I am working on a program with classes and a main function. This game involves tanks moving around a grid of defined size, and shooting at each other. Each tank has a name, armour and firepower. On the grid, there are randomly generated squares that contain extra armour or firepower. The user inputs how many squares and how much extra they want them to contain at the start of the game. The tanks move according to random direction with a dice roll each round. So whatever random number is generated is how many spaces the tank will move in a random direction. If the grid size is 10 for example, and a tank is at (8,1) and is told to move 3 steps to the right, it must bounce back so that it end up at (9,1). If two tanks land on the same square, then each will have their armour decreased by the others firewpower. When a tank has no armour left, it dies. When there is only 1 tank remaining, the game is over.

For this I have created a grid and tank class. I am unsure how to write the main program. This is what I have done so far:

Grid class:

```
from random import randint
class Grid(object):
""" Grid is a playing field for tanks. It stores the size and the special squares """
def __init__(self, maxx = 4, bonusA = 2, bonusF = 4, bonusAmt = 5):
""" Constructor - set size and special squares """
self.max = maxx
# set special squares
self.bonusSquares = []
tempLocations = []
# set bonus armour squares
if bonusA:
for x in xrange(bonusA):
loc = randint(-self.max, self.max), randint(-self.max, self.max)
while loc in tempLocations:
loc = randint(-self.max, self.max), randint(-self.max, self.max)
square = loc, "A", bonusAmt
self.bonusSquares.append(square)
tempLocations.append(loc)
# set bonus firepower squares
if bonusF:
for x in xrange(bonusF):
loc = randint(-self.max, self.max), randint(-self.max, self.max)
while loc in tempLocations:
loc = randint(-self.max, self.max), randint(-self.max, self.max)
square = loc, "F", bonusAmt
self.bonusSquares.append(square)
tempLocations.append(loc)
def __str__(self):
squaresInfo = ""
for square in self.bonusSquares:
squaresInfo += "+" + str(square[2])
if square[1] == "F":
squaresInfo += " firepower at "
else:
squaresInfo += " armour at "
squaresInfo += str(square[0]) + ", "
string = "Maximum dimension: " + str(self.max) + " (width & height are " + str(self.max * 2) \
+ ")\nBonus Squares: " + squaresInfo
return string[:-2]
def getMax(self):
return self.max
def getSquare(self, loc):
""" return a single square item given its location """
if self.getLocation == loc:
return bonusA, bonusF, bonusAmt
def landOnBonus(self, loc):
""" Bonus has been landed on so remove it from list, checked by location """
for square in self.bonusSquares:
if square[0] == loc:
self.bonusSquares.remove(square)
def getBonusLocations(self):
""" Return a list of just the locations of the bonus squares """
locations = []
for square in self.bonusSquares:
locations.append(square[0])
return locations
```

Tank class:

```
from random import randint
class Tank(object):
"""Tank stores all the mathods to modify the properties of the tanks"""
def __init__(self, n="", a=10, f=5):
"""Constructor- sets default values for properties"""
self.x = 0
self.y = 0
self.a = a
self.f = f
self.n = n
#Print the tanks properties
def __str__(self):
return "xpos: " + self.x + "ypos: " + self.y + "armour: " + self.a + "firepower: " + self._f
#Return armour value
def getArmour(self):
return self.a
#Return firepower value
def getFirepower(self):
return self.f
#Return the location as a tuple
def getLocation(self):
return self.x, self.y
#Return name
def getName(self):
return self.n
#Return the X coordinate
def getX(self):
return self.x
#Return the Y coordinate
def getY(self):
return self.y
#Increase the armour value by the amount
def increaseArmour(self, amount):
self.a += amount
#Increase the firepower value by the amount
def increaseFirepower(self, amount):
self.f += amount
#Check if tank is at location loc, return True or False accordingly
def isAt(self, loc):
return self.getLocation == loc
#Moves tanks keeping it inside the grid maximum passed in
def move(self, direction, amount, gridmax):
diceRoll = random.randint(1,7)
directionNumber = random.randrange(1,5)
directions = {1:"up", 2: "down", 3: "left", 4: "right"}
theDirection = directions[directionNumber]
return diceRoll
return theDirection
#Decrease the armour value by the amount
def reduceArmour(self, amount):
self.a -= amount
if self.a < 1:
print ":(", self.n, "is gone :("
#Decrease the firepower value by the amount
def reduceFirepower(self, amount):
self.firepower -= amount
#Set armour value
def setArmour(self, a):
self.a = a
#Set firepower value
def setFirepower(self, f):
self.f = f
#Set x coordinate
def setX(self, x):
self.x = x
#Set y coordinate
def setY(self, y):
self.y = y
```

What I have done of the main function (just don't really know what to do):

```
from grid import Grid
from tank import Tank
import random
t1 = Tank("Meanie", 12, 7)
t2 = Tank("CP1200", 80, 5)
t3 = Tank("Wimpy", 1, 2)
tanks = [t1, t2, t3]
playingDimensions = input("Max dimension for playing field: ")
noBonusArmourSquares = input("Number of bonus armour squares: ")
noBonusFirepowerSquares = input("Number of bonus firepower squares: ")
amountBonus = input("Amount of bonus: ")
widthHeight = playingDimensions * 2 + 1
print "The setup:"
print "Maximum dimension:", playingDimensions, "(width and height are " + str(widthHeight) + ")"
print "Bonus squares:", "+" + str(amountBonus) + " armour at",
print "+" + str(amountBonus) + " firepower at"
print "Let's ""Play..."""
#Grid.getBonusLocations()
def deadOrAlive(self):
if self.a < 1:
print ":(", self.n, "is gone :("
tanks.remove(self)
def moveTanks():
for i in range(len(tanks)):
diceRoll.append(theDice.roll())
theDirection.append(theDir.randomDir())
if theDirection[i] == "up":
tanks[i].set_y(diceRoll[i])
elif theDirection[i] == "down":
tanks[i].set._y(-diceRoll[i])
elif theDirection[i] == "right":
tanks[i].set_x(diceRoll[i])
elif theDirection[i] == "left":
tanks[i].set_x(-diceRoll[i])
def determineCoords():
for i in range(len(tanks)):
if tanks[i].getx() > gridSize:
tanks[i].x = 2 * gridSize - tanks[i].x
elif tanks[i].getx() < -gridSize:
tanks[i].x = -2 * gridSize - tanks[i].x
elif tanks[i].getY() > gridSize:
tanks[i].y = 2 * gridSize - tanks[i].y
elif tanks[i].getY() < - gridSize:
tanks[i].y = -2 * gridSize - tanks[i].y
def doSpecials():
for i in range(len(tanks)):
if tanks[i].getx() == Grid.bonusSquares() and tanks[i].get.y() == Grid.bonusSquares():
tanks[i].set_a(10)
if tanks[i].getx() == Grid.bonusSquares() and tanks[i].get.y() == Grid.bonusSquares():
tanks[i].set.f
def doBattle():
isBattle = 0
theCoords = []
for i in range(len(tanks)):
theCoords.append([tanks[i].x, tanks[i].y])
i = 0
x = 0
battleLocation = []
tanksInvolved = []
for tank in tanks:
pos = i
theCoords[pos] = ""
i += 1
for coord in theCoords:
if tank.Coords() == coord:
battleLocation.append(tank.Coords())
Tank.setArmour(-tanks[x].f)
x += 1
if x == len(tanks):
x = 0
theCoords[pos] = tank.Coords()
break
#Remove duplicates from battle location list
fighting = []
while battleLocation != []:
item = battleLocation.pop(0)
if item not in fighting:
fighting.append(item)
for cord in fighting:
print "- Battle! -", self.n, self.n, "are fighting"
return isBattle
def gameOver():
if len(tanks) <= 1:
print "After", rounds, "rounds, and", noBattles, "battles, the winner is...\n", tanks
def main():
noBattles = 0
#diceRoll = Die()
#theDirections = Direction()
while len(tanks) >= 2:
moveTanks()
determineCoords()
doSpecials()
doBattle()
battle = theBattle()
noBattles += 1
deadCheck()
gameOver()
gridSize = playingDimensions
main(
```

Thank you