Design pattern to allow attaching one class to another - python

I am designing an RPG and would like to have the ability to attach classes to each other. What I'm looking to do is have say an Item class. The weapon class would inherit from it. A sword would be an instance of the weapon class. I want to then be able to attach properties to the sword. These properties would be other classes. For example I could attach the container class to it and the sword (only that instance of the sword) would become a container. I could also maybe attach something like an enchantment to that sword.
For a bonus it would be nice to be able to combine instances as well. So instead of having to have a fire_enchantment class I could just make it an instance of Enchantment and attach it to the sword instance.
I've googled around and haven't been able to find a design pattern that fits this. I recall studying one but can't remember what it was called (Was a few years ago)
I'm at a loss of of which design pattern allowed this. The combining of multiple classes dynamically.

I think you seem to understand the idea of inheritance in python (e.g. class Subclass(Superclass): ) so I won't cover that here.
The classes you want to 'attach' can be treated as any other variable within the Weapon class.
class Enchantment(object):
def __init__(self, name, type):
self.name = name
self.type = type
# can define more member variables here, and set with setter methods
# more Enchantment methods here...
class Weapon(object):
def __init__(self, name, type)
self.name = name
self.type = type
self.enchantments = []
# more Weapon member variables here
def add_enchantment(self, enchantment):
# any logic you need to check when adding an enchantment
self.enchantments.append(enchantment)
Then in wherever your game code is running you could do
sword = Weapon('My sword', 'sword')
fire_enchantment = Enchantment('Fireball', 'fire')
sword.add_enchantment(fire_enchantment)
You can then add methods on the Weapon class to do things with the enchantments/add certain logic.
The enchantment is still an instance of an object, so if you access it in the list (maybe by identifying it by its name, or looping through the list) all its methods and variables are accessible. You just need to build an interface to it via the Weapon class e.g. get_enchantment(self, name), or have other methods in the Weapon class interact with it (e.g. when you attack you might loop through the enchantments and see if they add any extra damage).
There's obviously design considerations about how you design your classes (the above was thrown together for example and doesn't include inheritance). For example you might only allow one enchantment per weapon, in which case you shouldn't use a list in the weapon object, but could just set self.enchantment = None in the constructor, and set self.enchantment = enchantment in the add_enchantment method.
The point I'm making is you can treat instances of Enchantment or other 'attachable' classes as variables. Just make sure you create an instance of the class e.g. fire_enchantment = Enchantment('Fireball', 'fire').
There's plenty of reading out there in terms of inheritance and OOP in general. Hope this helps!
Additional answer from OP
I think the Mixin pattern is what I was looking for. After digging around more I found this post which has an answer for dynamic mixin's.

Related

what's the meaning of creating new variables at a class instance?

I am new to OOP programming in python and I was wondering why python let us create new attributes at an object instance. What is the point of creating a new attribute that doesn't follow the design of the class ?
class Shark:
def __init__(self, name, age):
self.name = name
self.age = age
new_shark = Shark("Sammy", 5)
print(new_shark.age)
new_shark.pi = 3.14
print(new_shark.pi)
I expected that python will produce an error but it prints 3.14
*Each answer covered a different spectrum. Thank you very much
Here is a link to a similar question with lots of helpful answers: Why is adding attributes to an already instantiated object allowed?
Now for my answer. Python is a dynamic language meaning that things can be changed at run time for execution. But what is important to realize is that the answer to your question is more a matter of style and opinion.
Instantiating your class with all the needed variables inside of it gives you the benefit of encapsulation and the safety of knowing that every time the class is instantiated that you will have access to that variable. On the other hand adding a variable after instantiation may give you different benefits in specific use cases.
new_shark.pi = 3.14
means add a new attribute to the class object(if not exists).
after the
new_shark.pi = 3.14
the class object will have:
self.name
self.age
self.pi
three attributes
Python and other OOP languages allow classes to inherit from baseclasses and even overide baseclass methods. Imagine the following! You have a base class for all characters in a game. The base class handles things like position, character name, an inventory, clothing, and is responsible for updating and rendering etc... You have an enemy sub-class that handles movement based on some algorithim, and a player sub-class that handles movement based on user input. Maybe the enemy doesn't need an inventory but the player does. Does that make sense?

Inheritance - proper way to create a new instance of a class with a class method

I'm God (or evolution, or whatever you believe in). I am trying to create all living things with Python.
I have defined a class that is able to "reproduce", i.e is able to create a new instance of itself (ignore the fact that it looks more like cloning than reproduction, this is for a beta version of Earth) :
class Animal:
def __init__(self, **kwargs):
self.characteristics = kwargs
def reproduce(self):
return Animal(**self.characteristics)
This works fine in the case of a base class, but what happens when I create a class that inherits from Animal ?
class Fox (Animal):
def __init__ (self, **kwargs):
self.color = 'red'
super().__init__(dict(self.color, **kwargs))
If a Fox tries to reproduce, I will have an instance of type Animal rather than Fox (even though it still has the color 'red').
I could overload the method for a fox to be able to reproduce:
def reproduce(self):
return Fox(self.characteristics)
However, I would have to do that for every new creature I define!
How can I create a class from which I could make all my creatures inherit so when they reproduce an object of the same class is created? So that I could be sure that:
parent = Fox()
child = parent.reproduce()
assert type(parent) == type(child)
I know I can use type to make reproduce return type(self)(self.characteristics) or self.__class__(**self.characteristics), but it does not seem very pytonic to me. Is there a more proper way to do this ?
Note: you changed your question from one where your subclasses took different numbers of arguments. If you stick to such a design, then you have no choice here but to override reproduce(), because there is no consistent API to create a new instance of the 'current class'.
If you were to standardise your class API, you can then also standardise creating new instances, at which point you can write a reproduce() method that just takes type(self) to reference the current class and then proceed to make a new instance of this class.
Note that having to write a new reproduce() method for each subclass is a good option too, because that's a good way of delegating creating new instances of specialised subclasses. You give each subclass the responsibility of handling the details of reproduction.
But if you don't want to do that, then you take away that responsibility from the subclass and put it in the base class, at which point the base design of how you create instances also is the responsibility of that base class.
There are middle grounds between those two options, of course, but all of them come down to some form of delegation. You could have the base classes provide some kind of structure that details what attributes should be copied across when creating an instance, you could have subclasses implement the __copy__ or __deepcopy__ hooks to handle 'reproduction' via copy.copy() or copy.deepcopy() calls, etc.
Your updated question structure is just another example of that delegation; you added a characteristics dictionary, so subclasses are responsible of keeping that dictionary updated so that the base class can implement reproduction as:
def reproduce(self):
return type(self)(**self.characteristics)
That's perfectly Pythonic, but more because this is a decent OO design where you have made choices to minimise what subclasses are responsible for and have the base class do as much of the reproducing as possible.

What is this python concept called? Parent class using child-only attributes.

I am writing some code that is an upside down triangle of inheritance. I have a base Linux class that has a CLIENT attr which holds a connection. I have several APIs that are logically separated (kvm, yum, gdb, dhcp, etc..) that use CLIENT but I only want the user to need to create a single instance of Linux class but be able to call all the methods from the Parent classes. While maintaining the nice logical code separation among the parents:
class Linux(
SSHClient,
yum.Yum,
kvm.Kvm,
ldap.Ldap,
lshw.Lshw,
packet_capture.Tcpdump,
tc.TrafficControl,
networking.Networking,
gdb.Gdb,
dhcp.Dhcp,
httputil.Http,
scp.Scp,
fileutils.FileUtils):
I made a little example:
class Dad(object):
def __init__(self):
raise NotImplementedError("Create Baby instead")
def dadCallBaby(self):
print('sup {}'.format(self.babyName))
class Mom(object):
def __init__(self):
raise NotImplementedError("Create Baby instead")
def momCallBaby(self):
print('goochi goo {}'.format(self.babyName))
class Baby(Mom, Dad):
def __init__(self, name):
self.babyName = name
def greeting(self):
self.momCallBaby()
self.dadCallBaby()
x=Baby('Joe')
x.greeting()
What is doing this called? Is this Duck Typing? And is there a better option?
There's really no such thing as "child-only attributes".
The attribute babyName is just stored in each object's namespace, and looked up there. Python doesn't care that it happened to be stored by Baby.__init__. And in fact, you can write store the same attribute on a Mom that isn't a Baby and it will work the same way:
class NotABaby(Mom):
def __init__(self): pass
mom = NotABaby()
mom.babyName = 'Me?'
mom.momCallBaby()
Also, it's hard to suggest a better way to do what you're doing, because what you're doing is inherently confusing and probably shouldn't be done.
Inheritance normally means subtyping—that is, Baby should only be a subclass of Mom if every Baby instance is usable as a Mom.1
But a baby is not a mom and a dad.2 A baby has a mom and a dad. And the way to represent that is by giving Baby attributes for its mom and dad:
class Baby(object):
def __init__(self, mom, dad, name):
self.mom, self.dad, self.name = mom, dad, name
def greeting(self):
self.mom.momCallBaby(self.name)
self.dad.dadCallBaby(self.name)
Notice that, e.g., this means that the same woman can be the mom of two babies. Since that's also true of the real-life thing you're modeling here, that's a sign that you're modeling things correctly.
Your "real" example is a little less clear, but I suspect the same thing is going on there.
The only reason you want to use inheritance, as far as I can tell, is:
I only want the user to need to create a single instance of Linux class
You don't need, or want, inheritance for that:
class Linux(object):
def __init__(self):
self.ssh_client = SSHClient()
self.yum = yum.Yum()
# etc.
… but be able to call all the methods from the Parent classes
If yum.Yum, ldap.Ldap and dhcp.Dhcp both have methods named lookup, which one would be called by Linux.lookup?
What you probably want is to just leave the attributes as public attributes, and use them explicitly:
system = Linux()
print(system.yum.lookup(package))
print(system.ldap.lookup(name))
print(system.dhcp.lookup(reservation))
Or you'll want to provide a "Linux API" that wraps all the underlying APIs:
def lookup_package(self, package):
return self.yum.lookup(package)
def lookup_ldap_name(self, name):
return self.ldap.lookup(name)
def lookup_reservation(self, reservation):
return self.dhcp.lookup(reservation)
If you really do want to just forward every method of all of your different components, and you're sure that none of them conflict with each other, and there are way too many to write out manually, you can always do it programmatically, by iterating all of the classes, iterating inspect.getmembers of each one, filtering out the ones that start with _ or aren't unbound methods, creating a proxy function, and setattr-ing it onto Linux.
Or, alternatively (probably not as good an idea in this case, but very commonly useful in cases that aren't that different), you can proxy dynamically, at method lookup time, by implementing a __getattr__ method (and, often, a __dir__ method).
I think one of these two kinds of proxying may be what you're really after here.
1. There are some cases where you want to inherit for reasons other than subtyping. For example, you inherit a mixin class to get implementations for a bunch of methods. The question of whether your class is usable wherever that mixin's instances are usable doesn't really make sense, because the mixin isn't usable anywhere (except as a base class). But the subtyping is still the standard that you're bending there.
2. If it is, call Child Protective Services. And also call Professor X, because that shouldn't be physically possible.

Attribute name change for inherited classes. Possible/Bad practice?

Q1. If I have a very general class, with an attribute whose name could be better represented in more specific inherited classes, how can I access the same methods from the parent class if the attribute has changed its name? For example (not my real scenario, but it shows what I mean).
class Entity(object):
def __init__(self):
self.members= {}
... # Methods that use self.members
class School(Entity):
def __init__(self):
super(Entity,self).__init__(self)
class Company(Entity):
def __init__(self):
super(Entity,self).__init__(self)
for class School and for class Company, I would like to be able to use attributes that are more specific, such as self.students and self.employees, but that still work with the methods that were defined for self.members in the class Entity.
Q2. Would this be bad practice? What would be the best way to approach this? In my real case, the word I used for self.members is too general.
Renaming an attribute in a subclass is bad practice in general.
The reason is that inheritance is about substitutability. What it means for a School to be an Entity is that you can use a School in any code that was written to expect an Entity and it will work properly.
For example, typical code using an Entity might do something like this:
for member in entity.members:
If you have something that claims to be an Entity (and even passes isinstance(myschool, Entity)), but it either doesn't have members, or has an empty members, because its actual members are stored in some other attribute, then that code is broken.
More generally, if you change the interface (the set of public methods and attributes) between a base class and dericed class, the derived class isn't a subtype, which means it usually shouldn't be using inheritance in the first case.1
If you make students into an alias for members, so the same attribute can be accessed under either name, then you do have a subtype: a School has its students as members, and therefore it can be sensibly used with code that expects an Entity:
myschool.students.append(Person(cap'))
# ...
for member in myschool.members:
# now cap is going to show up here
And this works just as well with methods defined in Entity:
def slap_everyone(self):
for member in self.members:
# this will include cap
member.slap()
myschool.slap_everyone()
And you can do this by using #property.
class Student(Entity):
# ...
#property
def students(self):
return members
#students.setter
def students(self, val):
self.members = val
#students.deleter
def students(self):
del self.members
So, this isn't flat-out invalid or anything.
But it is potentially misleading.
Will it be obvious to readers of your code that adding cap to myschool.students is going to add him to myschool.members? If so, it's probably OK. If not, or if you're not sure, then you probably shouldn't do this.
Another thing to consider is that a School might have multiple kinds of members: students, teachers, administrators, dropouts who hang around their old campus because they don't know where else to find drug dealers, … If that's part of your design, then what you really want is for members to be a property, and probably a read-only property at that,2 and each subclass can define what counts as "members" in a way that makes sense for that subclass.
class Entity(object):
#property
def members(self):
return []
def rollcall(self):
return ', '.join(self.members)
class School(Entity):
def __init__(self):
super(School, self).__init__()
self.students, self.teachers = [], []
#property
def members(self):
return self.students + self.teachers
school = School()
school.teachers.append('cap')
school.students.extend(['marvel', 'america, planet'])
print(school.rollcall())
This will print out:
cap, marvel, america, planet
That school is working as a School, and as an Entity, and everything is good.
1. I say usually because (regardless of what OO dogma says) there are other reasons for subclassing besides subtyping. But it's still the main reason. And in this case, there doesn't appear to be any other reason for subclassing—you're not trying to share storage details, or provide overriding hooks, or anything like that.
2. In fact, you might even want to drag in the abc module and make it an abstract property… but I won't show that here.

Avoid putting "global" in every single function

Python is supposed to be fun, simple and easy to learn.
Instead, it's been a huge pain.
I've discovered that all the errors I'm getting are related to me not declaring each variable global in each function.
So for my toy program of dressUp, I have to write:
hatColor = ""
shirtColor = ""
pantsColor = ""
def pickWardrobe(hat, shirt, pants):
global hatColor
global shirtColor
global pantsColor
...
This gets really annoying when I have 20 functions, and each one needs to have 20 global declarations at the beginning.
Is there any way to avoid this?
Thanks!
ADDED
I am getting tons of `UnboundLocalError - local variable X referenced before assignment.
Why am I doing this? Because I need to write a py file that can do some calculations for me. I don't want it all in the same function, or it gets messy and I can't reuse code. But if I split the work among a few functions, I have to declare these annoying globals over and over.
Classes versus global variables
global is common to all
class is a template for an object, representing something, here it could be person dressed up somehow.
Class might have class properties, these are not so commonly used, as they are shared by all instances (sort of "global for classes).
Classes start living as soon as you instantiate them, it means, the pattern defined by class definition is realized in form of unique object.
Such an object, called instance, might have it's own properties, which are not shared with other instances.
I am sometime thinking about a class as of a can - class definition means "can is something you can put thing into" and instance is real tangible can, which has a name of it and in Python I put property values into it, which are bound to the name of given can holder.
DressUp class with real instance properties
Properties in "holmeswatson" solution are bound to class definition. You would run into problems if you would use multiple instances of DressUp, they would be sharing the properties over class definition.
It is better and safer to use it as instance variables, which are over self bound to instance of the class, not to class definition.
Modified code:
class DressUp:
def __init__(self, name, hatColor="", shirtColor=""):
self.name = name
self.hatColor = hatColor
self.shirtColor = shirtColor
def pickWardrobe(self,hat, shirt):
self.hatColor = hat
self.shirtColor = shirt
def __repr__(self):
name = self.name
hatColor = self.hatColor
shirtColor = self.shirtColor
templ = "<Person:{name}: hat:{hatColor}, shirt:{shirtColor}>"
return templ.format(name=name, hatColor=hatColor, shirtColor=shirtColor)
tom = DressUp("Tom")
tom.pickWardrobe("red","yellow")
print "tom's hat is", tom.hatColor
print "simple print:", tom
print "__repr__ call:", tom.__repr__()
jane = DressUp("Jane")
jane.pickWardrobe("pink","pink")
print "jane's hat is", jane.hatColor
print "simple print:", jane
print "__repr__ call:", jane.__repr__()
The __repr__ method is used at the moment, you call print tom or print jane.
It is used here to show, how to instance method can get access to instance properties.
Is there any way around it? Yes, there are several. If you're using global variables on a regular basis, you're making a mistake in your design.
One common pattern when you have many functions that will operate on the same, related data is to create a class and then declare instances of that class. Each instance has its own set of data and methods, and the methods within that instance can operate on the data within that instance.
This is called object oriented programming, it is a common and basic paradigm in modern programming.
Several respondents have sketched out what a class might look like in your case but I don't think you've given enough information (which would include the method signatures of the other functions) to actually write out what you need. If you post more information you might get some better examples.
If it is appropriate, you could use classes.
class DressUp:
def __init__(self, name):
self.name = name
def pickWardrobe(self,hat, shirt, pants):
self.hatColor = hat
self.shirtColor = shirt
self.pantsColor = pants
obj1 = DressUp("Tom")
obj1.pickWardrobe("red","yellow","blue")
print obj1.hatColor
Have a look:
http://www.tutorialspoint.com/python/python_classes_objects.htm

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