Programming Assignment #3 Thing Battle

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1 Programming Assignment #3 Thing Battle Assignment Details Assigned: November 1 st, Due: November 18 th, 2012 at midnight. Submissions are accepted only through the source control system; this assignment is in the pa3 folder off of your personal folder in the source control system. If you need help getting access to the source control system, talk to your TA. Background This programming assignment is designed to demonstrate the following areas of knowledge within C++: Polymorphism Inheritance Aggregation Flow control Stream and string manipulation Basics Fundamentally, this program is going to revolve around a game-like scenario, in which entities are loaded into the world via a configuration file, followed by the Things (active, er, creatures) in the game world taking turns trying to blow each other up. User Input The program will first prompt the user for the input file to use; if the user enters console, the program will take its input directly from the console. The input will consist of a series of commands; at the end of the file (or end of input from the console), the program will begin a simulation of the game world, which will either run until there is only one Thing left standing, or until a specified number of turns elapses. World File The game world will be read in from a text file. The file will have a series of commands followed by arguments much like in Programming Assignment 1. There are three types that must be supported:

2 Things The command starts with the thing type, and is followed by an x coordinate, a y coordinate, and a name; this creates a thing of the specified type with the specified name at the specified location. Types can be vampire, wizard, or werewolf. Items The command starts with the item type, and is followed by the x and y coordinates. The list of items that must be supported is detailed below. Turn count the word turns followed by a number indicates how many turns the game should run. If there is no turn count specified, the game should run until there is only one Thing left standing. Example world file: Things and Turns The basic idea of the game is that once the world is loaded up, the specified Things take turns doing stuff until only one is left standing. Each turn, the state of the Things must be output to the console, sorted by name in alphabetical order. This list will show the name, health, and position of each Thing, noting if any particular Thing is deceased. After this list is displayed, the Things will take turns; the turn order is determined by proximity to the origin (the point 0,0 in the game world), with the Thing closest to the origin taking the first turn. For each Thing s turn, things may move up to a distance of 20 in the game world, and then take an action; that action may be to pick up and equip (or consume) an item in the game world, or make an attack against another Thing. Each Thing may only have one weapon at a time. All Things start with 100 health, and cannot gain health such that they d be over 100 health. Any Thing that is reduce to 0 health or less is killed and is removed from the game world.

3 If a Thing has no weapons, it may always punch for 5 damage with a range of 10. Thing Types Below are the types of the things and their special rules. Vampire If a Vampire Thing damages another Thing and is within 15 distance of that Thing, the Vampire Thing gains half (rounded down) of the damage done back as health. Vampire Things cannot consume food (either apples or potions). Vampire Things also take half (rounded down) damage from weapons that are not magical. Werewolf A Werewolf Thing may not pick up or use weapons with a range longer than 30, but for any short range weapons it has, it can attack twice in the same turn with them. Werewolf Things also bite for 10 damage instead of punching like the other Things do. This bite can be treated as a weapon (and as such can be used twice per turn). Wizard The fragile Wizard Things take double damage from weapons with ranges less than 30, but do double damage with magical weapons. Items The following table lists the items that must be implemented. Weapons have Range and Damage attributes; food items have the amount healed if consumed listed (and are only used for an extra credit part of the assignment). Name Effect Notes sword Range 10, Damage 15 glaive Range 25, Damage 20 cannon Range 80, Damage 30 grenade Range 30, Damage 25 Radius: 10 rocket Range 90, Damage 35 Radius: 20 staff Range 10, Damage 15 Magical spellbook Range 60, Damage 25 Magical apple Heals 40 Food

4 potion Heals 80 Food Weapons with the Radius note do damage to any Things within the specified radius of the target (This behavior is for extra credit). If items are picked up or are consumed, they should no longer exist in the game world (at least, accessible weapons will be owned by the Thing that picks them up). Food that s eaten goes away completely. Thing Behavior Thing behavior must be reasonable; generally speaking, Things that are not werewolves should attempt to acquire a weapon if they do not already have one, and from then attempt to kill another Thing. Extra credit will be awarded for more complex behavior, such as: Choosing to move towards more desirable weapons than just the closest one Moving backwards from the target while shooting at it Seeking out food when hurt Requirements The following classes must be implemented. Note that many of the specified methods must be virtual to fully work, and all methods certainly could be virtual Entity: Represents, well, anything within the game world. This class handles the behavior of being located within the game world. Methods must include: o double getx(), double gety() return coordinates in the game world o double distance(entity & ent) calculate distance to the specified entity Thing: Derives from Entity, provides functionality for health, taking damage, and having a Weapon. Should support (at least): o int dealdamage(int idamage, Weapon * pweapon) Does damage to the Thing (and passes along the weapon, as the special rules impact this ) and returns how much damage was actually applied. Will need to be overloaded a couple of times o string getname() returns the Thing s name o void taketurn() provides logic for taking the Thing s turn; will be overloaded in Thing s subclasses. This method will need some way to get info about the game world, either by passing a parameter or having a pointer to game world info in Thing itself. o void attack(thing & thing) provides logic for attacking another Thing. May be overloaded.

5 o Weapon * getweapon() gets a pointer to the Weapon the Thing is currently using. VampireThing, WizardThing, WerewolfThing must all have separate classes. Food: Derives from Entity, must handle health recovery when consumed. Note that actually consuming Food is part of the extra credit, so you can really ignore this if you re not going for it Weapon: Derives from Entity, must handle basic weapon stats and the following methods (at a minimum): o bool ismagical() Should be fairly self-explanatory; returns whether or not the weapon is magical. o double getrange(), int getdamage(), double getradius() return the specified details of the weapon. You will also need to store data about the game world, but it is not strictly necessary to implement a class for this. Your program will need to have a vector of Entities this will, more or less, define the game world. You will need to be able to build a vector of Things from this vector and sort them by name in alphabetical order (for the printout at the beginning of each turn) and by distance from the origin (to determine order of turns for the Things). The sorting algorithm used must run in time. No, you may not use std::sort or std::qsort. Picking up weapons, consuming food, attacking, and especially deaths should all have text output to console. Dynamic Casting We ve mentioned static_cast before; in this program you may have need for its relative that works with object pointers dynamic_cast. This operator tries to convert its parameter (the part in parentheses) to the type in the angled brackets allowing you to cast a pointer up the chain. If the parameter is not of a class that can be cast to that pointer, it returns NULL. Example: // Assume pthing is a Thing * VampireThing * pvampire = dynamic_cast<vampirething*>(pthing); In the above code, if pthing is an object of type VampireThing, pvampire will be a valid VampireThing*. If pthing is not a VampireThing (say, if it were a WizardThing instead), pvampire will instead be NULL.

6 Getting Started Lab Assignment 11 (on November 7 th ) will be focused on getting header files set up for this programming assignment. My suggestion is to start thinking early about your class designs for this project; this assignment is a lot easier than it sounds at first with proper design. Hints Remember that one of the primary goals of object oriented programming is to reuse code without resorting to copying and pasting it if you ve got logic that you re copying and pasting, think about what you can do to reuse it Implement Punch and Bite weapons with their appropriate stats and use these if the Thing attacking has no weapon to keep the attack code as simple as possible. The basic (as in, no extra credit) turn logic can basically be boiled down to If I don t have a weapon (and am not a werewolf), start moving to the nearest weapon. Otherwise, move towards the nearest Thing and attack it if possible. In supporting the above, having a movetowards(entity & ent) method would be useful for reusing that code Weapons and Foods don t have any logic unique to individual instances. It is certainly allowable (and ends up generating a lot less code) if you just have one class with member variables representing the stats, and set them when you read in the command from the config file.

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