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日期:2018-08-11 04:32


In assignment 5, you will (partially) build a game about peaches. The game has players moving about in a

world trying to find, eat and store peaches.

Each member in your group will have to implement two classes (a Location subclass and a Player

subclass). Your team is free to add more to the game if you wish but that will not be necessary.

The world that the game takes place in consists of different locations. A location can have zero or more players

in it, zero or more peaches in it, and it may have some behaviour of its own.

Each member will implement a location subclass.

1) A Home is the home location. There is only one home in each world. This is where several of the players

will begin the game. Is is a place for players to drop off (to stockpile) peaches. The home keeps track of how

many peaches each player brings back.

The home will also create a new Helper player to go help another player in distress (low health). It will give

the helper the location of the player in distress and some peaches to give to the distressed player to eat.

2) A PeachGrove has a bunch of peach trees, zero or more peaches (from the trees) and perhaps some

bees (that may sting a player). When a player enters a peach grove for the n-th time then n bees might sting

that person each with a 50% probability. Each sting will result in 5 health points being lost to the player. If the

player doesn't die from bee stings then they can eat and take away as many peaches as they are able (if there

are that many available). A grove does not grow more peaches as the game progresses.

3) A PeachPit is a location with a large hole. When a player enters (falls into) the pit, they lose 1/2 of their

health points. (Just use integer division here.)

A peach pit also remembers who has already fallen into the pit. When a player falls in for the second (or more)

time, they are instantly transported to the Home location, lose 1/2 their health points and their turn ends.

There may initially be several peaches in the pit. A player that falls in for the first time may take them (to eat or

carry).

4) A BearsDen has a bear in it. If a player offers a bear two or more peaches then the bear will leave the

Assignment 5 : Peaches Adventure

Locations

player alone (do nothing). If the player does not give two or more peaches to the bear then the bear will attack

the player resulting in 25 health points being deducted. The bear will remember each player that gave it

peaches and will not take peaches again or attack that player again.

Each group member will implement a player subclass.

1) A PeachHunter searches for peaches to bring back to the home location. A peach hunter can carry lots

of peaches (as many as 100). The peach hunter should return to home to deposit its peaches once they have

50 or more peaches. A peach hunter will remember where peach groves are when they find them and go back

to them to get more peaches until the grove runs out. If a hunter's health is less than 50 then it can only carry

25 peaches. It must then put any excess peaches in the current location if this happens.

2) A PitFinder looks for peach pits and remembers where they are (locations). Each time a piut finder

finds a new pit it will go back home and report this to the home (when the player enters home). When a pit

finder and peach hunter interact, a finder will reveal the location of a pit to the finder in exchange of 5 peaches.

A finder with health less then 30 can only carry 10 peaches. If their health drops down to this (if they fall in a pit

or attacked by a bear for example) they must drop any excess peaches in the current location.

3) A SmartyPants just wanders around the world trying to sell advice to others. A smarty pants is given

knowledge of all peach pits, bear dens and peach groves in the world. When it interacts with peach hunters

they will reveal a grove's location for 7 peaches; when they interact with pit finders they will reveal a pit or

bears den for 6 peaches; and when they interact with a thief they will steal all the theirs peaches (instead of the

thief stealing theirs). There is only one smarty pants in the world. If a hunter or finder do not have enought

peaches then no transaction is made.

A smarty pants is fair to peach hunters and pit finders. They will not reveal the same location twice to the same

player (unless they already revealed all of the locations).

4) A Helper is created and dispatched from the home location whenever a player (pit finder or peach

hunter) asks for help. They bring a bunch of peaches to the player (giving them to the player when they interact

with them). Once a helper helps someone they go back home (and do nothing for the rest of the game). A

helper will not give any peaches to a bear.

5) A PeachThief that will try to steal peaches from other players, as well as pick up peaches it finds along

the way. When it interacts with a hunter or pit finder, it will repeatedly steal peaches (with probability 75%) until

it fails to steal one (or the other player runs out of peaches). A thief will immediately eat the first peach

successfully stolen in any interaction.

At any time (during the play method) a player can eat a peach they have. This will rejuvenate them by adding

Players

some health equal to the ripeness of the peach. So if a peach has ripeness 10 then eating it will give the player

10 health points. However, if the peach is bad, then it will deduct the value of the ripeness from their health

instead.

If a player's health ever drops below 10 they can call home for help. The Home loction will dispatch a

Helper player to send some peaches to eat.

The provided PeachesGame program is a simple starting point for the game. Essentially, it lets each player

in the world have their turn (play method) and repeats until the home location has accumulated enuogh

peaches.

You are free to make additions to the "game". For example, you can add a human player if you wish.

The project aspect of this work will involve presenting demos of the code. Each team should come prepared

with several "programs" that each demonstrate one small aspect of the game.

For example, one demo might just have a small world with a single player to illustarte that the player behaves

as designed. You might start with a peach hunter and a peach grove and demo how it finds the grove, takes

peaches back to home and then goes back to the grove. You might then create a smarty pants player exactly

where the hunter is to show that they interact woth each other properly. You have the freedom to construct and

manipulate the state of the game to illustrate the desired proprty. Each demo should illustarte one or two

behavours (bit not much more).

Look at the specification and incrementally add behaviour to your classes. You do not need to get everything

working at once. Build up your classes one behaviour at a time.

Peaches Adventure

Additions

Project

Hints


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