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Program #4 Implementing Hunt the Wumpus

 2019/5/25 Program #4

 
Program #4
 
Implementing Hunt the Wumpus
Motivation
The goal of this assignment is to start working with polymorphism and C++ template classes from the STL
(standard template library). Follow the directions below and be sure to submit a TAR file containing only your
.h, .cpp, and Makefile.
Introduction
Hunt the Wumpus is a game set inside the cave of the Wumpus, a scary, gold-hoarding monster who likes to
eat people who disturb its sleep. The player's goal is to guide an adventurer to kill the Wumpus, find its
hidden gold, and escape alive. The Wumpus lives in a large cave of rooms arranged in a grid, where each
room has four tunnels leading to the rooms to the north, east, south, and west.
The adventurer starts the game in a random empty room in the Wumpus’ cave. Her starting position is also
the location of the escape rope that she must use to escape after she's completed her task.
Each room may be empty, or it may contain one (and only one) of four "events" (all described below): two
kinds of dangerous hazards, the terrifying Wumpus, and the gold treasure. When the adventurer is in a room
that’s adjacent to one containing an "event", the player will receive a percept (a message) to inform them
about the event the adventurer is close to.
If the adventurer perishes while searching for the Wumpus, the player should be presented with the option to
start the game over with the same cave configuration, start the game over with a new random cave
configuration, or quit the game entirely.
The player wins the game if they can safely guide the adventurer through the cave to kill the Wumpus, pick
up the gold, and make it back to the escape rope unharmed!
Note (May 20th): If you enter the cave, retrieve the gold, and escape without killing the Wumpus, that's okay
too. The player still wins.
Game elements
The adventurer
Each turn you may take one of two actions to guide the adventurer:
Move: You can move through a tunnel to an adjacent room.
Fire an Arrow: The adventurer begins the game with three arrows. As long as the adventurer still has at
least one arrow, the player can choose to fire one in any direction (i.e. north, south, east, or west). The
arrow continues flying in the same direction until it hits a wall or travels through three rooms. If the arrow
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enters the Wumpus’ room, it pierces the Wumpus’ heart and kills the monster. As noted above, if you
want to design the game such that the player can win by safely retrieving the gold (and not killing the
Wumpus), that's okay too.
The Wumpus
Usually, the Wumpus is peacefully asleep in its cave. Two things wake the Wumpus up, however: the
adventurer entering its room or shooting an arrow and missing it. If the Wumpus wakes up while in the same
room as the adventurer, the Wumpus will angrily eat the adventurer, ending the game. If the Wumpus just
wakes up from hearing an arrow being fired, though, there’s a 75% chance it will move to a random empty
room in the cave to avoid being found.
Hazards
There are two kinds of hazards in the Wumpus' cave:
Bottomless pits: Two of the cave's rooms have bottomless pits in them. If the adventurer enters a room
with a bottomless pit, she falls in and dies, and the player loses.
Super bats: Two rooms have super bats. If the adventurer enters a room that contains super bats, an
angry bat grabs her and takes her to some other room at random (which could be dangerous!).
The gold
The gold is a treasure sitting in a room that contains neither a hazard nor the wumpus. If the adventurer is in
a room containing the gold, she automatically picks it up and takes it with her.
Percepts
When the adventurer is in a room directly adjacent to to a room containing an "event", the player receives
the following messages:
Wumpus: "You smell a terrible stench."
Super bats: "You hear wings flapping."
Bottomless pit: "You feel a breeze."
Gold: "You see a glimmer nearby."
Notice that there’s no percept for the escape rope! That means the player will have to remember where they
started and find their way back to that tile after they’ve completed their task.
As an example of how the percepts work, if the adventurer is standing in an empty room with the Wumpus
one room to the North, the Gold one room to the East, and Bats two rooms to the South, they would receive
the following messages at the beginning of their turn:
You smell a terrible stench.
You see a glimmer nearby.
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Remember, the percepts don’t tell you where the hazard or gold is, just that it’s somewhere close!
Program requirements
Your program should allow the user to play Hunt the Wumpus, as described above.
The Wumpus' cave is represented by a square grid. The size of the grid (i.e. the number of rooms on one
side of the square) should be specified as a command line parameter to your program. Caves smaller
than four rooms on a side aren't allowed. You should visualize the grid to allow the user to play the
game. In particular, you should display the grid, and indicate within the grid which room the player is in.
An example visualization of a 4x4 grid might look like this, where the * character represents the location
of the adventurer:
+---+---+---+---+
| | | | |
| | | | |
| | | | |
+---+---+---+---+
| | | | |
| | | | |
| | | | |
+---+---+---+---+
| | | | |
| | | * | |
| | | | |
+---+---+---+---+
| | | | |
| | | | |
| | | | |
+---+---+---+---+
Your program must also accept a second command line parameter which will be either "true" or
"false". If the parameter is set to false (e.g. ./wumpus 4 false) then the program will run as normal. If the
second command line value is specified as "true" then your game must operate in debug mode.
When your program in operating in debug mode, the player's map will show a "cheat view" with locations
marked for each of the following: wumpus, bats, bottomless pits, gold, player, escape rope.
To navigate the cave system, the player must be able to type "w" (north), "a" (west), "s" (south), or "d"
(east). In order to fire an arrow, a space (" ") should be used, followed by either "w", "a", "s", or "d" to
indicate the direction. For example, the user would enter " d" to fire an arrow towards the east.
Your code must have the following classes: Room , Event , Wumpus , Bats , Pit , and Gold . You may create
more classes if they would be helpful.
The Event class must be abstract (i.e. it must contain purely virtual functions), and the Wumpus , Bats ,
Pit , and Gold classes should all be derived from Event . Remember, any event does something when
the adventurer enters the same room as the event, and will display a message when the adventurer is
nearby. Your design of the Event class should reflect this. For example, your Event class might have a
percept() method that is called whenever the adventurer is in a room adjacent to the event, where the
Wumpus , Bats , Pit , and Gold classes implement their own specific versions of the percept() method.
Similarly, your Event class might have an encounter() method that is called when the adventurer enters
the same room as the event, with the individual event classes implementing their own specific versions
of encounter() .
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You must use the Event classes polymorphically. In other words, your Room class may only contain a
member of the Event class but not members of the Wumpus , Bats , Pit , or Gold classes.
Each Room contains at most one Event , but it's possible that it contains no Event . The design of your
Room class should reflect this.
The grid representing your cave should be implemented using the std::vector class.
Your program may not have any memory leaks. I strongly recommend that you use Valgrind to
occasionally test your program as you develop it (even when everything seems to be working).
The Big 3 must be implemented as appropriate.
Your program must be factored into interface, implementation, and application. Specifically, you should
have one header file and one implementation file for each class, and you should have a single
application file containing your main() function. You should also include a Makefile that specifies
compilation for your program.
Lack of correct coding style will incur an automatic 10 point deduction. You must follow the spirit of the
assignment.
Hints
Polymorphism only works when you are working with references or pointers. If you use the value of an
object directly, it may not select the correct member function.
Hunt the Wumpus is a game all about hiding information from the player, which might make it hard to
debug! Your life will be easier if you implement the debugging mode first and then finish your
implementation of the final version
Extra Credit
In addition to the requirements above, you may earn extra credit as follows:
(10 points) Implement an AI class that plays the game for you. This AI class should use the same
interface to the game that the player does. That is, it should use percepts to learn about the world and
make decisions.
(4 points) Implement the WASD controls so that the user can simply press the desired key (to move
locations) without needing to press "Enter" afterwards. Note: I simplified this task to make the extra credit
easier. You no longer need to change the behavior for firing an arrow.
Implementation Details
As with the previous program, you have additional freedom to design your own implementation. There are
certain baseline requirements as specified in this document. However, the exact member functions and
member variables are up to you.
Be sure to design your program on paper. Use scratch paper with flow charts or pseudo-code. In particular,
think of how your program will flow. What will the constructors do? How will you pass objects and variables
between different classes? Taking the time to do a thorough program design can save you hours of
frustrating debugging time!
On the topic of debuggers, I strongly recommend that you choose a debugger and get familiar with its
operation (GDB, Visual Studio, etc). As your programs get more complex it becomes even more useful to
instantly know the value of all your variables and memory contents.
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Hunt the Wumpus Rubric
Programming Style/Comments
In your implementation, make sure that you include a file header for every .cpp or .h file. Also ensure that
you use proper indentation/spacing and include comments! Below is an example header to include. Be sure
to review the style guidelines for this class
(https://web.engr.oregonstate.edu/~goinsj/resources/general/cpp_style_guideline.pdf) and try to follow them.
I.e. don’t align everything on the left or put everything on one line!
/******************************************************
** Program: wumpus.cpp
** Author: Your Name
** Date: 05/15/2019
** Description: 
** Input:
** Output:
******************************************************/
When you compile your code, it is acceptable to use C++11 functionality in your program (override keyword,
final keyword, etc). For ease of implementation, you may also download and use the example Makefile that
is provided on the Lectures & Reading tab:
https://web.engr.oregonstate.edu/~goinsj/resources/CS162/demos/wk5_fri/Makefile
(https://web.engr.oregonstate.edu/~goinsj/resources/CS162/demos/wk5_fri/Makefile)
In order to submit your homework assignment, you must create a TAR archive that contains your .h, .cpp,
and Makefile files. This tar file will be submitted to TEACH (https://engineering.oregonstate.edu/teach) . In
order to create the tar file, use the following command:
tar –cvf assign4.tar Makefile
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: 100.0 , 100.0
10.0
10.0
20.0
10.0
10.0
10.0
20.0
10.0
0.0
0.0
0.0
Program Header / Good indentation & Use of whitespace / Function Documentation
At a minimum, header should contain author's name (2pts) and a description of the program. (2pts)
Conditional blocks of code should always be indented. (3pts) Every function contains it's own initial block
comment (or multiple lines of comments prior to the function definition) that provides the reader with an
explanation of the function's purpose (3 pts). -1 pt for each function that is missing a header (up to 5 point
penalty).
Room class
Implements Room class with correct members and functions
Inheritance
Implements abstract Event class (4 pts) and derived Wumpus (4 pts), Bats (4 pts), Pit (4 pts), and Gold (4
pts) classes
Polymorphism
uses Event classes polymorphically
Use of vector
uses std::vector to implement a grid of Room objects
Shooting arrows
allows the player to move through the cave and to shoot up to 3 arrows
Gaming Functionalities
Wumpus is killed if hit by an arrow and moves to a different room with 75% probability if woken up by an
arrow that misses (5 pts) Adventurer dies if she falls in a pit and is carried to a different room if she
encounters bats (5 pts) Game displays percepts based on adjacent events (5 pts) Adventurer wins by
picking up gold, killing the Wumpus, and escaping (5 pts)
Display and command line arguments
(5 pts) Displays a square cave whose size is set by the first command line value (5 pts) Being able to run
the program in debug mode specified by the second command line value
Extra credit 1 (10 pts)
Implement an AI class that plays the game
Extra Credit 2 (4 pts)
Implement the WASD controls so that the user can simply press the desired key (to move locations)
without needing to press "Enter" afterwards
Auto Deduction
-50 Not utilizing inheritance & polymorphism to follow the spirit of the assignment (send to Justin Goins if
unsure) -10 memory leaks (use valgrind and sliding scale for how many/bad it is), -10 no makefile or tar,
-10 use of globals or libraries not introduced in class, -10 functions over 20 lines (sliding scale for how
many/bad it is), -20 didn't separate files
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