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日期:2021-07-14 11:07

ITP 115 – Programming in Python

2021-06-25 Page 1 of 13

Final Project – Pocket Monster Simulation


Goals

? Complete a project that demonstrates problem solving skills and logical thinking.

? Demonstrate knowledge of Python programming concepts learned throughout the

semester. You are not allowed to use Python concepts that were not taught this

semester in this course.

Overview

? You will be writing a program that simulates catching, storing, and releasing Pocket

Monsters. You will implement different types of Pocket Monsters and balls.

? It is recommended that you implement the code in the order listed below. After

completing each part, it is also recommended that you test the functionality of your

existing code before proceeding to the next part.

? To best understand the structure and flow of the simulation, please read all the

directions through before beginning any code.

Requirements

? In PyCharm, create a new project named project_last_first where last is your

last/family name and first is your preferred first name.

? This project will be a folder containing the required class files you write, the given

helper file, the given txt file, and the given CSV file.

? Use proper coding styles and comments.

? Name newly created Python files as directed below.

? Project should perform error-checking (on all inputs).

? Use the Python concepts that we have covered during this semester.

? You may NOT import the CSV or other modules.

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Files Provided

Download the following Python files and put them in your newly created project.

GrassyField.py

? We have provided a helper file for you called GrassyField.py which includes helper

methods to allow Pocket Monsters to randomly appear.

? You will not need to interact directly with this file, however it is important that you add

it to your directory with the other project files.

Run.py

? We have also provided a main function and one other function for you in a file called

Run.py which starts the simulation. This is the only file that you will need to run and it

should also be placed in the same directory as your project files.

? You will need to update the trainer name (currently an empty string) to your own

trainer name.

pm.csv

? A CSV (comma-separated values) file with PocketMonsters

? Each line in the file represents a menu item:

o Name,Type,Strength,Rarity

? CSV file example:

Bulbasaur,Grass,318,2

Ivysaur,Grass,405,3

Venusaur,Grass,525,5

Charmander,Fire,309,2

Charmeleon,Fire,405,3

? There is not a header row in the CSV file.

ITP 115 – Programming in Python

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Part 1 – Creating the Pocket Monsters

To represent a Pocket Monster, you will be creating two separate classes: PocketMonster

and PMIndex.

PocketMonster Class

? Start by defining the PocketMonster class in a file titled PocketMonster.py.

? This class will represent a single Pocket Monster.

? The class will have the following instance attributes:

o self.name: a string containing the name of the item

o self.type: a string containing the category of the item

o self.strength: a float containing the price of the item

o self.rarity: a string containing a description of the item

? Define the following methods:

o __init__

? Parameters (4): name (string), type (string), strength (int), and rarity (int)

of the PocketMonster

? Return value: None

? Assign the inputs to the 4 instance attributes listed above.

o Define get methods for all the instance attributes. There is no need to define set

methods for the instance attributes.

o __str__

? Parameters (0): None

? Return value: a string

? Construct a message containing all 4 attributes, formatted in a readable

manner such as:

Name (Type)

Strength: ___

Rarity: ___

? For example:

Kangaskhan (Normal)

Strength: 490

Rarity: 4

ITP 115 – Programming in Python

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PMIndex Class

? Next, define the PMIndex class in a file titled PMIndex.py. This class will make use of

PocketMonster objects, so be sure to include the proper import statement.

? This class represents the entire collection of pocket monsters categorized by their

different types.

? The class will have a following class (or static) variable:

o TYPES: a list containing 15 strings, representing the 15 possible types of Pocket

Monsters: “Bug”, “Dragon”, “Electric”, “Fighting”, “Fire”, “Fairy”, “Ghost”,

“Grass”, “Ground”, “Ice”, “Normal”, “Poison”, “Psychic”, “Rock”, “Water”

? The class will have the following instance attributes:

o self.bug: a list containing PocketMonster objects that are of the Bug type

o self.dragon: a list containing PocketMonster objects that are of the

Dragon type

o self.electric: a list containing PocketMonster objects that are of the

Electric type

o self.fighting: a list containing PocketMonster objects that are of the

Fighting type

o self.fire: a list containing PocketMonster objects that are of the Fire type

o self.fairy: a list containing PocketMonster objects that are of the Fairy

type

o self.ghost: a list containing PocketMonster objects that are of the Ghost

type

o self.grass: a list containing PocketMonster objects that are of the Grass

type

o self.ground: a list containing PocketMonster objects that are of the

Ground type

o self.ice: a list containing PocketMonster objects that are of the Ice type

o self.normal: a list containing PocketMonster objects that are of the

Normal type

o self.poison: a list containing PocketMonster objects that are of the Poison

type

o self.psychic: a list containing PocketMonster objects that are of the

Psychic type

o self.rock: a list containing PocketMonster objects that are of the Rock type

o self.water: a list containing PocketMonster objects that are of the Water

type

o Extra credit

ITP 115 – Programming in Python

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? Instead of 15 lists, you can use a single dictionary self.monsters: a

dictionary containing all the Pocket Monsters. The keys are strings

representing the types in the PMIndex class, and each value is a list of

PocketMonster objects depending on the key.

? Use the TYPES class variable for the keys whenever possible.

? Define the following methods:

o __init__

? Parameter (1): the name of the CSV file (string) that contains the

information for the Pocket Monsters

? Return value: None

? Initialize each instance attribute to an empty list.

? Open and read the CSV file.

? Create a PocketMonster object from each line in the file. Use the type

to add the new object to one of the instance attributes. Note that each

line in the file contains the 4 pieces of information needed to create a

Pocket Monster object.

? Close the file object.

o getMonster

? Parameters (2): a type (string) and an index (integer) which is the

position of the Pocket Monster

? Return value: a PocketMonster object from the appropriate instance

attribute using the index parameter

? For error checking, make sure that the type parameter is one of the

TYPES.

? For error checking, make sure that the index parameter is in the range of

the appropriate list.

? Return the correct PocketMonster using its category and index

position.

? If the type and/or index were not valid, then do not return anything.

o getMonsterType

? Parameter (1): a type (string)

? Return value: a list of Pocket Monsters of the appropriate type

? For error checking, make sure that the type parameter is one of the

TYPES. If it is not, then don’t return anything.

o printMonsterType

? Parameter (1): a type (string)

? Return value: None

? Print the list of Pocket Monsters given by the type input

ITP 115 – Programming in Python

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? For error checking, make sure that the type parameter is one of the

TYPES. If it is not, then don’t print anything.

? Print a header with the type of Pocket Monster, followed by a numbered

list of all the menu items of that category. Start the numbering at 0.

? Example:

TYPE: Rock

Geodude (Rock)

Strength: 300

Rarity: 1

Graveler (Rock)

Strength: 390

Rarity: 3

Golem (Rock)

Strength: 495

Rarity: 4

Onix (Rock)

Strength: 385

Rarity: 3

o getNumMonsterType

? Parameter (1): a type (string)

? Return value: an integer which is the number of PocketMonsters in the

appropriate list based on the type parameter

? For error checking, make sure that the type parameter is one of the

TYPES. If it is not, then return 0.

o You do not need to define any get and set methods for the instance attributes of

this class.

o You are welcome to create the __str__ method that returns a string

containing the full Pocket Monster lists (all 15 of them). This can be used after

you create a PMIndex object by calling print() on the PMIndex object. By looking

at the output in the console window, you can make sure the menu was created

correctly in the __init__ method. This is not required.

? At this point, you should be able to test the methods in the PMIndex class.

ITP 115 – Programming in Python

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Part 2 – Creating Trainers

? Next, define the Trainer class in a file titled Trainer.py. This class represents a

trainer who will use Catch Capsules to capture Pocket Monsters

? The class will have the following class (or static) variables:

o MAXPM: this is the maximum Pocket Monsters a trainer is allowed to have at any

time. The value will be set at 6

o MAXCC: this is the maximum number of Catch Capsules a trainer is allowed to

have at any time. The value will be set at 10

? The class will use the following instance attributes:

o self.name: a string containing the trainer’s name

o self.caught: a list of the PocketMonster objects caught by the trainer

o self.capsules: an integer corresponding to the number of capsules the

trainer has currently

? Define the following methods:

o __init__

? Parameter (1): a string containing the trainer’s name

? Return value: None

? Set the trainer’s name attribute to the input value. Set the trainer’s

caught attribute to an empty list (the trainer has not caught any Pocket

Monsters yet). Set the capsules attribute to 0

o Define get methods for all the instance attributes. There is no need to define set

methods for the instance attributes.

o getNumCaught

? Parameters (0): None

? Return value: integer representing the number of Pocket Monsters

caught by the trainer

o buyCapsules

? Parameter (1): an integer representing how many capsules to buy

? Return value: None

? Checks the input amount and makes sure it is valid. Input amount should

be greater than 0 and the current capsule count plus the input amount

should not exceed the MAXCC value

o addMonster

? Parameters (1): PocketMonster to add to list

? Return value: None

? Appends the Pocket Monster to the list of Pocket Monsters caught by

the trainer

o releaseMonster

ITP 115 – Programming in Python

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? Parameters (1): an integer representing an index

? Return value: None

? This function should remove the proper Pocket Monster (based on the

index given) from the list of caught Pocket Monsters and print a

“Goodbye” message

o encounter

? Parameters (1): a PocketMonster to encounter

? Return value: an integer which indicates how the encounter ended

? This function should print the Pocket Monster that the user encountered

and then ask the user to perform one of two actions until the encounter

is over. The actions are:

? 0: Throw a Catch Capsule

? 1: Run

? If the user chooses to throw a capsule, then decrease the trainer’s

capsule count by 1 and do the following:

? Create a random integer value from 0-3900 (inclusive)

? If the random integer is greater than or equal to the monster’s

strength * rarity then the user caught the monster. Return 1

? If it’s not, the monster escaped the capsule

o If the random integer is less than the monster’s strength,

then the monster ran away. Return -1

o If the random integer is greater than or equal to the

monster’s strength, then ask for a new action

? If the user runs out of capsules, the encounter is over. Return -2

? If the user chooses to run, the encounter is over. Return 0

? This function is fairly complex so to help diagram the flow of control, see

the following flowchart:

ITP 115 – Programming in Python

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S

Get/validate

action

Action?

E

Run

Generate

random int

Caught?

Did it flee?

Capsules >

0?

Throw

Yes

No

Yes

No

No

Yes

ITP 115 – Programming in Python

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o __str__

? Parameters (0): None

? Return value: a string

? Construct a message containing the trainer’s name, number of capsules,

and the list of monsters they currently have caught.

? Examples:

Trainer Stats:

Ray

Capsules: 1

Monsters:

Dratini (Dragon)

Strength: 300

Rarity: 2

Gastly (Ghost)

Strength: 310

Rarity: 1

ITP 115 – Programming in Python

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Part 3 – Making it Work

? Now you will make it all work. We have already defined the main function and one

other function for you, you simply need to write the following functions in Run.py to

make it all work.

? Define the following functions:

o getMenuSelection

? Parameter (0):

? Return value: an integer representing the user’s menu choice

? Print a list of options for the user to choose from. The options should be:

? 0: Explore the Grassy Fields

? 1: Release monsters

? 2: Enter the shop to purchase capsules

? 3: Print the trainer stats

? 4: Quit

? Get the user’s input and validate that it’s one of the choices.

? Return the user’s choice as an integer

o releaseMonsters

? Parameter (1): a Trainer object

? Return value: None

? Print the list of monsters that the trainer has.

? Ask the user to select which monster to release by selecting their index

? Validate the user’s selection

? Release the monster by calling the appropriate Trainer method

o enterShop

? Parameters (1): a Trainer object

? Return value: None

? Ask the user how many capsules they would like to purchase. Make sure

the number they purchase is greater than 0. Also make sure the number

they purchase will not make the trainer’s capsule count exceed MAXCC

? Call the appropriate Trainer method to set the new capsule count

ITP 115 – Programming in Python

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Extra Credit (Up to 10% total)

? Update the PMIndex class to use a single dictionary instead of 15 lists.

o Create an instance attribute self.monsters: a dictionary which contains all

the Pocket Monsters. The keys are strings representing the types of the menu

item, and each value is a list of PocketMonster objects depending on the

key.

o Update the methods in the PMIndex class appropriately.

o Use the TYPES class variable for the keys whenever possible.

ITP 115 – Programming in Python

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Sample Output

Sample is shown a separate file.

Deliverables

? Project that do not run will subject to an automatic 50% penalty.

? Late submissions will not be accepted.

Submission Instructions

? Compress your Python project folder (project_last_first) which contains your Python

source code. Your folder should contain the following files:

– PocketMonster.py, PMIndex.py, Trainer.py

– GrassyField.py, Run.py

– pm.csv

? You should have a zip file entitled project_last_first.zip where last is replaced with

your last/family name and first is replaced with your first name.

? Under Final Project on Blackboard, upload the zip file.

Grading

Item Points

PocketMonster Class 10

PMIndex Class 25

Trainer Class 25

Run.py Functions 20

Project executes successfully and has error checking 10

Proper coding style and detailed comments 10

Total* 100

* Points will be deducted for poor code style, or improper submission.


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