTruck
is defined as class MonsterTruck(Car)
:, meaning its superclass is Car
. Likewise, the class MonsterTruck
is a subclass of the Car
class. That means the MonsterTruck
class inherits all the attributes and methods that were defined in Car
, including its constructor!
Inheritance makes setting up a hierarchy of classes easier because the amount of code you need to write to define a new class of objects is reduced. You only need to add (or override) new attributes or methods that you want to be unique from those in the superclass.
1 | >>> deneros_car.size |
Wow, what a difference in size! This is because the class attribute size
of MonsterTruck
overrides the size
class attribute of Car
, so all MonsterTruck
instances are ‘Monster'
-sized.
In addition, the drive
method in MonsterTruck
overrides the one in Car
. To show off all MonsterTruck
instances, we defined a rev
method specific to MonsterClass
. Regular Cars
cannot rev
! Everything else – the constructor __init__
, paint
, num_wheels
, gas
– are inherited from Car
.
Magic: The lambda-ing
In the next part of this lab, we will be implementing a card game!
You can start the game by typing:
1 | python3 cardgame.py |
This game doesn’t work yet. If we run this right now, the code will error, since we haven’t implemented anything yet. When it’s working, you can exit the game 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 incardgame.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. The cards were not created with balance in mind, so feel free to modify the stats and add/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 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 stat, and a defense stat. 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:
1 | (player card's attack) - (opponent card's defense) / 2 |
For example, let’s say Player 1 plays a card with 2000 ATK/1000 DEF and Player 2 plays a card with 1500 ATK/3000 DEF. Their cards’ powers are calculated as:
1 | P1: 2000 - 3000/2 = 2000 - 1500 = 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 bit more interesting. Cards are split into Tutor, TA, and Professor types, and each type has a different effect when they’re played. All effects are applied before power is calculated during that round:
- A Tutor will cause the opponent to discard and re-draw the first 3 cards in their hand.
- A TA will swap the opponent card’s attack and defense.
- A Professor adds 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!
These are a lot of rules to remember, so refer back here if you need to review them, and let’s start making the game
Q3: 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:
- the
name
of the card, a string - the
attack
stat of the card, an integer - the
defense
stat of the card, an integer
EachCard
instance should keep track of these values using instance attributes calledname
,attack
, anddefense
.
You should also implement the power
method in Card
, which takes in another card as an input and calculates the current card’s power. Check the Rules section if you want a refresher on how power is calculated.
1 | class Card(object): |
Q4: 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 theDeck
class. You can draw from it using its.draw()
method.hand
is a list ofCard
instances. 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 forPlayer
so thatself.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!
1 | class Player(object): |
After you complete this problem, you’ll be able to play a working version of the game! Type
1 | 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, try out the optional questions below.
Optional Questions
For the following sections, do not overwrite any lines already provided in the code. Additionally, make sure to uncomment any calls to print once you have implemented each method. These are used to display information to the user, and changing them may cause you to fail tests that you would otherwise pass.
Q5: Tutors: Flummox
To really make this card game interesting, our cards should have effects! We’ll do this with the effect
function for cards, which takes in the opponent card, the current player, and the opponent player.
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. Assume there at least 3 cards in the opponent’s hand and at least 3 cards in the opponent’s deck.
Remember to uncomment the call to print
once you’re done!
1 | class TutorCard(Card): |
Q6: TAs: Shift
Let’s add an effect for TAs now! Implement the effect
method for TAs, which swaps the attack and defense of the opponent’s card.
1 | class TACard(Card): |
Q7: The Professor Arrives
A new challenger has appeared! Implement the effect
method for the Professor, who adds 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: You might run into trouble when you mutate a list as you’re iterating through it. Try iterating through a copy instead! You can use slicing to copy a list:
1 | >>> lst = [1, 2, 3, 4] |
1 | class ProfessorCard(Card): |
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!