python: setting attributes from module to module - python

Im teaching myself python and I've come upon a snag in a simple game project I'm working on.
I would like to keep the players stats in a different module from the rooms that are being run by the game engine. Problem is when I try to set a Playerattribute from a different module, it doesn't save the new attribute and instantiates the original attribute.
here is the Playerclass in the entities module
class Player(object):
def __init__(self):
self.name = ' '
self.hp = 0
self.current_hp = 0
self.strength = 0
self.dexterity = 0
self.constitution = 0
And here is how im trying to manipulate and test the attributes in the rooms module
class CharacterCreation(Scene):
def enter(self):
character = entities.Player()
character.hp = 10
print character.hp
return 'barracks'
class Barracks(Scene):
def enter(self):
character = entities.Player()
print character.hp
return 'shop'
When I test this with the rest of my code, here is what I get.
-------------------------------------------------------------------------------
10
-------------------------------------------------------------------------------
0
-------------------------------------------------------------------------------
So what am I missing here? I thought I could set that attribute using =but it seems I'm mistaken? the first time I did it, it worked, but then how do i get python to set the new value of hp to 10?

You're creating a new Player object in each scene, changing its attributes, and then throwing it away.
You should be explicitly passing one single player into each scene:
def enter(self, player):
... do something with player ...

It looks like you're creating a new Player instance on every enter method...
If you're going to have only one player in the game, you could have it as a global variable (usually not very good idea) or even better, as a singleton class:
http://blog.amir.rachum.com/post/21850841339/implementing-the-singleton-pattern-in-python
I made some tweakings to the code. It adds the PlayerPool class (which is more like a cache, actually). It may give you some ideas :)
#!/usr/bin/env python
#http://stackoverflow.com/questions/14629710/python-setting-attributes-from-module-to-module/14629838#14629838
class Player(object):
def __init__(self):
self.name = ' '
self.hp = 0
self.current_hp = 0
self.strength = 0
self.dexterity = 0
self.constitution = 0
class PlayerPool(object):
_players = dict()
#classmethod
def getPlayerByName(cls, name):
if not name in cls._players:
newPlayer = Player()
newPlayer.name = name
cls._players[newPlayer.name] = newPlayer
return cls._players[name]
class Scene(object):
pass
class CharacterCreation(Scene):
def enter(self):
character = PlayerPool.getPlayerByName("foobar-hero")
character.hp = 10
print "%s has %s points of hp" % (character.name, character.hp)
return 'barracks'
class Barracks(Scene):
def enter(self):
character = PlayerPool.getPlayerByName("foobar-hero")
print "%s has %s points of hp" % (character.name, character.hp)
return 'shop'
if __name__ == "__main__":
step1 = CharacterCreation()
if step1.enter() == "barracks":
step2 = Barracks()
step2.enter()
That outputs:
borrajax#borrajax-comp:~/Tests/Python/Stack Overflow$ python ./players.py
foobar-hero has 10 points of hp
foobar-hero has 10 points of hp
Welcome to python. I'm sure you'll find it has really cool features... such as the ability to return functions, or pass functions as parameters, inspect the classes defined in any module... Looks like things you could find useful.

Related

Is there a way to fix Name Error due to scope?

I have a function that creates a player object but when referencing the object, I get a NameError. I think it is happening due to local scope but global should fix it...
I just started out OOP and this code is working in the python shell but it is not working in script mode.
endl = lambda a: print("\n"*a)
class Score:
_tie = 0
def __init__(self):
self._name = ""
self._wins = 0
self._loses = 0
def get_name(self):
print
self._name = input().upper()
def inc_score(self, wlt):
if wlt=="w": self._wins += 1
elif wlt=="l": self._loses += 1
elif wlt=="t": _tie += 1
else: raise ValueError("Bad Input")
def player_num(): #Gets number of players
while True:
clear()
endl(10)
print("1 player or 2 players?")
endl(5)
pnum = input('Enter 1 or 2: '.rjust(55))
try:
assert int(pnum) == 1 or int(pnum) == 2
clear()
return int(pnum)
except:
print("\n\nPlease enter 1 or 2.")
def create_player(): #Creates players
global p1
p1 = Score()
yield 0 #stops here if there is only 1 player
global p2
p2 = Score()
def pr_(): #testing object
input(p1._wins)
input(p2._wins)
for i in range(player_num()):
create_player()
input(p1)
input(p1._wins())
pr_()
wherever I reference p1 I should get the required object attributes but I'm getting this error
Traceback (most recent call last):
File "G:/Python/TicTacTwo.py", line 83, in <module>
input(p1)
NameError: name 'p1' is not defined
Your issue is not with global but with the yield in create_player(), which turns the function into a generator.
What you could do:
Actually run through the generator, by executing list(create_player()) (not nice, but works).
But I suggest you re-design your code instead, e.g. by calling the method with the number of players:
def create_player(num): #Creates players
if num >= 1:
global p1
p1 = Score()
if num >= 2:
global p2
p2 = Score()
If you fix this issue, the next issues will be
1) input(p1) will print the string representation of p1 and the input will be lost, you probably want p1.get_name() instead.
2) input(p1._wins()) will raise TypeError: 'int' object is not callable
I will redesign the app to introduce really powerful python constructs that may help you when getting into OOP.
Your objects are going to represent players, then don't call them Score, call them Player.
Using _tie like that makes it a class variable, so the value is shared for all the players. With only two participants this may be true but this will come to hurt you when you try to extend to more players. Keep it as a instance variable.
I am a fan of __slots__. It is a class special variable that tells the instance variables what attributes they can have. This will prevent to insert new attributes by mistake and also improve the memory needed for each instance, you can remove this line and it will work but I suggest you leave it. __slots__ is any kind of iterable. Using tuples as they are inmutable is my recomendation.
Properties are also a really nice feature. They will act as instance attribute but allow you to specify how they behave when you get the value (a = instance.property), assign them a value (instance.property = value), or delete the value (del instance.property). Name seems to be a really nice fit for a property. The getter will just return the value stored in _name, the setter will remove the leading and trailing spaces and will capitalize the first letter of each word, and the deletter will set the default name again.
Using a single function to compute a result is not very descriptive. Let's do it with 3 functions.
The code could look like this:
# DEFAULT_NAME is a contant so that we only have to modify it here if we want another
# default name instead of having to change it in several places
DEFAULT_NAME = "Unknown"
class Player:
# ( and ) are not needed but I'll keep them for clarity
__slots__ = ("_name", "_wins", "_loses", "_ties")
# We give a default name in case none is provided when the instance is built
def __init__(self, name=DEFAULT_NAME):
self._name = name
self._wins = 0
self._loses = 0
self._ties = 0
# This is part of the name property, more specifically the getter and the documentation
#property
def name(self):
""" The name of the player """
return self._name
# This is the setter of the name property, it removes spaces with .strip() and
# capitalizes first letters of each word with .title()
#name.setter
def name(self, name):
self._name = name.strip().title()
# This is the last part, the deleter, that assigns the default name again
#name.deleter
def name(self):
self._name = DEFAULT_NAME
def won(self):
self._wins += 1
def lost(self):
self._loses += 1
def tied(self):
self._ties += 1
Now that's all we need for the player itself. The game should have a different class where the players are created.
class Game:
_min_players = 1
_max_players = 2
def __init__(self, players):
# Check that the number of players is correct
if not(self._min_players <= players <= self._max_players):
raise ValueError("Number of players is invalid")
self._players = []
for i in range(1, players+1):
self._players.append(Player(input("Insert player {}'s name: ".format(i))))
#property
def players(self):
# We return a copy of the list to avoid mutating the inner list
return self._players.copy()
Now the game would be created as follows:
def new_game():
return Game(int(input("How many players? ")))
After that you would create new methods for the game like playing matches that will call the players won, lost or tied method, etc.
I hope that some of the concepts introduced here are useful for you, like properties, slots, delegating object creation to the owner object, etc.

Why are my pickled objects not restoring?

So I'm working on a text-based RPG and am fairly new to coding just started learning python about a month ago so if someone could help they would be a lifesaver.
When I save and load my game it loads my default player stats how do I make it load the stat increases and also my potions and gold reset to default as well.
class Player:
name = "Razor"
atkl = 15
atkh = 20
magic_light_slashl = 20
magic_light_slashh = 25
magic_fireballl = 40
magic_fireballh = 48
magic_lightningl = 55
magic_lightningh = 65
maxhp = 50
hp = 50
maxap = 10
ap = 10
exp = 0
level = 1
gold = 20
potions = 0
great_potions = 0
max_potions = 0
elixers = 0
great_elixers = 0
max_elixers = 0
def save():
player = Player
level_state = Player.level
with open('savefile', 'wb') as f:
pickle.dump([player, level_state], f, protocol=2)
print("Game has been saved.")
start_up()
def load():
if os.path.exists('savefile') == True:
with open('savefile', 'rb') as f:
player, level_state = pickle.load(f)
print("Loaded save state.")
start_up()
else:
print("Could not find save file.")
main()
and here is a bit of how I level up.
def level_up():
if Player.level == 1:
if Player.exp >= 30 and Player.exp < 80:
print("You are level 2")
Player.level = 2
Player.atkl = 17
Player.atkh = 22
Player.magic_light_slashl = 23
Player.magic_light_slashh = 27
Player.maxhp = 53
Player.hp = 53
Player.maxap = 12
Player.ap = 12
If you need more of my code to help me just ask.
You're misunderstanding how classes work. You're using class-level properties, rather than instance-level properties, which is causing them to not pickle correctly. You're essentially treating a class as if it were a dictionary and that's fundamentally not how they work.
When you create a class it acts like a blueprint. A blueprint for a car can be used to create many car "instances", but the blueprint isn't a car itself.
So in order to get an instance out of your Player class, you need to "instantiate" it. You do this by calling the class by name with parenthesis () after it. The parenthesis indicate to Python that you're calling the class' constructor which is defined as __init__() inside your class. Your class has no constructor so should first define one.
class Player:
def __init__(self):
# this is the constructor
# let's add some instance-level properties
self.name = 'Razor'
# you can add the rest of your properties here as long as they being with self
print 'I am a new instance of the player class, my name is ' + self.name
You can then instantiate this and store the instance in a variable like this (note that our message will print during construction):
player = Player()
You can then access the properties on that instance
print player.name
Or you can change them
player.name = 'Blade'
print player.name
# prints 'Blade'
The reason this instantiation is useful and important is that it lets you create as many "players" (or characters, or enemies, etc.) as you want, and they all retain their own properties. self is a clear indicator that you're talking to the instance, and not the class itself.

Printing my Class attributes

these are 2 parts of my misbehaving text based adventure code that I'm trying to learn how to do with a youtube tutorial. I believe that most of my problems arise because the tutorial I'm pretty sure is using python2.something and I'm using 3.
My problem is I'm trying to list the "Player" class attributes on the start screen, which I have successfully done with Playername, but I'm having trouble getting the numbers listed as self.attack and self.health etc to print.
I downloaded python for the first time about 5 days ago, so bear with a noob if you can, please.
Let me know what I can change, and thank you in advance!
class Player:
def _init_(self, name):
self.name = name
self.maxhealth = 100
self.health = self.health
self.attack = 10
self.gold = 0
self.bandages = 0
def start1():
os.system("cls")
print("Name: %s" % (PlayerIG))
print("Attack: {}".format (PlayerIG.attack))
print('Health: {}/{}'.format(PlayerIG.health, PlayerIG.maxhealth))
print("Gold: %i") % PlayerIG.gold
print("Bandages: %i") % PlayerIG.bandages
A few things immediately:
def _init_ needs to be def __init__ (note the double underscores).
self.health = self.health doesn't make sense - whatever is on the right side of an = needs to exist before you can assign some other variable to it, and self.health doesn't exist until that line.
The variable PlayerIG was never assigned to anything, so none of the code in start1 will work (unless it was done somewhere else, that you haven't included in the question).
A working version of what you have in your question would be something like
class Player:
def __init__(self, name, maxhealth, health, attack, gold, bandages):
self.name = name
self.maxhealth = maxhealth
self.health = health
self.attack = attack
self.gold = gold
self.bandages = bandages
def start1():
PlayerIG = Player('foo', 100, 50, 10, 0, 0)
print('Name: {}'.format(PlayerIG.name))
print('Health: {}/{}'.format(PlayerIG.health, PlayerIG.maxhealth))
print('Attack: {}'.format(PlayerIG.attack))
print('Gold: {}'.format(PlayerIG.gold))
print('Bandages: {}'.format(PlayerIG.bandages))
start1()
There are many improvements you could make from there, like defining a __str__ function for Player or using keyword arguments in your __init__ method.

Function adding objects to a class through a list - calling objects

So I m new to this and I ve been trying to follow the DRY principle.
So I have a class
class Player(object):
lifecondition = True
hitpoints = 100
def __init__(self, name):
self.name = name
def death(self):
self.lifecondition = False
a list
playerlist = ["Player1", "Player2", "Player3", "Player4", "Player5",
"Player6", "Player7", "Player8", "Player9", "Player10"]
and a function
def addplayers(alist):
for item in alist:
item = Player("%s" % item)
print "%s has %s HP of life and feels pretty much alive" % (item.name, item.hitpoints, )
I m adding objects to the class through the function
addplayers(playerlist)
all good so far but if I do a
print Player1.name
I receive that Player1 is not defined. What am I missing?
You probably should do this:
def addplayers(alist):
players = []
for item in alist:
# NOTE reuse the name item is not a good idea here. You can use player instead.
item = Player("%s" % item)
players.append(item)
print "%s has %s HP of life and feels pretty much alive" % (item.name, item.hitpoints, )
return players
And call it with
players = addplayers(playerlist)
print(players[0])
The last bit is not about your question but it's better to define your class as
class Player(object):
def __init__(self, name):
self.name = name
self.lifecondition = True
self.hitpoints = 100
def death(self):
self.lifecondition = False
Because you probably want each of your players can have different hitpoints. See Python documentation about class variable and instance variable here.

Simple OOP query. Python: saving object names in __init__

As close to the title as possible. I am very new to OOP (and coding in general) and would like to create a program that plays Blackjack. I want to save the objects I create into a list automatically so once it's created I can use the list to cycle through them (I want to create player objects, but save the variable names (right word???) to a list so once it's created using user input I can automatically access them.
So far I've built this:
ROSTER = []
class Player():
"""player in the game"""
def __init__(self, name, score= 0):
self.name = name
self.score = score
ROSTER.append(self.name)
But of course this only gives me the names put into the variable self.name... how can I capture the variable names (right term once again?). self.name won't (afaik) let me access the individual objects via:
excuse the crap formatting plz. =/
Also, if I'm using the wrong terms plz correct me. Learning on your own is kinda hard as far as mastering all the terms.
EDIT: sorry, my post was confusing. The code I posted was meant to show a dead end, not what I am looking for, and my terminology is pretty bad (I feel like a foreigner most of the time). When I said variable names, I think I should have said 'object names' (?) so:
p1 = Player("bob")
p2 = Player("sue")
I want ["p1","p2"] (or if a string format will give me problems when I try to call them, whatever the appropriate way is.)
Once again, sorry for the super confusing first post. Hopefully this edit is a little clearer and more focused.
You could put self in the roster instead. I.e.:
ROSTER = []
class Player():
def __init__(self, name, score = 0):
self.name = name
self.score = score
ROSTER.append(self)
Then you would use the ROSTER list like this:
>>> p1 = Player("Jane")
>>> p2 = Player("John")
>>> ROSTER
[<__main__.Player instance at 0x10a937a70>, <__main__.Player instance at 0x10a937a28>]
>>> for p in ROSTER:
... print p.name, p.score
...
Jane 0
John 0
Or, perhaps better, you could make ROSTER a dictionary:
ROSTER = dict()
class Player():
def __init__(self, name, score = 0):
self.name = name
self.score = score
ROSTER[self.name] = self
That way you can access the player objects by name using ROSTER[name], and you can cycle through them with ROSTER.values(). For example:
>>> p1 = Player("Jane")
>>> p2 = Player("John")
>>> print ROSTER["Jane"].name, ROSTER["Jane"].score
Jane 0
>>> print ROSTER["John"].name, ROSTER["John"].score
John 0
>>> for p in ROSTER.values():
... print p.name, p.score
...
Jane 0
John 0
Are you talking about this?
ROSTER = []
class Player():
def __init__(self, name, score= 0):
self.name = name
self.score = score
ROSTER.append(self)
a=Player('Jack',100)
b=Player('Blackk',1000)
c=Player('Mike')
for x in ROSTER:
print(x.name,x.score)
output:
Jack 100
Blackk 1000
Mike 0

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