Commit d3f736f6 authored by Brady James Garvin's avatar Brady James Garvin
Browse files

Initial commit.

from __future__ import division
from copy import deepcopy
from random import choice, uniform
from enum import Enum
class Place(object):
A Place holds bees and is linked to other Places.
def __init__(self, world_x, world_y):
Create a Place at the given x and y coordinates.
self.world_x = world_x
self.world_y = world_y
self.sources = []
self.destinations = []
self.bees = []
def connect_to(self, place):
Create a connection between this Place and the one given; Bees will
travel from this Place to the other one.
def get_defender(self):
Return the ant defending this place, if any.
return None
def add_insect(self, insect):
Add an Insect to this Place.
A plain Place can only hold bees. There can be any number of Bees in a
assert isinstance(insect, Bee), \
'The place {place} cannot hold {added} of the type {kind}' \
.format(place=self, added=insect, kind=type(insect).__name__)
assert insect not in self.bees, \
'The bee {bee} cannot be added to {place} twice' \
.format(place=self, bee=insect)
self.bees.append(insect) = self
def remove_insect(self, insect):
Remove an Insect from this Place.
assert insect in self.bees, \
'{bee} is not at {place} to be removed' \
.format(bee=insect, place=self)
self.bees.remove(insect) = None
def __repr__(self):
return '{name}({x}, {y})' \
.format(name=type(self).__name__, x=self.world_x, y=self.world_y)
class ColonyPlace(Place):
A ColonyPlace, unlike a regular Place, can hold an Ant and be the target of
an Ant's attack.
def __init__(self, world_x, world_y):
Create a ColonyPlace at the given coordinates.
super(ColonyPlace, self).__init__(world_x, world_y)
self.ant = None
def get_defender(self):
Return the ant defending this place, if any.
return self.ant
def add_insect(self, insect):
Add an Insect to this Place.
There can be at most one Ant in a ColonyPlace. If add_insect tries to
add more Ants than is allowed, an AssertionError is raised.
There can be any number of Bees in a Place.
if isinstance(insect, Ant):
assert self.ant is None, \
'The place {place} cannot hold both {current} and {added}' \
.format(place=self, current=self.ant, added=insect)
self.ant = insect = self
super(ColonyPlace, self).add_insect(insect)
def remove_insect(self, insect):
Remove an Insect from this Place.
if isinstance(insect, Ant):
assert insect is self.ant, \
'The ant {ant} is not at {place} to be removed' \
.format(ant=insect, place=self)
self.ant = None = None
super(ColonyPlace, self).remove_insect(insect)
class Respite(ColonyPlace):
A respite is a kind of Place that boosts Bees' health when they enter it.
def __init__(self, world_x, world_y, health_boost=1):
Create a Respite that boosts Bees' health by the given amount.
super(Respite, self).__init__(world_x, world_y)
self.health_boost = health_boost
class UnitType(Enum):
A UnitType represents how an Insect looks to the player. It is possible
for otherwise identical Insects to have different UnitTypes, and it is also
possible for fundamentally different Insects to have the same UnitType.
Any changes to this Enum should be accompanied by corresponding changes to
the frontend in
class Insect(object):
An Insect, the base class of Ant and Bee, has health and damage and also a
def __init__(self, unit_type, health=1, damage=0):
Create an Insect with the given type, health, and damage..
self.unit_type = unit_type = health
self.damage = damage = None # set by Place.add_insect and Place.remove_insect
def reduce_health(self, amount):
Reduce health by amount, and remove the insect from its place if it has
no health remaining.
""" -= amount
if <= 0 and is not None:
def act(self, game_state):
Perform the action that this Insect takes for this turn.
def __repr__(self):
return '{kind}({unit_type}, {health}, {place})' \
.format(kind=type(self).__name__, unit_type=self.unit_type,,
class Bee(Insect):
A Bee moves from place to place, following destinations and stinging ants.
def __init__(self, health, damage, delay):
Create a Bee with the given health and damage and make it wait for
delay turns before acting.
super(Bee, self).__init__(UnitType.BEE, health, damage)
self.delay = delay
def fly(self):
Move from the Bee's current Place to a destination of that Place.
if len( > 0:
destination = choice(
def act(self, game_state):
A Bee stings the Ant that defends its place if it is blocked, but moves
to a new place otherwise. But a Bee cannot take any action if it is
still delayed.
if self.delay > 0:
self.delay -= 1
defender =
if defender is not None and defender.blocks():
class Ant(Insect):
An Ant defends a place and does work for the colony.
def __init__(self, unit_type, food_cost, health=1, damage=0):
Create an Ant with the given type, cost, health, and damage.
super(Ant, self).__init__(unit_type, health, damage)
def blocks(self):
Determine whether the Ant blocks Bees from advancing.
return True
def get_target_place(self):
Return the Place that the Ant's throws are targeting, if any.
return None
class Harvester(Ant):
A Harvester produces a certain amount of food per turn for the colony.
def __init__(self, unit_type, food_cost, health, production):
Create a Harvester with the given type, cost, health and per-turn food
super(Harvester, self).__init__(unit_type, food_cost, health)
self.production = production
class Wall(Ant):
A Wall is an Ant with no attack, but lots of health for holding off
attacking Bees.
def __init__(self, unit_type):
Create a Wall with the given type.
super(Wall, self).__init__(unit_type, 4, 4)
class Thrower(Ant):
A Thrower throws a leaf each turn at the nearest Bee in its range.
def __init__(self, unit_type, food_cost, health, damage, minimum_range=0,
Create a Thrower with the given type, cost, health, and damage.
A Thrower can only target bees at distances between its minimum range
and maximum range, inclusive. A range of 0 corresponds to the Place
the Ant is in, a range of 1 corresponds to all places leading to there,
etc. Furthermore, Throwers can only target bees in the colony; they
cannot, for instance, target bees still in the hive.
super(Thrower, self).__init__(unit_type, food_cost, health, damage)
def _get_target_place(self, candidate, minimum_range, maximum_range):
Recursively identify the nearest Place with a targetable bee. Only
bees in the colony and between minimum_range and maximum_range steps,
inclusive, of the candidate place are considered targetable.
if isinstance(candidate, ColonyPlace) and len(candidate.bees) > 0:
return candidate
return None # Stub
def get_target_place(self):
Identify the nearest Place with a targetable bee.
Given a network of Places:
>>> z, a, b, c, d, e, f, g = [ColonyPlace(i, i) for i in range(7)] + \
[Place(7, 7)]
>>> a.connect_to(z)
>>> b.connect_to(a)
>>> c.connect_to(a)
>>> d.connect_to(b)
>>> e.connect_to(b)
>>> f.connect_to(c)
>>> g.connect_to(c)
and a Thrower at one of those Places:
>>> thrower = Thrower(UnitType.THROWER, 1, 1, 1)
>>> a.add_insect(thrower)
get_target_place will return None if there are no Bees that can reach
the given Place:
>>> z.add_insect(Bee(1, 1, 0))
>>> thrower.get_target_place() is None
It will also return None if there are bees that can reach the Place,
but these Bees are outside the colony:
>>> g.add_insect(Bee(1, 1, 0))
>>> thrower.get_target_place() is None
But if there is a Bee in the colony that can reach the Place, and that
Bee is in range, that Bee's place will be returned:
>>> d.add_insect(Bee(1, 1, 0))
>>> thrower.get_target_place()
ColonyPlace(4, 4)
If there are multiple in-range Bees at different Places,
get_target_place will ignore Places that can only be hit by "shooting
through" a valid target:
>>> b.add_insect(Bee(1, 1, 0))
>>> thrower.get_target_place()
ColonyPlace(2, 2)
return self._get_target_place(, 0, float('inf'))
def _get_target_bee(self):
Choose a random Bee in the place that the Ant's throws are targeting,
if any.
target = self.get_target_place()
return choice(target.bees) if target is not None else None
def _hit_bee(self, target_bee):
Apply the effect of a thrown leaf hitting a Bee. Normally, the effect
is damage to the bee, but specialized throwers might have other
def act(self, game_state):
Throw a leaf at the nearest bee, if any.
target_bee = self._get_target_bee()
if target_bee is not None:
class GameOutcome(Enum):
A GameOutcome represents whether a game should continue or not and, if not,
class GameState(object):
A GameState represents the state of an entire game: the layout of the world
(including the Insects at each Place and their behaviors), the kinds of
Ants available to the player, and the player's resources.
Kinds of ants are represented by archetypes, Ant instances that do not
participate in play themselves, but which are copied to create the Ants
that do appear in the game.
def __init__(self, places, queen_place, ant_archetypes, food):
Construct a world from the given places, designating one place as the
Bee's target, offer the player the given archetypes, and provide the
player with the given amount of starting food. The places may be (and
usually are) prepopulated with insects.
self.ant_archetypes = ant_archetypes
self.places = places
self.queen_place = queen_place = food
def get_ants(self):
Collect a list of all of the Ants deployed in the world.
return [place.get_defender() for place in self.places
if place.get_defender() is not None]
def get_bees(self):
Collect a list of all of the Bees deployed in the world.
return [bee for place in self.places for bee in place.bees]
def place_ant(self, ant_archetype, place):
Make a player move to place an Ant based on the given archetype at the
given Place. Return that Ant, or None if the Ant could not be placed.
Ants can only be placed on empty Places.
if ant_archetype is None or place.get_defender() is not None or \
len(place.bees) > 0:
return None
ant = deepcopy(ant_archetype)
return ant
def sacrifice_ant(self, ant):
Make a player move to sacrifice (kill) an Ant.
if ant is not None:
assert is not None, \
'Cannot sacrifice {ant}, which is already dead'.format(ant=ant)
assert any(place.get_defender() is ant for place in self.places), \
'Cannot sacrifice {ant}, which belongs to a different game' \
def take_turn(self):
If possible, cause one turn of game time to pass. During a turn, Ants
act, and then any surviving Bees act.
Return the GameOutcome, GameOutcome.UNRESOLVED if time passed, but
GameOutcome.LOSS or GameOutcome.WIN if time could not pass because the
game is over.
if len(self.queen_place.bees) > 0:
return GameOutcome.LOSS
if len(self.get_bees()) == 0:
return GameOutcome.WIN
for ant in self.get_ants():
for bee in self.get_bees():
return GameOutcome.UNRESOLVED
Harvester(UnitType.HARVESTER, food_cost=3, health=1, production=2),
Thrower(UnitType.SHORT_THROWER, food_cost=3, health=1, damage=1,
minimum_range=0, maximum_range=2),
Thrower(UnitType.THROWER, food_cost=7, health=1, damage=1),
Thrower(UnitType.LONG_THROWER, food_cost=3, health=1, damage=1,
def make_standard_hive(center_x, center_y, radius, wave_count=4, wave_size=2,
wave_growth=1, wave_interval=5, bee_health=4,
Construct a list of Places to represent a Bee hive prepopulated with Bees
that will attack in waves. The hive Places are distributed uniformly in a
square with the given center and radius.
hive = []
for wave_index in range(wave_count):
for bee_index in range(wave_size + wave_index * wave_growth):
bee = Bee(bee_health, bee_damage, wave_index * wave_interval)
hive_place = Place(center_x + uniform(-radius, radius),
uniform(max(center_y - radius, 0),
center_y + radius))
return hive
def make_standard_game(row_count=3, column_count=8, wave_count=4, wave_size=2,
wave_growth=1, wave_interval=5, bee_health=4,
bee_damage=1, ant_archetypes=STANDARD_ANT_ARCHETYPES,
Construct the GameState for the beginning of a standard game, which has the
ant queen and the Bee's hive separated by several equal-length rows of
ColonyPlaces and Bee's attacking in waves of increasing size. Most of the
specifics of this setup can be varied by specifying non-default arguments.
center_y = (row_count + 1) / 2
queen_place = Place(1, center_y)
hive_center_x = column_count + 6
hive = make_standard_hive(hive_center_x, center_y, 2, wave_count,
wave_size, wave_growth, wave_interval,
bee_health, bee_damage)
places = [queen_place] + hive
for row in range(row_count):
destination = queen_place
for column in range(column_count):
place = Respite(column + 3, row + 1) \
if (column + 2 * row) % 5 == 1 else \
ColonyPlace(column + 3, row + 1)
destination = place
for hive_place in hive:
return GameState(places, queen_place, ant_archetypes, food)

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