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I decided to improve my OOP design knowledge and learn python at the same time so I started to write a simple program which will be a fight "simulator".

For now, there are only 2 character types : Orc and Human. The CharacterFactory class is created so that I'll be able to handle Orc and Human classes in a more abstract way or so.

GameState is meant to track the state of the game. Instances will be immediately registered to the GameState as soon as they created. And for example, if a character dies, I want to remove it from the list as well. (self.characters).

    #abtract factory or something 
class CharacterFactory:
    def __init__(self, character=None, game_state=None):
        self.character = character
        game_state.register_character(self)

    def inspect(self):
        print(self.character.name)
        print(self.character.attack_dmg)
        print(self.character.health)
        print("\n")

    def attack(self, target):
        target.character.health = target.character.health - self.character.attack_dmg

#Observable or so
class GameState:
    def __init__(self):
        self.characters = []

    def register_character(self, character):
        self.characters.append(character)

    def show_characters(self):
        list(map(lambda x: x.inspect(), self.characters))


class Orc:
    def __init__(self,name):
        self.name = name
        self.attack_dmg = 50
        self.health = 100

class Human:
    def __init__(self,name):
        self.name = name
        self.attack_dmg = 45
        self.health = 105

def Main():
    game_state = GameState()

    orc = CharacterFactory(Orc("Karcsi"),game_state)
    #orc.inspect()
    #orc.attack()


    human = CharacterFactory(Human("Nojbejtoo"),game_state)
    #human.inspect()
    #human.attack()

    print("Game state:\n")

    game_state.show_characters()

    orc.attack(human)

    game_state.show_characters()

Main()

My question is:

Is this a good design? Or maybe a complete pain in the ... to work with? Is there something that I could improve?

Of course this code is really far from being finished, but I try to find the best approach possible to design things like this so that i can deepen my knowledge in design patterns and stuff like that.

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The CharacterFactory class is created so that I'll be able to handle Orc and Human classes in a more abstract way or so.

You try to stay DRY which is very good, but this idea would be better represented with inheritance.

You could create a class Character() and let both Human and Orc, inherit from the super class like so:

class Character():
    def __init__(self, health, attack_damage, name):
        self.attack_damage = attack_damage
        self.health = health
        self.name = name

    def attack(self, target):
        target.health -= self.attack_damage

    def __str__(self):
        return f"Name: {self.name}\nDamage: {self.attack_damage}\nHealth: {self.health}\n"

class Human(Character):
    def __init__(self, name, health=105, attack_damage=45):
        super().__init__(health, attack_damage, name)

class Orc(Character):
    def __init__(self, name, health=100, attack_damage=50):
        super().__init__(health, attack_damage, name)

def main():
    orc = Orc("Karcsi")
    human = Human("Nojbejtoo")

    print(orc)
    print(human)

    orc.attack(human)
    print(human)

if __name__ == "__main__":
    main()

Things I changed:

  • Instead of an inspect function, I override the magic function __str__ so you can directly print(human) or print(orc)
  • The use of the if __name__ == '__main__'
  • And the snake_case functions main instead of Main
  • In the attack function body, see how a = a - b equals a -= b

I have omitted the GameState part, maybe someone else will pick that up.

Good luck with your game!

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  • \$\begingroup\$ Okay, then I'll go with inheritance instead. Thank you for the hints :) ! \$\endgroup\$ – Norbert Braun Aug 25 '18 at 14:54

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