The following four-part task is worth 20 points. Note, each part does not have the same grading weight. In addition, names and capitalization of the classes and functions are graded for accuracy...

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The following four-part task is worth 20 points. Note, each part does not have the same grading weight. In addition, names and capitalization of the classes and functions are graded for accuracy (imagine that another programmer is working with your code too--these are the naming conventions that you two agreed on).    Be sure to check the helper code as there are hints (and code that you can use) for this assignment.   Part 1 (Super Class): Write a Character class that represents characters in a game. The character should have a name, which is a required argument. It should also have level (lvl), health points (hp), attack level (at), defense level (df), and experience (exp). These values are all optionally initialized by the user. By default, level is 1, health points is 100, attack level is 10, defense level is 1. Keep in mind that you may need to initiate extra variables (such as the max HP). The Character class should have the following functions: rename(), renames the character setlvl() sethp() setat() setdf() setexp() getname() getlvl() gethp() getat() getdf() getexp() attack(), details below   The attack() method should take in one argument (another Character), whose hp you will be depleting by the attacking Character's attack points minus the defending Character's defense points. That is if Alpha (below) attacks Beta, Beta will lose 8 HP (10 Alpha_attack - 2 Beta_defense). At the end of each attack, print out who attacked who and current HP stats of the two characters. Note, HP cannot be more than the max HP or less than 0. In the attack method, you must also print "__ defeated __" if any one character's HP reaches 0. Part 2 (Inheritance 1): Write a MajorCharacter subclass that inherits the Character class. The MajorCharacter subclass keeps all methods of the Character class, but it has four additional methods. Both recover() and fullheal() print out the recovery status (see example further below): recover(), takes in one integer argument and recovers tha current character's HP by that amount (up to the max HP) fullheal(), recovers the current character's HP to the max HP shield(), protects the character from any damage for three attacks (you'll need to create a turn counter variable and modify the MajorCharacter's sethp() method -- not the Character's sethp() method -- to account for how many times the character has been attacked). Shields are not stackable (though it's up to you whether you want to reset it to 3 when used again or continue from the current status), so characters can only protect themselves for a max of the next three attacks. charge(), multiply's the character's next attack by 2.5 (you'll need to create a boolean variable to indicate whether the character is charged or not). Note, charges are not stackable. That is, if a character's already charged, charging again will do nothing. Note, you cannot have a variable and a function in a class with the same name (e.g. don't use a variable named self.shield because you'll already have a function called shield()). To test your code, consider the following two characters: Alpha Level: 1 HP: 100 Attack: 10 Defense: 5 Exp: 100 Beta Level: 1 HP: 106 Attack: 11 Defense: 2 Exp: 100   Below, you are given some test code. Do not include the following test code in your submission. This is provided to check your work along the way. Your classes should work so that the following lines of code run: mainchar = MajorCharacter("Alpha", df = 5, exp = 100) opponent = MajorCharacter("Beta", hp = 106, at = 11, df = 2, exp = 100) while (mainchar.gethp() > 0 and opponent.gethp() > 0): mainchar.attack(opponent) if opponent.gethp() > 0: opponent.attack(mainchar) mainchar.recover(40) mainchar.recover(40) ## note that mainchar only recovers to 100/100 (the max) opponent.fullheal() The code above should produce the following printout: Alpha attacked Beta. Alpha's HP is 100/100. Beta's HP is 98/106. Beta attacked Alpha. Beta's HP is 98/106. Alpha's HP is 94/100. Alpha attacked Beta. Alpha's HP is 94/100. Beta's HP is 90/106. Beta attacked Alpha. Beta's HP is 90/106. Alpha's HP is 88/100. Alpha attacked Beta. Alpha's HP is 88/100. Beta's HP is 82/106. Beta attacked Alpha. Beta's HP is 82/106. Alpha's HP is 82/100. Alpha attacked Beta. Alpha's HP is 82/100. Beta's HP is 74/106. Beta attacked Alpha. Beta's HP is 74/106. Alpha's HP is 76/100. Alpha attacked Beta. Alpha's HP is 76/100. Beta's HP is 66/106. Beta attacked Alpha. Beta's HP is 66/106. Alpha's HP is 70/100. Alpha attacked Beta. Alpha's HP is 70/100. Beta's HP is 58/106. Beta attacked Alpha. Beta's HP is 58/106. Alpha's HP is 64/100. Alpha attacked Beta. Alpha's HP is 64/100. Beta's HP is 50/106. Beta attacked Alpha. Beta's HP is 50/106. Alpha's HP is 58/100. Alpha attacked Beta. Alpha's HP is 58/100. Beta's HP is 42/106. Beta attacked Alpha. Beta's HP is 42/106. Alpha's HP is 52/100. Alpha attacked Beta. Alpha's HP is 52/100. Beta's HP is 34/106. Beta attacked Alpha. Beta's HP is 34/106. Alpha's HP is 46/100. Alpha attacked Beta. Alpha's HP is 46/100. Beta's HP is 26/106. Beta attacked Alpha. Beta's HP is 26/106. Alpha's HP is 40/100. Alpha attacked Beta. Alpha's HP is 40/100. Beta's HP is 18/106. Beta attacked Alpha. Beta's HP is 18/106. Alpha's HP is 34/100. Alpha attacked Beta. Alpha's HP is 34/100. Beta's HP is 10/106. Beta attacked Alpha. Beta's HP is 10/106. Alpha's HP is 28/100. Alpha attacked Beta. Alpha's HP is 28/100. Beta's HP is 2/106. Beta attacked Alpha. Beta's HP is 2/106. Alpha's HP is 22/100. Alpha attacked Beta. Alpha's HP is 22/100. Beta's HP is 0/106. Alpha defeated Beta! Alpha's HP has been restored to 62/100. Alpha's HP has been restored to 100/100. Beta's HP has been fully restored (106/106).     Part 3 (Inheritance 2): * Add a Minion class which inherits all of the features of the Character class. * Add a Boss class which inherits all of the features of the Character class. Add the following method to the Boss class: spawn(), generates a Minion named "Minion" with HP and attack equal to 1/4 (rounded down) of the Boss's max. The Minion should be the same level as the Boss but have 0 exp and 0 defense.   Part 4 (Game Program): Game Program: If you haven't already, be sure to add a print statement in your each of the action methods (attack, recover, fullheal, shield, charge, and spawn) that lets players track the status of the game. The program should run in the following order: 1. Start your program by asking the user how many players he/she would like to create. Only allow 1-8 players (note, this must be an integer). Ask the user for all player names. Create each player with lvl = 1, hp = 100, at = 10, df = 5, exp = 0. Store all players in a list. 2. Create a Boss (named "Boss") that has HP equal to 20 times the number of players. If 3 players were created in part 1, then the Boss should have HP equal to 60. The level should be 1, attack should be 100, defense should be 0, and exp should be 0. 3. The Boss first spawns a Minion. Store all Minions in a list. 4. The program will loop and ask for each (alive) player's move. Use a list to keep track of alive players. Players can choose which Minion to attack. Use a list to keep track of the alive Minions. Players cannot attack the Boss until all Minions are gone. 5. All Minions (if any) will attack the player with the lowest HP. If there are multiple players with the lowest HP, the Minions will attack the latest created player (so Player 8 if there are 8 players with the same HP). 6. Repeat Steps 3 through 6 until the boss has been defeated or all players have been defeated. ## There's a few different ways to complete the tasks outlined, but here's a few hints if you're stuck ## Optional Hint 1: You can store a list of players as follows playerlist = [] newplayer = Player(__, __, __) playerlist.append(newplayer) ## Optional Hint 2: You can spawn the Minion in the Boss class and return it def spawn(): newminion = Minion(__, __, __) print("Boss spawned Minion.") return newminion Below you'll see three example outputs, with user-input in red. Note in Example 3, the user might put in invalid inputs. Please prompt the user again for a valid input.   Example 1: How many players? 2 Player 1 Name: Python Player 2 Name: Java Boss spawned Minion (HP 10, AT 25, DF 0) 1. Attack 2. Charge 3. Shield Python, what would you like to do? 1 1. Minion (HP 10) Python, who would you like to attack? 1 Python attacked Minion. Python's HP is 100/100. Minion's HP is 0/10. Minion has been defeated. 1. Attack 2. Charge 3. Shield Java, what would you like to do? 3 Java is safe from the next 3 attacks. There are no Minions to attack. Boss spawned Minion (HP 10, AT 25, DF 0) 1. Attack 2. Charge 3. Shield Python, what would you like to do? 1 1. Minion (HP 10) Python, who would you like to attack? 1 Python attacked Minion. Python's HP is 100/100. Minion's HP is 0/10. Minion has been defeated. 1. Attack 2. Charge 3. Shield Java, what would you like to do? 2 Java charged. There are no Minions to attack. Boss spawned Minion (HP 10, AT 25, DF 0) 1. Attack 2. Charge 3. Shield Python, what would you like to do? 1 1. Minion (HP 10) Python, who would you like to attack? 1 Python attacked Minion. Python's HP is 100/100. Minion's HP is 0/10. Minion has been defeated. 1. Attack 2. Charge 3. Shield Java, what would you like to do? 1 1. Boss (HP 40) Java attacked Boss. Java's HP is 100/100. Boss's HP is 15/40. There are no Minions to attack. Boss spawned Minion (HP 10, AT 25, DF 0) 1. Attack 2. Charge 3. Shield Python, what would you like to do? 1 1. Minion (HP 10) Python, who would you like to attack? 1 Python attacked Minion.
Answered 1 days AfterMar 01, 2021

Answer To: The following four-part task is worth 20 points. Note, each part does not have the same grading...

Bhagyesh answered on Mar 03 2021
145 Votes
##### Individual Programming 4 #####
class Character:
def __init__(self, name, lvl = 1, hp = 100, at = 10, df = 1, exp = 1):
self.name = name
self.lvl = lvl
self.hp = int(hp)
self.at = int(at)
self.df = int(df)
self.exp = exp
self.m
axhp = int(hp)
def sethp(self, hp):
''' sets the character's hp to a new value or 0 (if hp is below 0)'''
if hp <= 0:
self.hp = 0
else:
try:
self.hp = int(hp)
except:
self.hp = hp
def rename(self, name):
''' renames the character'''
self.name = name
def setlvl(self, lvl):
''' sets the character's lvl to a new value or 0 (if lvl is below 0)'''
if lvl <= 0:
self.lvl = 0
else:
try:
self.lvl = int(lvl)
except:
self.lvl = lvl
def setat(self, at):
''' sets the character's at to a new value or 0 (if at is below 0)'''
if at <= 0:
self.at = 0
else:
try:
self.at = int(at)
except:
self.at = at
def setdf(self, df):
''' sets the character's df to a new value or 0 (if df is below 0)'''
if df <= 0:
self.df = 0
else:
try:
self.df = int(df)
except:
self.df = df
def setexp(self, exp):
''' sets the character's exp to a new value or 0 (if exp is below 0)'''
if exp <= 0:
self.exp = 0
else:
try:
self.exp = int(exp)
except:
self.exp = exp
def getname(self):
''' gets the character's name'''
return self.name
def getlvl(self):
''' gets the character's lvl'''
return self.lvl
def gethp(self):
''' gets the character's hp'''
return self.hp
def getat(self):
''' gets the character's at'''
return self.at
def getdf(self):
''' gets the character's df'''
return self.df
def getexp(self):
''' gets the character's exp'''
return self.exp
def printdefeatedplayer(self, other):
print(self.name, " defeated ", other.name, "!", sep = "")
def attack(self, other):
print(self.name, " attacked ", other.name, sep = "", end = ".")
if self.at > other.df:
other.sethp(other.hp - (self.at - other.df))
else:
print(self.name, 'is too weak.')
print(" ", self.name, "'s HP is ", self.hp, "/", self.maxhp, sep="", end = ".")
print(" ", other.getname(), "'s HP is ", other.hp, "/", other.maxhp, sep="", end = ".\n")
if other.gethp() == 0:
self.printdefeatedplayer(other)
class MajorCharacter(Character):
def __init__(self, name, lvl=1, hp=100,...
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