Game Character Development
Part of the Object Oriented Programming section of Coddy's Python journey — lesson 63 of 64.
Challenge
MediumIn this challenge, you'll implement a multi-file RPG character system with comprehensive test coverage.
character.py- Implement the base Character classwarrior.py- Implement the Warrior subclassmage.py- Implement the Mage subclassrogue.py- Implement the Rogue subclassability.py- Implement the Ability class
Each file contains detailed TODO comments guiding your implementation. Follow these comments to ensure your code meets all requirements.
Try it yourself
from character import Character
from warrior import Warrior
from mage import Mage
from rogue import Rogue
from ability import Ability
# Comprehensive test case handler covering all scenarios and edge cases
test_case = input()
if test_case == "character_creation":
# Test creating different character classes
warrior = Warrior("Aragorn", 1)
mage = Mage("Gandalf", 1)
rogue = Rogue("Legolas", 1)
print(f"Warrior: {warrior.name}, HP: {warrior.health}, Mana: {warrior.mana}, Str: {warrior.strength}")
print(f"Mage: {mage.name}, HP: {mage.health}, Mana: {mage.mana}, Int: {mage.intelligence}")
print(f"Rogue: {rogue.name}, HP: {rogue.health}, Mana: {rogue.mana}, Agi: {rogue.agility}")
elif test_case == "character_levelup":
# Test leveling up for different classes
warrior = Warrior("Aragorn")
mage = Mage("Gandalf")
rogue = Rogue("Legolas")
print("Before level up:")
print(f"Warrior - Level: {warrior.level}, HP: {warrior.max_health}, Str: {warrior.strength}")
print(f"Mage - Level: {mage.level}, Mana: {mage.max_mana}, Int: {mage.intelligence}")
print(f"Rogue - Level: {rogue.level}, Agi: {rogue.agility}")
warrior.level_up()
mage.level_up()
rogue.level_up()
print("\nAfter level up:")
print(f"Warrior - Level: {warrior.level}, HP: {warrior.max_health}, Str: {warrior.strength}")
print(f"Mage - Level: {mage.level}, Mana: {mage.max_mana}, Int: {mage.intelligence}")
print(f"Rogue - Level: {rogue.level}, Agi: {rogue.agility}")
elif test_case == "combat_basic":
# Test basic combat mechanics
warrior = Warrior("Aragorn", 5)
enemy = Character("Orc", 3)
print(f"Initial HP - {warrior.name}: {warrior.health}, {enemy.name}: {enemy.health}")
# Warrior attacks the enemy
warrior.attack(enemy)
print(f"After warrior attack - Enemy HP: {enemy.health}")
# Enemy attacks back
enemy.attack(warrior)
print(f"After enemy attack - Warrior HP: {warrior.health}")
# Check if alive
print(f"Is warrior alive? {warrior.is_alive()}")
print(f"Is enemy alive? {enemy.is_alive()}")
elif test_case == "class_specific_attacks":
# Test class-specific attack implementations
warrior = Warrior("Aragorn", 5)
mage = Mage("Gandalf", 5)
rogue = Rogue("Legolas", 5)
target = Character("Training Dummy", 10)
target.defense = 0 # Remove defense for clean damage comparison
# Reset target health between attacks
initial_health = target.health
warrior.attack(target)
warrior_damage = initial_health - target.health
target.health = initial_health
mage.attack(target)
mage_damage = initial_health - target.health
target.health = initial_health
rogue.attack(target)
rogue_damage = initial_health - target.health
print(f"Warrior damage: {warrior_damage:.1f}")
print(f"Mage damage: {mage_damage:.1f}")
print(f"Rogue damage: {rogue_damage:.1f}")
# Check mage mana regen
initial_mana = mage.mana
mage.attack(target)
print(f"Mage mana before attack: {initial_mana}, after attack: {mage.mana}")
elif test_case == "abilities":
# Test abilities system
fireball = Ability("Fireball", 30, 25)
slash = Ability("Slash", 15, 20)
mage = Mage("Gandalf", 3)
warrior = Warrior("Aragorn", 3)
mage.learn_ability(fireball)
warrior.learn_ability(slash)
target = Character("Orc", 5)
initial_health = target.health
# Test mage using ability
print(f"Mage mana before: {mage.mana}")
mage.use_ability(0, target)
print(f"Mage mana after: {mage.mana}")
print(f"Target health: {target.health}")
target.health = initial_health
# Test warrior using ability
print(f"Warrior mana before: {warrior.mana}")
warrior.use_ability(0, target)
print(f"Warrior mana after: {warrior.mana}")
print(f"Target health: {target.health}")
# Test not enough mana
mage.mana = 0
mage.use_ability(0, target)
elif test_case == "damage_calculation":
# Test damage calculation with defense
warrior = Warrior("Aragorn", 5)
low_defense = Character("Goblin", 3)
low_defense.defense = 2
high_defense = Character("Armored Knight", 3)
high_defense.defense = 15
# Attack low defense
damage_to_low = warrior.attack(low_defense)
# Attack high defense
damage_to_high = warrior.attack(high_defense)
print(f"Damage to low defense target: {damage_to_low:.1f}")
print(f"Damage to high defense target: {damage_to_high:.1f}")
# Test the minimum damage rule
super_defense = Character("Impenetrable Shield", 1)
super_defense.defense = 100
damage_to_super = warrior.attack(super_defense)
print(f"Damage to extremely high defense: {damage_to_super:.1f}")
elif test_case == "full_battle_simulation":
# Test a full battle between characters
warrior = Warrior("Aragorn", 5)
mage = Mage("Saruman", 5)
fireball = Ability("Fireball", 30, 40)
ice_spike = Ability("Ice Spike", 25, 35)
cleave = Ability("Cleave", 20, 30)
warrior.learn_ability(cleave)
mage.learn_ability(fireball)
mage.learn_ability(ice_spike)
print(f"Battle begins: {warrior.name} vs {mage.name}")
print(f"{warrior.name}: {warrior.health}/{warrior.max_health} HP, {warrior.mana}/{warrior.max_mana} Mana")
print(f"{mage.name}: {mage.health}/{mage.max_health} HP, {mage.mana}/{mage.max_mana} Mana")
round_num = 1
while warrior.is_alive() and mage.is_alive():
print(f"\n--- Round {round_num} ---")
# Warrior's turn
if round_num % 3 == 0 and warrior.mana >= cleave.mana_cost:
warrior.use_ability(0, mage)
else:
warrior.attack(mage)
# Check if mage is defeated
if not mage.is_alive():
print(f"{mage.name} has been defeated!")
break
# Mage's turn
if mage.mana >= fireball.mana_cost:
mage.use_ability(0, warrior)
else:
mage.attack(warrior)
# Check if warrior is defeated
if not warrior.is_alive():
print(f"{warrior.name} has been defeated!")
break
print(f"Status: {warrior.name} ({warrior.health:.1f} HP, {warrior.mana} Mana) | {mage.name} ({mage.health:.1f} HP, {mage.mana} Mana)")
round_num += 1
# Limit to prevent infinite loops
if round_num > 10:
print("Battle exceeded 10 rounds and was called a draw.")
break
print("\nBattle Results:")
print(f"{warrior.name}: {warrior.health:.1f}/{warrior.max_health} HP remaining")
print(f"{mage.name}: {mage.health:.1f}/{mage.max_health} HP remaining")
if warrior.is_alive() and not mage.is_alive():
print(f"{warrior.name} wins!")
elif mage.is_alive() and not warrior.is_alive():
print(f"{mage.name} wins!")
else:
print("The battle ended in a draw!")
elif test_case == "inheritance_validation_test":
# Comprehensive inheritance validation
objects = []
if 'Character' in locals():
objects.append(Character('test_param'))
if 'Warrior' in locals():
objects.append(Warrior('test_param'))
if 'Mage' in locals():
objects.append(Mage('test_param'))
if 'Rogue' in locals():
objects.append(Rogue('test_param'))
if 'Ability' in locals():
objects.append(Ability('test_param', 10, 20))
for obj in objects:
print(f'{type(obj).__name__}:')
print(f' MRO: {[cls.__name__ for cls in type(obj).__mro__]}')
print()
elif test_case == "method_overriding_test":
# Test method overriding behavior
print('Testing method overriding...')
# Create instances and test overridden methods
if 'Warrior' in locals():
obj = Warrior('test')
print(f'Warrior methods work correctly')
if 'Mage' in locals():
obj = Mage('test')
print(f'Mage methods work correctly')
if 'Rogue' in locals():
obj = Rogue('test')
print(f'Rogue methods work correctly')
elif test_case == "attribute_access_test":
# Test attribute access
print('Testing attribute access...')
if 'Character' in locals():
obj = Character('test')
print(f'Character attributes accessible')
if 'Warrior' in locals():
obj = Warrior('test')
print(f'Warrior attributes accessible')
if 'Mage' in locals():
obj = Mage('test')
print(f'Mage attributes accessible')
if 'Rogue' in locals():
obj = Rogue('test')
print(f'Rogue attributes accessible')
if 'Ability' in locals():
obj = Ability('test', 10, 20)
print(f'Ability attributes accessible')
elif test_case == "boundary_conditions_test":
# Test boundary conditions and edge values
print('Testing boundary conditions...')
# Test character at 0 health
char = Character("Test", 1)
char.health = 0
print(f"Character at 0 HP is alive: {char.is_alive()}")
# Test character at 1 health
char2 = Character("Test2", 1)
char2.health = 1
print(f"Character at 1 HP is alive: {char2.is_alive()}")
# Test invalid ability index (negative)
warrior = Warrior("Test", 1)
result = warrior.use_ability(-1, char)
print(f"Invalid negative ability index returns: {result}")
# Test invalid ability index (too high)
result = warrior.use_ability(999, char)
print(f"Invalid high ability index returns: {result}")
# Test minimum damage (1) against super high defense
attacker = Character("Attacker", 1)
defender = Character("Defender", 1)
defender.defense = 1000
initial_hp = defender.health
attacker.attack(defender)
damage = initial_hp - defender.health
print(f"Minimum damage dealt: {damage}")
print('Boundary conditions test completed')
elif test_case == "error_handling_test":
# Test error handling and exception scenarios
print('Testing error handling...')
# Test using ability with insufficient mana
mage = Mage("TestMage", 1)
ability = Ability("Expensive", 1000, 50)
mage.learn_ability(ability)
target = Character("Target", 1)
result = mage.use_ability(0, target)
print(f"Ability with insufficient mana returns: {result}")
# Test using ability with no abilities learned
warrior = Warrior("TestWarrior", 1)
result = warrior.use_ability(0, target)
print(f"Using non-existent ability returns: {result}")
# Test health doesn't go negative
char = Character("Test", 1)
char.take_damage(1000)
print(f"Health after massive damage: {char.health}")
print('Error handling test completed')
elif test_case == "polymorphic_behavior_test":
# Test polymorphic behavior with mixed objects
print('Testing polymorphic behavior...')
# Create a list of different character types
characters = [
Character("Generic", 1),
Warrior("WarriorTest", 1),
Mage("MageTest", 1),
Rogue("RogueTest", 1)
]
# Test that all can be treated as Character
for char in characters:
print(f"{char.name}: Type={type(char).__name__}, IsAlive={char.is_alive()}")
# Test polymorphic method calls
target = Character("Target", 10)
target.health = 1000 # High health to survive
for char in characters:
damage = char.attack(target)
print('Polymorphic behavior test completed')
elif test_case == "stress_test":
# Stress test with multiple objects
import time
start_time = time.time()
objects = []
for i in range(50):
try:
objects.append(Character(f'test_{i}'))
except:
pass # Handle creation errors gracefully
try:
objects.append(Warrior(f'test_{i}'))
except:
pass # Handle creation errors gracefully
try:
objects.append(Mage(f'test_{i}'))
except:
pass # Handle creation errors gracefully
try:
objects.append(Rogue(f'test_{i}'))
except:
pass # Handle creation errors gracefully
try:
objects.append(Ability(f'test_{i}', 10, 20))
except:
pass # Handle creation errors gracefully
end_time = time.time()
print(f'Created {len(objects)} objects')
print(f'Time taken: {end_time - start_time:.4f} seconds')
print('Stress test completed')
elif test_case == "comprehensive_validation":
# Comprehensive validation test
print('=== Comprehensive Validation Test ===')
# Test 1: Basic object creation
print('1. Basic Object Creation:')
success_count = 0
classes = ['Character', 'Warrior', 'Mage', 'Rogue', 'Ability']
try:
obj = Character('test')
success_count += 1
print(f' Character: Created successfully')
except Exception as e:
print(f' Character: Creation failed - {e}')
try:
obj = Warrior('test')
success_count += 1
print(f' Warrior: Created successfully')
except Exception as e:
print(f' Warrior: Creation failed - {e}')
try:
obj = Mage('test')
success_count += 1
print(f' Mage: Created successfully')
except Exception as e:
print(f' Mage: Creation failed - {e}')
try:
obj = Rogue('test')
success_count += 1
print(f' Rogue: Created successfully')
except Exception as e:
print(f' Rogue: Creation failed - {e}')
try:
obj = Ability('test', 10, 20)
success_count += 1
print(f' Ability: Created successfully')
except Exception as e:
print(f' Ability: Creation failed - {e}')
print(f' Successfully created {success_count}/{len(classes)} classes')
print('=== Validation Complete ===')All lessons in Object Oriented Programming
1Fundamentals of OOP
External FilesIntroduction to OOPClasses vs ObjectsThe self ParameterMethodsAttributesConstructor Method (__init__)Recap - Simple Calculator4Inheritance
Basic InheritanceThe super() FunctionMethod OverridingMultiple InheritanceMethod Resolution OrderRecap - Employee Hierarchy7Special Methods
Magic Methods IntroductionOperator OverloadingContainer Magic MethodsRecap - Custom List10Design Patterns Part 1
Intro to design patternSingleton PatternFactory PatternObserver PatternStrategy Pattern2Decorators
Introduction to DecoratorsProperty DecoratorStatic Method DecoratorClass Method Decorator5Polymorphism
Method Overriding RevisitedDuck TypingAbstract Classes and MethodsInterface DesignRecap - Shape Calculator8Advanced OOP Concepts
Composition vs InheritanceMixinsStatic and Class MethodsClass DecoratorsContext Managers3Class Properties
Instance vs Class VariablesProperty DecoratorsPrivate AttributesRecap - Bank Account Manager6Encapsulation
Public, Protected, Private MemAccess ModifiersInformation HidingProperty Decorators AdvancedRecap - Student Records System12Project: Library Management
Project OverviewBook and User Classes