代写MCD4720 - Fundamentals of C++ Assignment 3 - Trimester 2, 2024调试C/C++语言

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MCD4720 - Fundamentals of C++

Assignment 3 - Trimester 2, 2024

 

 

 

Purpose

Object-Oriented Programming (OOP), inheritance, references, and pointers are fundamental concepts in programming languages. This assignment

provides an opportunity for you to showcase your understanding of these concepts and demonstrate your ability to utilise them effectively.

The assignment relates to Unit Learning Outcomes 2, 3, 4 and 5.

 

 

Your task

Complete the individual tasks as detailed in the instructions below.

Your project must be submitted as a CLion project, including all headers and code files, and any appropriate text files to ensure the program compiles and runs.

 

Value

30% of your total marks for the unit

The assignment is marked out of 100 marks.

 

Word Limit

No overall word limit

 

Due Date

11:55 pm Monday 6 January 2025

Specification

For this assignment you will write a program to play a game named Farkle. This section specifies the required functionality of the program.

Scenario (Pairs Card Game):

You are tasked with implementing a computer-based version of the card game Pairs, designed for 2 to 8 players. Pairs is a simple, press-your-luck game where there is no winner, only one loser. Players earn points by collecting pairs or by folding, and the first player to accumulate too many points is declared the loser!

To familiarise yourself with the game mechanics, you can watch the following videos on how to play:

•   https://www.youtube.com/watch?v=bq7Em3p7oS0or

•   https://www.youtube.com/watch?v=rcV45WyiWqsor online rules here:

•   https://crabfragmentlabs.com/pairs

•   https://files.rebel.pl/files/instrukcje/PairsCompanionBook.pdf

In your version, for the basic assignment you only need to implement a 2-player game.

Basic Game Play:

In this implementation of the game, the computer acts as the dealer, controlling a triangular deck of cards. This deck consists of cards in sizes ranging from 1x1 to 10x10, totalling 55 cards. Please note that this is not a standard deck of playing cards.

The basic game play is as follows:

u Shuffling and Discarding: Shuffle the deck and discard (burn) five cards facedown into the centre of the table to form. the start of the discard pile. Each time you reshuffle, you will burn five additional cards. This increases the difficulty for players trying to guess which cards remain in the deck.

u Starting the Round: At the beginning of each round, deal one card face up to each player. The player with the lowest card will take the first turn.

If there is a tie for the lowest card, deal a second card to the tied players to break the tie. If the second card results in a pair, discard it and deal another.

    Example: In the diagram provided, Player A shuffles the deck and discards five

cards. She then deals one card to each player face up. Player D has the lowest card (a 6) and will go first.

u Player Choices: On your turn, you have two choices: hit (take a card) or fold (end the round).

    If you catch a pair or choose to fold, the round ends, and you score points.

    If neither occurs, the turn passes to the left.

u Hitting: When you choose to hit, your goal is to avoid catching a pair. If you do catch a pair, the round ends, and you score points equal to the rank of the paired card.

    Example: If you catch a pair of 8s, you score 8 points. Keep one of those cards aside face up to track your score.

u Folding: You may also choose to fold instead of hitting. This ends the round , and you

must select the lowest card currently in play to keep for points. You can choose this card from any player's stack, including your own.

Folding can sometimes be a strategic choice, depending on your chances of catching a pair.

u Ending the Round: As soon as one player catches a pair or folds, the round is over. Discard all the cards in players’ stacks, face down into the middle, and deal another round.

Scoring cards (those cards that were kept aside for points) are not discarded.

u Reshuffling: When the deck runs out, just shuffle and continue. Pause the deal,

reshuffle the discards, and resume dealing where you left off. (Remember to burn five cards.)

u Losing the Game: There is no overall winner; the game concludes with one loser. The game ends when a player reaches the target score, which varies depending on the number of players. The formula for determining the score is: (60 ÷ number of players) + 1.

For games with 7 or 8 players, maintain the score at 11.

Players

2

3

4

5

6+

Score

31

21

17

13

11

For example, in a 4-player game, the loser is the first player to score 16 points.

u Breaking a Tie: If two or more players tie for the lowest card, deal additional cards to the tied players as tiebreakers. If the tiebreakers also tie, continue dealing until one player

has the lowest card.

If a player catches a pair during this process, discard the paired card and deal a replacement. Note that players cannot be knocked out by a pair during this tiebreaker, although they may end up with several extra cards!

u Dealing Cards: Cards are dealt in a consistent order, starting with the first player and continuing clockwise around the table. Tiebreaker cards are dealt in the same order.

u Defining a Pair: A pair consists of any two cards in a single player’s stack that share the same rank. The cards do not have to be adjacent to one another. Cards from other players of the same rank do not count as a pair for the purposes of this game.

There are numerous variations to this basic gameplay, some of which you may choose to implement as extra functionality for your assignment.

Class Implementation:

You MUST implement your program using the following classes, at a minimum. You may include more classes as appropriate for your game design:

•   Player class: Holds a player’s details, including their name, score, turns taken and collection of cards (the player’s stack in the game).

•   Card class: holds the card’s details including its rank, a visual representation of the card and its status – in the deck:

u discarded,

u dealt to or

u held by a player

•   Application class: Contains the main() function and controls the overall flow of the game.

You may include other relevant attributes and behaviours in these classes.

Player Capabilities:

The Player must be able to:

•     Assign a Name: The player is prompted to enter a name at the start of the game, which will be used in all feedback and scoring.

•     Choose Actions: The player can decide to either hit (take a card) or fold (end the round) based on their current strategy and risk assessment.

•     View Current Hand: The player can see their current hand of cards, including any

scoring cards they have set aside, allowing them to make informed decisions during their turn.

•     Catch Pairs: When the player hits and catches a pair, they should receive immediate feedback indicating their score based on the rank of the paired cards.

•     End the Round: The player can choose to end the round voluntarily by folding, at which point they must select the lowest card from any player’s stack to keep for points.

•     Track Points: The player must be able to see their current score, as well as the target score for the game based on the number of players.

•     Continue Playing: The player can continue playing rounds until they either reach the target score and lose the game or choose to quit at any point during the game.

•     Quit the Game: The player has the option to exit the game at any time, whether during a round or after a game has concluded.

Card Characteristics:

The Cards in the game should:

•   Card Types: The deck consists of triangular cards categorized by size, specifically

ranging from 1x1 up to 10x10. Each card type has a unique rank corresponding to its size.

•   Total Cards: There are a total of 55 cards in the deck, ensuring a diverse range of gameplay experiences.

•   Card Values: Each card's value is determined by its size, with larger cards having

higher values. The ranks range from 1 to 10, with 1 being the lowest and 10 being the highest.

•    Face-Up/Face-Down: Cards are dealt face up to players at the start of each round, allowing for visible player interaction. Discarded cards are placed face down in the   middle of the table to maintain secrecy.

•    Discard Pile: Five cards are burned (discarded face down) at the start of each round to create a discard pile. This affects the remaining cards in play, making it harder for

players to guess the remaining cards in the deck.

•    Reshuffling: When the deck runs out of cards, it is reshuffled along with the discarded  cards, ensuring continuous gameplay. Players must remember to burn five cards during reshuffling.

Game Application Requirements:

The Game Application must:

•    Display the “how to play” information at the start of the game.

•   Create a player with initial card.

•    Display an appropriate and uncluttered user interface, providing relevant information to the player at all times.

•   Ask for and allow the player to enter an option to hit or fold.

•   Ask for and allow the player to select extra card(s).

•    Display the updated player’s cards.

•    End the round for the player

•   Specify the loser

•    Provide player stats at the end of the game and each round (if loss, and score).

Task 1: UML Diagrams

You are required to draw a UML diagram for this project to help structure your program more effectively. You will need a UML diagram for each of the classes you include in your game – at least a Player, Dice, and Application (main) class. The diagram should show all the relationships between the classes. You do have a progress check during week 8, please check the marking guide.

Task 2: Create and Display a Menu

Your initial task is to implement a menu system that will be displayed to the user. Below is an example of how the menu should appear. In this example, option [1] has been selected,

To accomplish this, create a function called runMenu() and call it from the main() function.

Inside the runMenu() function, ensure that the user can select any of the displayed options as often as they desire before ultimately ending the program. It is important to validate the user's  input so that only the displayed options can be chosen.

Each option should be processed numerically for easier selection. For instance, option [1] can be associated with "Ending the Program," option [2] with "Displaying 'Game Rules' Information," and so on.

By implementing this menu system and incorporating input validation, you will create a user- friendly interface that allows for easy navigation and interaction within your program.

Task 3: Read data from a file and display

Your next task is to display the rules of the game, providing detailed information on how to play. This information should be displayed similarly to the example shown here. You can accomplish  this by creating a function and calling it from the runMenu() function when option [2], "Display   'Game Rules' Information," is selected.

The function responsible for displaying the game rules should accept the filename

"gameRules.txt” as a parameter. This function should successfully read and display the data

from the specified file. You can download the "gameRules.txt" file from the unit's Moodle page and place it in the appropriate folder to be read and displayed. However, you should modify the content and format of the file to suit your program's needs. Please keep the file content short

(no more than 300 words). You should use ChatGPT to generate text for the game rules. After generating the text from ChatGPT, copy and paste it into a file named gameRules.txt.

Additionally, include the link to your interaction with ChatGPT in the same file.

In the "gameRules.txt" file, make sure to include your details, such as the trimester, unit, and other relevant information. Modify the content of the file as necessary to ensure it integrates    smoothly into your program.

By implementing this task and incorporating the function to display the game rules, you will provide clear instructions on how to play the game.

 

Task 4: Play Pairs Game

Your task is to enable two players to engage in the card game Pairs. This includes creating players, setting up a triangular deck of 55 cards, and providing an intuitive interface.

The players should be able to:

•     Enter the names at the start, used for feedback throughout the game.

•     Draw or fold cards during their turn, with appropriate feedback:

o  Drawing risks getting a pair and scoring points.

o  Folding allows them to take the lowest card in play for points.

•     Track scores continuously after each round, showing current players scores.

•     End the game when a player reaches the losing score.

•     Receive game stats at the end, showing rounds played, final scores, and wins/losses.

•     Return to the main menu at any time or after the game ends.

Implementing these features ensures a simple and engaging gameplay experience

Task 5: Display the Reflection Report

Your final task is to display the reflection report and all the extra functionality that you have implemented.

Create a function for this task and call it from the runMenu() function, when option this option is selected.

 

Program Reflection

You must also provide a 300-word written reflection of your object-oriented design and how well you believe it was to implement. You should cover the following areas:

u Discuss why you designed it the way you did:

    Explain the reasoning behind the structure of your classes and how they relate to each other?

    Describe how this design reflects an object-oriented (OO) approach?

u Discuss how well you were able to code it:

    Highlight any challenges or issues you encountered during the implementation phase.

    Discuss how you addressed these issues, whether through debugging, refactoring, or   seeking assistance. Reflect on the effectiveness of your coding skills and how well you were able to translate your design into functional code.

u Furthermore, consider how you would improve your design if you were to undertake the project again. Discuss potential modifications to make your solution easier to implement, more efficient, or better suited for code reuse.

u It  is  necessary  to  include  a  list  of  all  implemented  extra  functionalities  in  the  report otherwise, will not be marked.

This document must be included in the same folder as your Clion project. It should be a Word document containing the reflection and the final version of the UML diagrams. Your document file MUST be named as follows “ YourFistNameLastName_A2.docx” .

Extra Functionality

The marking criteria indicates that you should make some individual additions to this in order to achieve the final 15% of the marks.

Following is a list of additional features you can include in your project, with the maximum number of marks you can earn for each one, shown in the following format [x]. You may implement one or more features from the list. You will only score up to a maximum of 15% of the total assignment marks in other words a capped total of 15 marks, and you can pick up to 4 as a maximum.

You should aim to add some additional creative elements to the gameplay, as well as advanced object-oriented design elements or advanced use of pointers.

a.  Display the cards using ASCII art. You can use different images related to a theme or “pip” patterns for the numbers. [5]

b.  Allow the game to be saved and restored at the player’s request. [5]

c.  All data members in one class to be pointers. [5]

d.  Using pointers to access values from the heap. [5]

e.  Include multiple human players making the game playable by 2 to any number of people. Each player must track their own score and display their name and game score when required. At the beginning of the game, one player is randomly chosen to go first then the players take turns in clockwise order. The game is played in rounds in which each player has a turn to get a card and score points. [5]

f.   Allow the game to be played with computer players. The computer player should be able to make reasonably intelligent decisions for choosing scoring combinations and when to save their points. This artificial Intelligent can be a set of rules that the computer player checks before making a hit or fold. On a computer player’s turn, the process should be automated so that the human player can watch the results. [5]

You certainly do not have to implement all of the above to earn marks for extra functionality. Just remember the maximum number of marks you can earn are given in [x] and you can choose up to four. It is up to you!

Assignment 2: Marking Criteria [up to 100 marks in total]

Does the program compile and run? Yes or No

1.  Assignment Progress Check [10]

1.1.      5% in Week 8: class diagram (this can be hand-drawn). Note that the class diagram should

show the individual classes and the interactions between them. Hand-drawn for the UML diagrams are accepted for this stage but not for final submission.

1.2.      5% in Week 9: Code of the two classes (Player and Card) and create an object for each class.

2.  UML Diagrams [5]

2.1.     Progress check [.]

2.2.      Correct structure used (Name, Attributes, Behaviours) and relationship [1]

2.3.      Included the correct designations for public (+) and private (-) [2]

2.4.      Include all required variables and functions with meaningful names [2]

3.  Class Design [10]

3.1.     Player Class [3]

3.1.1.  Has an appropriate header file [1]

3.1.2.  Required data members and member functions using meaningful names [1]

3.1.3. Contains only aspects that relate to a “player” (has no data members or member

functions that are not directly related to the Player) [1]

3.2.     Card Class [3]

3.2.1.  Has an appropriate header file [1]

3.2.2.  Required data members and member functions using meaningful names [1]

3.2.3. Contains only aspects that relate to a “die” (has no data members or member

functions that are not directly related to the Die) [1]


3.3.     Game Application [4]

3.3.1.  Has an appropriate header file [2]

3.3.2.  Has appropriate variables and functions using meaningful names [1]

3.3.3. The main() function has appropriate function calls to keep it uncluttered [1]

4.  Functionality [45]

4.1.     Create and display menu repeatedly till user exit. [5]

4.2.     Display Game Rules file, with correct validations. [2.5]

4.3.     Display the reflection report when the option is selected, with correct validations. [2.5]

4.9.    Successful  implementation  of  action  processes  and  feedback  displayed  to  the

player [5]

4.10.  Appropriate end game conditions triggered and show the winner/loser [5]

5.  Quality of Solution and Code [10]

5.1.     Does the program perform. the functionality in an efficient and extensible manner?

Functions are not too long [2]

5.2.     Has a well-designed OO program been implemented? [4]

5.2.1.  More classes been used [2]

5.2.2.  Program structures support and OO design [2]

5.3.     Has the Programming Style. Guide been followed appropriately? [4]

5.3.1. Appropriate commenting and code documentation [2]  5.3.2. Correct formatting of code within *.h and *.cpp files [2]

6.  Extra Functionality [15]

You are allowed to pick up to four of the following:

6.3.    All data members in one class to be pointers. [5]

6.4.     Using pointers to access values from the heap. [5]

6.5.     Include multiple human players making the game playable by 2 to any number [5]

6.6.    Allow the game to be played with computer players [5]



 


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