More Exercises for Partner A

adv.scm includes a definition of the class thief, a subclass of person. A thief is a character who tries to steal food from other people. Of course, Berkeley can not tolerate this behavior for long. Your job is to define a police class; police objects catch thieves and send them directly to jail. To do this you will need to understand how thiefs work.

Since a thief is a kind of person, whenever another person enters the place where the thief is, the thief gets a notice message from the place. When the thief notices a new person, he does one of two things, depending on the state of his internal behavior variable. If this variable is set to steal, the thief looks around to see if there is any food at the place. If there is food, the thief takes the food from its current possessor and sets his behavior to run. When the thief's behavior is run, he moves to a new random place whenever he notices someone entering his current location. The run behavior makes it hard to catch a thief.

Notice that a thief object delegates many messages to its person object.

Question A6: Part 1

To help the police do their work, you will need to create a place called jail (i.e., a jail is an instantiation of place). Jail has no exits. Moreover, you will need to create a method for persons and thieves called go- directly-to. go-directly-to does not require that the new-place be adjacent to the current-place. So by calling (ask thief 'go-directly-to jail), the police can send the thief to jail no matter where the thief currently is located, assuming the variable thief is bound to the thief being apprehended.

Question A6: Part 2

Thieves sometimes try to leave their place in a randomly chosen direction. This, it turns out, won't work if there are no exits from that place -- for example, the jail. Modify thethief class so that a thief won't try to leave a place with no exits.

Combining Work

Before moving on, get your partner to explain Question B6 and its solution. Also, explain Question A6 and its solution to your partner.

Question A7: Part 1

We are now going to invent restaurant objects. People will interact with the restaurants by buying food there. First we have to make it possible for people to buy stuff. Give person objects a money property, which is a number, saying how many dollars they have. Note that money is not an object. We implement it as a number because, unlike the case of objects such as chairs and potstickers, a person needs to be able to spend some money without giving up all of it. In principle we could have objects like quarter and dollar-bill, but this would make the change-making process complicated for no good reason.

To make life simple, we'll have every person start out with \$100. (We should really start people with no money, and invent banks and jobs and so on, but we won't.) Create two methods for people, get-money and pay-money, each of which takes a number as argument and updates the person's money value appropriately. Pay-money must return true or false depending on whether the person had enough money.

> (ask brian 'money)
100
> (ask brian 'get-money 20) ;increases money
120
> (ask brian 'pay-money 30) ;decreases money. Returns #t if has enough money
#t
90


Question A7: Part 2

Another problem with the adventure game is that Noah's only has one bagel. Once someone has taken that bagel, they're out of business. The same goes with other restaurants.

To fix this, we're going to invent a new kind of place, called a restaurant. (That is, restaurant is a subclass of place.) Each restaurant serves only one kind of food. (This is a simplification, of course, and it's easy to see how we might extend the project to allow lists of kinds of food.) When a restaurant is instantiated, it should have two extra arguments, besides the ones that all places have: the class of food objects that this restaurant sells, and the price of one item of this type:

   > (define-class (pasta) (parent (food ...)) ...)

> (define somerestaurant (instantiate restaurant 'somerestaurant pasta 7))


Notice that the argument to the restaurant is a class, not a particular bagel (instance). Here is an example of the Pasta food class. Your partner should have defined some example of food classes as part of Question B6.

> (define pesto-pasta (instantiate pasta))
150


Restaurants should have two methods. The menu method returns a list containing the name and price of the food that the restaurant sells. The sell method takes two arguments, the person who wants to buy something and the name of the food that the person wants. The sell method must first check that the restaurant actually sells the right kind of food. If so, it should ask the buyer to pay-money in the appropriate amount. If that succeeds, the method should instantiate the food class and return the new food object. The method should return #f if the person can't buy the food.

Here are some examples:

> (ask somerestaurant 'menu)
(pasta 7)
> (ask somerestaurant 'sell someperson 'pasta) ;note that pasta is the name


Question A8

Now we need a buy method for people. It should take as argument the name of the food we want to buy:

> (ask Brian 'buy 'bagel)


The method must send a sell message to the restaurant. If this succeeds (that is, if the value returned from the sell method is an object rather than #f), the new food should be added to the person's possessions. If the person can't buy, return an error.