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Assignment 2 A simple Pokemon finding game

1 Introduction
For this assignment, you will be writing code that supports a simple Pokemon finding game. The
basic idea of the application is that you explore multiple levels in search for Pokemon, which are then
registered in your Dex. Rather than using functions, like assignment 1, you will be using ObjectOriented Programming (OOP). Further, you will be using the Model View Controller (MVC) design
pattern. Your task is to write the Model. The View and Controller are provided, along with support
code.
As is typical with projects where more than one person is responsible for writing code, there needs
to be a way of describing how the various components interact. This is achieved by defining an
Application Programming Interface (API). For this assignment, you must implement your classes
according to the API that has been specified, which will ensure that your code will interact properly
with the supplied View/Controller code.
One benefit to adhering to MVC is that the model can be developed and tested independently of the
view or controller. It is recommended that you follow this approach. This means testing your model
iteratively as you develop your code.
2 Assignment Tasks
2.1 Download files
The first task is to download a2.py and a2_files.zip. The file a2.py is for your assignment. Do
not modify the assignment file outside the area provided for you to write your code.
2.2 Important Definitions
While Pokemon is an irregular plural (meaning that its plural takes the same form as its singular, like
sheep and fish), for the purposes of this assignment, multiple Pokemon are referred to as Pokemons
for clarity.
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2.2.1 Positions & Coordinates
A position is represented by a (row, column) pair of numbers.
A cell position is a position where the row and column are
both integers. It represents the position of where an object
in the game could be located.
A wall position is a position where either the row or column
value is a float ending in .5 and the other is an integer. The
.5 represents that the wall is located at a boundary betweeen
two cell positions for that row or column.
2.2.2 Expecting, Registering, & Catching
Catching a Pokemon refers to the player adding it to their collection. Whilst moving around the
game world, the player catches a Pokemon by moving onto a cell in which that Pokemon exists.
When a Pokemon is caught, it is removed from the game world.
A Pokedex, henceforth abbreviated as Dex, maintains a registry of Pokemon that the player is
expected to catch. A Pokemon is registered in a Dex when the player catches that Pokemon.
Registering a Pokemon that has already been registered has no effect.
2.2.3 Game Data
Game data can be loaded using either load_game_file(file) or load_game_url(url) from the
support file. These functions will raise errors if the file/url do not exist or provide invalid JSON,
as specified in their docstring comments. Game data consists of the following structure, comments
added for clarity:
{
levels: [
# List of levels in game
{
terrain: str,
# Name of the terrain type
rows: int,
# Number of rows
columns: int,
# Number of columns

player: (int, int), # Player’s starting position
pokemons: [
# List of pokemon existing in level
{name: str, position: (int, int)},
...
],

walls: [ # List of walls existing in level
2
(int, int),
...
]
},
...
]
}
For example, game data is a dictionary, containing "levels" as a key, whose value is a list of level
data. Further, level data is a dictionary with multiple keys."terrain" is one key that has a value
that is a string indicating the name of the terrain. The "walls" is another key that has a value that
is a list of pairs of integers, each representing the location of a wall in the level.
You may assume that all pokemon names in a game file are valid, along with the terrain.
Additional game data can be randomly generated on the course website. For example:
http://csse1001.uqcloud.net/2016s2a2/pokemon-map.json?levels=4&rows=12&columns=12
2.3 Write the code
There are several classes you need to write and these are described below. It is highly recommended
that you review the support file, a2_support.py, before writing your code, as this contains many
useful constants and functions. Do not use global variables in your code.
N.b. The output for some of the example code is display using __repr__ methods. These lines have
been marked with # displayed using __repr__. While you are not required to implement these
methods, it is recommended to do so, as it will make debugging simpler. You may find the format
strings format strings in a2_support.py helpful (e.g. PLAYER_REPR_FORMAT).
2.3.1 Commenting
Each class and method that you write must have a suitable docstring comment, as specified in the
course notes. See http://csse1001.uqcloud.net/notes/commenting
2.3.2 The GameObject Class
GameObject is the superclass for objects that exist in the game grid.
Instances of GameObject are to be constructed with GameObject(name, position), where name is
a string representing the name of the object and position is a grid position.
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Further, the following methods are to be implemented:
set_position(self, position) Sets the position to position, which either is a cell position or None.
get_position(self) Returns the current position of the instance.
set_name(self, name) Sets the name to name.
get_name(self) Returns the name of the instance.
__str__(self) Returns a human readable representation of this instance, according to
GAME_OBJECT_FORMAT in the support file.
2.3.3 The Pokemon Class
Pokemon inherits from GameObject and is used for managing the name and position of Pokemon
within the game.
Instances of Pokemon are to be constructed with Pokemon(name, position, terrain), where name
and position are as they are for GameObject, and terrain is a string representing the terrain in
which the Pokemon exists.
Further, the following methods are to be implemented:
set_terrain(self, terrain) Sets the terrain to terrain.
get_terrain(self) Returns the terrain of the instance.
__str__(self) Returns a human readable representation of this instance, according to
POKEMON_FORMAT in the support file.
mew = Pokemon("Mew", (20, 20), "Mountain")
str(mew)
’Mew @ (20, 20) from Mountain’
mew.get_terrain()
’Mountain’
mew.set_terrain("Grass")
str(mew)
’Mew @ (20, 20) from Grass’
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2.3.4 The Wall Class
Wall inherits from GameObject and implements no additional functionality. It is used for representing
a wall in the game.
2.3.5 The Player Class
Player inherits from GameObject and is used for representing a player within a grid.
Instances are to be constructed with Player(name), where name is as it is for GameObject.
A Player must contain the following:
• A Dex to register all the Pokemon that the Player encounters (see section 2.3.6).
• A list of Pokemon that the Player has caught, in the order they were caught.
The following methods are to be implemented:
get_pokemons(self) Returns a list of all Pokemon that this Player has caught, in the order they
were caught.
get_dex(self) Returns the Player’s Dex.
reset_pokemons(self) Resets all the Pokemon caught by this Player, including their Dex.
register_pokemon(self, pokemon) Catches the pokemon and adds to the Player’s Dex, where
pokemon is a Pokemon, provided it is expected by the Player’s Dex. Otherwise, this method should
raise an UnexpectedPokemonError.
__str__(self) Returns a human readable representation of this instance, according to
PLAYER_FORMAT in the support file.
mew = Pokemon("Mew", (20, 20), "Grass")
d1 = Pokemon("Dragonite", (1, 1), "Mountain")
d2 = Pokemon("Dragonite", (1, 3), "Mountain")
brock = Player(DEFAULT_PLAYER_NAME)
str(brock)
’Ash @ None has caught 0’
brock.set_name("Brock")
brock.set_position((1,1))
brock.register_pokemon(mew)
Traceback (most recent call last):
5
... # truncated for brevity
a2_support.UnexpectedPokemonError: Mew is not expected by this Dex.
brock.get_dex().expect_pokemons([’Mew’, ’Dratini’, ’Dragonair’, ’Dragonite’])
brock.register_pokemon(mew)
brock.register_pokemon(d1)
brock.register_pokemon(d2)
str(brock)
’Brock @ (1, 1) has caught 3’
for pokemon in brock.get_pokemons(): print(pokemon)
Mew @ (20, 20) from Grass
Dragonite @ (1, 1) from Mountain
Dragonite @ (1, 3) from Mountain
print(brock.get_dex())
2 Registered: Dragonite, Mew
2 Unregistered: Dragonair, Dratini
brock.reset_pokemons()
str(brock)
’Brock @ (1, 1) has caught 0’
print(brock.get_dex())
0 Registered:
0 Unregistered:
2.3.6 The Dex Class
The Dex class manages a registry of Pokemon that have been encountered. For the Dex class, pokemon
refers only to the name of a pokemon, and not an instance of the Pokemon class.
Instances are to be constructed using Dex(pokemon_names), where pokemon_names is a list of pokemon names to be expected by this Dex. In order for a Dex to be complete, all the Pokemon that are
expected must also be registered.
A Dex must contain a dictionary whose keys are pokemon names that are expected by this Dex, and
whose values indicate whether the corresponding pokemon is registered in this Dex (True: registered;
False: unregistered).
Further, the following methods must be defined for the Dex class.
expect_pokemons(self, pokemon_names) Instructs the Dex to also expect all pokemon in the
list of pokemon_names (that are not already expected).
expect_pokemons_from_dex(self, other_dex) Instructs the Dex to also expect all pokemon
that other_dex expects (that are not already expected).
register(self, pokemon_name) Registers the pokemon (name) in the Dex. Returns True if the
pokemon was already registered, else False. This method raises an UnexpectedPokemonError if the
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pokemon is not expected by this Dex.
register_from_dex(self, other_dex) Registers each pokemon from another Dex, other_dex,
provided it is expected by this Dex and registered in the other Dex. This method must never raise
an UnexpectedPokemonError.
get_pokemons(self) Returns a list of (name, registered) pairs for each pokemon expected by this
Dex, where name is the name of the pokemon, and registered is True if the pokemon is registered,
else False. This list must be sorted alphabetically by name.
get_registered_pokemons(self) Returns an alphabetically sorted list of names of pokemon registered in this Dex.
get_unregistered_pokemons(self) Returns an alphabetically sorted list of names of pokemon
unregistered in, but expected by, this Dex.
__len__(self) Returns the total number of pokemon expected by this Dex.
__contains__(self, name) Returns True iff pokemon with name is registered in this Dex, else
False.
__str__(self) Returns a human readable string representation of this Dex, according to DEX_FORMAT
in the support file. The string contains two lines, which are of the format "number status (capitalised):
pokemon names separated by comma, sorted alphabetically", with the first being for registered and
the second being for unregistered. For example, if Squirtle and Charmander were registered, but
Bulbasaur was unregistered:
2 Registered: Charmander, Squirtle
1 Unregistered: Bulbasaur
dex1 = Dex([’Lugia’, ’Mewtwo’, ’Latios’, ’Latias’])
str(dex1)
’0 Registered: \n4 Unregistered: Latias, Latios, Lugia, Mewtwo’
dex1.register(’Latios’)
False
dex1.register(’Latios’)
True
dex1.register(’Latias’)
False
for pokemon in dex1.get_unregistered_pokemons(): print(pokemon)
Lugia
Mewtwo
for pokemon in dex1.get_registered_pokemons(): print(pokemon)
Latias
Latios
dex2 = Dex([’Entei’, ’Suicune’, ’Raikou’, ’Lugia’, ’Ho-Oh’])
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len(dex2)
5
’Lugia’ in dex2
False
dex2.register(’Lugia’)
False
’Lugia’ in dex2
True
dex2.register(’Suicune’)
False
dex1.register_from_dex(dex2)
str(dex1)
’3 Registered: Latias, Latios, Lugia\n1 Unregistered: Mewtwo’
dex1.expect_pokemons_from_dex(dex2)
dex1.register_from_dex(dex2)
print(dex1)
4 Registered: Latias, Latios, Lugia, Suicune
4 Unregistered: Entei, Ho-Oh, Mewtwo, Raikou
2.3.7 The Level Class
The Level class manages data pertaining to an individual level in the game. A Level is considered
complete when its Dex has no unregistered pokemon. N.b. It is possible to complete a level without
having caught all pokemon that exist in that level, since there may be duplicate Pokemon.
Instances are to be constructed with Level(player, data), where player is an instance of Player,
and data is a dictionary of a single level’s data. When initialised, a Level should instruct the player’s
Dex to expect all the Pokemon that could be encountered in the current level. If a level contains an
invalid position (player start, pokemon, wall, etc.), it must raise an InvalidPositionError.
A Level must contain the following:
• A dictionary whose keys are cell positions and whose values are Pokemon instances that exist
at the corresponding position.
• A dictionary whose keys are wall positions for every wall that exists in the level (value can be
anything). This includes walls positions for each boundary wall (on the edge of the grid), which
are not necessarily specified in the level data.
• An instance of Dex that expects exactly all of the pokemon in this level.
Further, the following methods must be defined:
get_size(self) Returns the size of the level grid.
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get_terrain(self) Returns the terrain type of this level.
get_dex(self) Returns the Dex for this level.
get_starting_position(self) Returns the player’s starting position for this level.
is_obstacle_at(self, position) Returns True iff an obstacle exists at given position, else False.
get_obstacles(self) Returns a list of positions of all obstacles (walls) that exist in this level, including boundary walls.
get_pokemons(self) Returns a list of all Pokemon that exist in this level.
get_pokemon_at(self, position) Returns the Pokemon that exists at the given position, else
None.
catch_pokemon_at(self, position) Catches and returns the Pokemon that exists at the given
position. If no pokemon exists at the given position, this method raises an InvalidPositionError.
is_complete(self) Returns True iff this Level is complete, else False.
player = Player(DEFAULT_PLAYER_NAME)
data = load_game_file(’game1.json’)
level = Level(player, data[’levels’][0])
level.get_size()
(10, 10)
level.get_starting_position()
(1, 1)
level.get_terrain()
’Ice’
print(level.get_dex())
0 Registered:
4 Unregistered: Bulbasaur, Charmander, Pikachu, Squirtle
str(player)
’Ash @ None has caught 0’
level.get_obstacles()
[(5, 9.5), (6, 9.5), (9, -0.5), (9.5, 1), (3, -0.5), ...] # truncated for brevity
level.is_obstacle_at((5, 9.5))
True
level.is_obstacle_at((0.5, 0))
False
for pokemon in level.get_pokemons(): print(pokemon) # order may differ
Bulbasaur @ (2, 7) from Ice
Charmander @ (7, 7) from Ice
Squirtle @ (7, 2) from Ice
Pikachu @ (2, 2) from Ice
level.get_pokemon_at((2, 6))
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level.get_pokemon_at((2, 7)) # displayed using __repr__
Pokemon(’Bulbasaur’, (2, 7), ’Ice’)
level.catch_pokemon_at((2, 7)) # displayed using __repr__
Pokemon(’Bulbasaur’, (2, 7), ’Ice’)
level.get_pokemon_at((2, 7))
level.is_complete()
False
for pokemon in level.get_pokemons(): print(pokemon) # order may differ
Charmander @ (7, 7) from Ice
Squirtle @ (7, 2) from Ice
Pikachu @ (2, 2) from Ice
for pokemon in level.get_pokemons(): level.catch_pokemon_at(pokemon.get_position())
... # truncated for brevity
level.is_complete()
True
str(player)
’Ash @ None has caught 4’
2.3.8 The Game Class
The Game class manages data pertaining to an entire game. Its constructor requires no arguments.
• An instance of the Player class, which will be used when instantiating each Level.
• A list of Levels in the order in which they are loaded. This list will be empty until either the
load_file or load_url method is called, but upon loading a game, this list must contain
instances of the Level class, one for each level in the game data.
Further, the following methods must be defined:
load_file(self, game_file) Loads a game from a file, given by game_file, using load_game_file
from the support file.
load_url(self, game_url) Loads a game from a url, given by game_url, using load_game_url
from the support file.
The following applies to both load_file & load_url:
• The player’s Dex should not be reset by load_file/url.
• The player’s list of caught pokemon should not be reset.
• Errors raised by load_game_file/url or Level’s constructor should be ignored (i.e. reraised
and not handled or suppressed).
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start_next_level(self) Attempts to start the next level of the game. Returns True iff the game is
completed (i.e. already on the final level), else False. This method should raise an InvalidPositionError
if the level contains any invalid positions. N.b. It can be assumed that this method will not be called
unless the current level is completed.
get_player(self) Returns the player of the game.
get_level(self) Returns the current level, an instance of Level, else None if the game hasn’t started.
__len__(self) Returns the total number of levels in the game.
is_complete(self) Returns True iff no levels remain incomplete, else False.
move_player(self, direction) Attempts to move the player in the given direction. Returns whatever the player would hit (an instance of GameObject) in attempting to move, else None. If direction
is not one of NORTH, EAST, SOUTH, WEST, this method raises a DirectionError (see support file).
N.b. It can be assumed that this method will not be called unless a level has been started.
game = Game()
game.load_file(’game2.json’)
len(game)
3
game.start_next_level()
False
game.move_player(EAST)
game.move_player(SOUTH) # displayed using __repr__
Wall(’#’)
game.move_player(EAST)
game.move_player(SOUTH)
game.move_player(WEST) # displayed using __repr__
Pokemon(’Pikachu’, (2, 2), ’Ice’)
game.is_complete()
False
game.get_level().is_complete()
False
3 Assessment and Marking Criteria
In addition to providing a working solution to the assignment, you are also required to discuss your
submission with a tutor. This will take place in the practical session you have signed up to in week
10. You must attend that session in order to obtain marks for the assignment.
In preparation for your discussion with a tutor you may wish to consider:
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• any parts of the assignment that you found particularly difficult, and how you overcame them;
• whether you considered any alternative ways of implementing a given function;
• where you have known errors in your code, their cause and possible solutions (if known).
It is also important that you can explain to the tutor how each of the functions that you have written
operates (for example, why using a for loop or a while loop in a function was the right choice).
Marks will be awarded based on a combination of the correctness of your code and on your understanding of the code that you have written. A technically correct solution will not elicit a
pass mark unless you can demonstrate that you understand its operation.
A partial solution will be marked. If your partial solution causes problems in the Python interpreter
please comment out that code and we will mark that

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