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Do a class, and I'm stucked in get_inventory(self) class Trainer A class representing a pokemon trainer. A trainer can have 6 Pokemon at maximum. Notes

Do a class, and I'm stucked in get_inventory(self)

class Trainer

A class representing a pokemon trainer. A trainer can have 6 Pokemon at maximum.

Notes

  • The current pokemon should be kept track of with an instance variable representing the index of the currently selected Pokemon.

Create an instance of the Trainer class.

Parameters

  • name: The name of the trainer.

Methods

def __init__(self, name:str) >None

Create an instance of the Trainer class.

Parameters

  • name: The name of the trainer.

def get_name(self) >str

Return the trainer's name.

def get_inventory(self) >Dict[Item,int]

Returns the trainer's inventory as a dictionary mapping items to the count of that item remaining in the dictionary.

def get_current_pokemon(self) >Pokemon

Gets the current pokemon, or raises a NoPokemonException if the trainer doesn't have a single pokemon.

def get_all_pokemon(self) >List[Pokemon]

Returns the trainer's pokemon.

  • The order of the pokemon in the list should be the order in which they were added to the roster.
  • Modifying the list returned by this method should not affect the state of this instance.

def rest_all_pokemon(self) >None

Rests all pokemon in the party

def all_pokemon_fainted(self) >bool

Return true iff all the trainer's pokemon have fainted.

def can_add_pokemon(self, pokemon:Pokemon) >bool

Returns true iff the supplied pokemon can be added to this trainer's roster.

You shouldn't be able to add the same pokemon instance twice or more than the maximum amount of pokemon for a trainer.

def add_pokemon(self, pokemon:Pokemon) >None

Adds a new pokemon into the roster, assuming that doing so would be valid.

If there were no Pokemon in the roster prior to calling this method, set the current pokemon to the one that was added.

def can_switch_pokemon(self, index:int) >bool

Determines if the pokemon index would be valid to switch to, and returns true iff the switch would be valid.

You cannot swap to a pokemon which is currently out on battle, or which has fainted.

Parameters

  • index: The index of the next pokemon in the roster.

def switch_pokemon(self, index:int) >None

Switches pokemon to the one at the supplied index, assuming that the switch is valid.

Parameters

  • index: The index of the pokemon to switch to.

def add_item(self, item:Item, uses:int) >None

Adds an item to the trainer's inventory and increments its uses by the supplied amount.

Parameters

  • item: The item to add.
  • uses: The quantity of the item to be added to the inventory.

Examples

>>> food = Food("Burger King Foot Lettuce", 20) >>> ash.get_inventory() {} >>> ash.add_item(food, 1) >>> ash.get_inventory() {Food('Burger King Foot Lettuce'): 1} >>> ash.use_item(food) >>> ash.get_inventory() {} >>> ash.add_item(food, 3) >>> ash.add_item(food, 4) >>> ash.get_inventory() {Food('Burger King Foot Lettuce'): 7} 

def has_item(self, item:Item) >bool

Returns true if the item is in the trainer's inventory and has uses.

def use_item(self, item:Item) >None

If the item is present in the trainer's inventory, decrement its count. Removes the item from the inventory entirely if its count hits 0.

def __str__(self) >str

Returns a string representation of a Trainer

def __repr__(self) >str

Returns a string representation of a Trainer

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