Final Project - Escape from CS 162

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Final Project - Escape from CS 162
In this final project, you‘ll implement a game that combines many of the things we
talked about in class this year. The goal of the game will be to "escape" from CS 162
with a passing grade.
Escape from CS 162
In the game you‘ll implement for this project, CS 162 is represented as a multi-level
maze. The player‘s goal is to guide an Intrepid Student through the maze, picking up
Programming Skills along the way. As the Intrepid Student makes their way through
the maze, climbing ladders to reach higher and higher levels, they must either avoid the
TAs, who are also wandering through the maze, or else appease the TAs by
demonstrating a Programming Skill. On the highest level of the maze, the Intrepid
Student will encounter the Instructor, and when they do, they must have picked up
enough Programming Skills to satisfy the Instructor (skills demonstrated to the TAs
don‘t satisfy the Instructor). If the Instructor is satisfied by the Programming Skills
picked up by the Intrepid Student, the Intrepid Student is allowed to escape from the
CS 162 maze with a passing grade. Otherwise, they must repeat the whole maze from
the beginning (ugh)!
Components of the game
The maze
The configuration of the maze for the game must be read into the program from a file,
which should be specified as a command line argument when your program is started.
For example, if your program is named escape, you would start your program like this:
./escape maze.txt
The maze.txt file will begin with one line specifying the size of the maze. This line will
contain three values:
NUM_LEVELS LEVEL_HEIGHT LEVEL_WIDTH
After this line, there will be NUM_LEVELS * LEVEL_HEIGHT additional lines,
each containing LEVEL_WIDTH characters. These lines each represent one row of
the maze, and they can contain the following characters:
‘ ‘ (space) - an open space in the maze, which may be occupied by the Intrepid Student
and the Tas.
‘#‘ - a wall in the maze, which may not be occupied by either the Intrepid Student or the
Tas.
‘@‘ - the beginning location of the Intrepid Student on this level of the maze; this space
may be occupied by the Intrepid Student and the Tas.
‘^‘ - the ladder for this level of the maze, which leads up to the next level; the ladder
space may be occupied by the Intrepid Student and the Tas.
‘%‘ - the location of the Instructor (only on the final level); the Intrepid Student and the
TAs may occupy the same space as the Instructor.

CS 162作业代写、代做C/C++实验作业
There is an example maze.txt file included in this repo that you can use for testing.
In addition to the things in this file-specified configuration, the maze will contain the
following things, which should be generated at runtime:
The Intrepid Student, whose location begins at the location specified by the ‘@‘
character and changes as the player moves around the maze. In the game, use the ‘*‘
character to represent the Intrepid Student.
Two TAs per level, whose locations are randomly selected from among the open spaces
in the maze at the beginning of each level. In the game, use the ‘T‘ character to represent
a TA.
Three Programming Skills per level, whose locations are also randomly selected from
among the open spaces in the maze at the beginning of each level. In the game, use the
‘$‘ character to represent a Programming Skill.
The Intrepid Student
Each turn of the game, the Intrepid Student can take one of the following actions:
Move: take a step into any open/occupiable space in the maze. The player specifies
which direction to move by entering one of these keys:
‘W‘ - move up
‘A‘ - move left
‘S‘ - move down
‘D‘ - move right
Demonstrate a Programming Skill: The player may choose to have the Intrepid
Student demonstrate a Programming Skill by using the ‘P‘ key. More info is below on
what it means to demonstrate a programming skill.
Climb up the ladder: If the Intrepid Student is on the space where the ladder for the
current level is, the player may use the ‘U‘ key to climb up the ladder to the next level,
where they begin at the location specified by the ‘@‘ symbol in the maze file. The
Intrepid Student may not climb back down the ladder.
The Intrepid Student will pick up Programming Skills as they traverse the CS 162 maze.
These Programming Skills can be represented by a counter that is incremented each
time one is picked up and decremented each time one is demonstrated.
The TAs
The TAs wander randomly around the CS 162 maze, trying to catch students to make
sure they know how to program. Each turn of the game, each TA moves randomly into
an open space in the maze adjacent to their current location.
If a TA occupies the same space as the Intrepid Student or a space adjacent to the space
occupied by the Intrepid Student, the Intrepid Student is caught, and the stress of being
caught causes them to lose all of their Programming Skills (i.e. the Programming Skills
counter is reset to 0). If this happens, the Intrepid Student is brought back to the
beginning location for the current level, and the level is reset with two randomly placed
TAs and three randomly placed Programming Skills.
However, if the Intrepid Student demonstrates a Programming Skill before a TA enters
the same space or an adjacent one, then all of the TAs on the current level of the maze
are appeased for 10 turns. While the TAs are appeased, they will still move, but they
will ignore the Intrepid Student and not catch them. If the TAs are appeased, the Intrepid
Student may occupy the same space as a TA. If the Intrepid Student climbs to a new
level in the maze, the TAs in that level are not appeased, even if the TAs on the previous
level were.
Programming Skills
Programming Skills are placed in a random open space (not in a space containing the
Instructor or one containing a ladder) and do not move. If the Intrepid Student enters a
space where a Programming Skill lies, then they automatically pick up that
Programming Skill, and it disappears from the maze. If a TA enters a space where a
Programming Skill lies, they ignore the Skill (because they already possess all of the
Skills), and the Skill remains in the same location when the TA moves on.
The Instructor
The only way the Intrepid Student can escape from the CS 162 maze is by satisfying
the Instructor, who lives in the last level of the maze and does not move. To satisfy the
Instructor, the Intrepid Student must enter a space adjacent to the Instructor‘s location
while holding at least three Programming Skills. If the Intrepid Student satisfies the
Instructor, they are given a passing grade and allowed to exit the CS 162 maze. However,
if the Intrepid Student enters a space adjacent to the Instructor without holding at least
three Programming Skills, they are given a failing grade and must complete the CS 162
maze again, starting from the beginning of the first level.
Program design
You must design and implement the following classes in your program.
The MazeLocation class
This class represents a generic location in the maze. It should be an abstract class and
have the following public methods:
bool is_occupiable() - indicates whether the space can be occupied by the Intrepid
Student or the TAs
char get_display_character() - returns the character that should be displayed in the
console to represent this location in the maze
You may add other methods as needed, along with any appropriate private or protected
data members.
The Wall class
This class should inherit from the MazeLocation class to represent a wall in the maze.
A wall is not occupiable, and its display character is always ‘#‘. You may add methods
as needed, along with any appropriate private or protected data members.
The OpenSpace class
This class should also inherit from the MazeLocation class to represent an open space
in the maze. An open space is always occupiable, but its display character may change
depending on whether the space is occupied by the Intrepid Student, a TA, or the
Instructor, or whether there is a ladder or a Programming Skill in the space.
You should implement additional methods for this class, as well, including:
void set_has_student(bool), bool has_student() - allow the caller to set whether or not
this space contains the Intrepid Student and ask whether the space contains the Intrepid
Student.
void set_has_ta(bool), bool has_ta() - allow the caller to set whether or not this space
contains a TA and ask whether the space contains a TA.
void set_has_instructor(bool), bool has_instructor() - allow the caller to set whether or
not this space contains the Instructor and ask whether the space contains the Instructor.
void set_has_ladder(bool), bool has_ladder() - allow the caller to set whether or not this
space contains a Ladder and ask whether the space contains a Ladder
void set_has_skill(bool), bool has_skill() - allow the caller to set whether or not this
space contains a Programming Skill and ask whether the space contains a Programming
Skill.
You may add other methods as needed, along with any appropriate private or protected
data members.
The MazeLevel class
This class represents a single level of the CS 162 maze. In this class, you must represent
the grid of locations as a 2D vector of Wall and OpenSpace objects. In order to
implement this vector, you‘ll have to use polymorphism, which means it will have to be
a 2D vector of MazeLocation pointers:
std::vector<std::vector<MazeLocation*> > locations;
You can add other private or protected members as needed.
Your MazeLevel class should contain at least the following methods:
MazeLevel(std::ifstream&, int, int) - the constructor for this class should take the
level‘s height and width as arguments along with an open file stream from which to read
the configuration of the level, and it should allocate and initialize the grid of locations
using the information it reads from the file. Remember, because the grid is represented
as a 2D vector of MazeLocation pointers, you‘ll have to dynamically allocate each
individual location itself, e.g.:
this->locations[i][j] = new Wall();
or
this->locations[i][j] = new OpenSpace();
~MazeLevel() - because you‘re allocating space in the constructor, you‘ll have to make
sure to free it all in the destructor
MazeLocation* get_location(int, int) - returns the MazeLocation at a specified row
and column of the grid of locations
You can add other methods to this class as needed.
The MazePerson class
This class represents a generic person in the maze. It should be an abstract class with
the following public methods:
char get_move() - this method will be overridden by the classes below to get a direction
in which to move the person; the direction should be represented by a character code
(like the characters the player chooses to indicate which direction to move the Intrepid
Student).
void set_location(int, int) - allow the caller to set the location of this person.
int get_row(), int get_col() - allow the caller to get the row and column of this person‘s
location
You can add other methods to this class as needed, along with any appropriate data
members.
The IntrepidStudent class
This class should inherit from the MazePerson class to represent the Intrepid Student.
The overridden get_move() method for this class should prompt the player to perform
their action for the turn by selecting ‘W‘, ‘A‘, ‘S‘, ‘D‘, ‘U‘, or ‘P‘. In addition, you‘ll have
to keep track of how many Programming Skills the Intrepid Student is holding and have
methods for incrementing/decrementing the number of Programming Skills as well as
getting the number available. You can add other methods to this class as needed, along
with any appropriate data members.
The TA class
This class should also inherit from the MazePerson class to represent a TA. The
overridden get_move() method for this class should select a random direction in which
to move. In addition, you‘ll need to keep track of whether this TA is currently appeased
and, if so, how many turns of being appeased they have remaining. You‘ll probably at
least need an accessor to return true or false depending on whether or not the TA is
appeased. You can add other methods as needed, along with any appropriate data
members.
The Instructor class
This class, too, should inherit from the MazePerson class to represent the Instructor.
This should be a pretty simple class. Its get_move() method should return no move
every time. You can add other methods as needed, along with any appropriate data
members.
The Maze class
Finally, you should implement a class to represent the entire CS 162 maze. This class
should contain the levels of the maze as well as all of the people in it. Interactions with
the maze from the main() function should be handled via the methods of this class.
Importantly, as moves are selected using the get_move() method from each of the
MazePerson classes, you‘ll have to make sure that those moves don‘t cause people to
move onto spaces that are not occupiable or outside the maze entirely. To accomplish
this, think about how you can use the classes derived from the MazePerson class
polymorphically within your Maze class to make your life easier. Note that you may
have to call get_move() multiple times to obtain a valid move.
Additional program requirements
Here are some additional requirements:
Each class should be implemented in separate .hpp and .cpp files, and you should have
a single application .cpp file.
You should write a makefile to compile your program.
Your program cannot have any memory leaks.
Reflection document
In addition to your program, part of your grade for the project will be based on a
reflection document you‘ll write about your experiences while working on your
program. Your reflection document should be named REFLECTION.txt and be
included in your git repo. In this document, you should talk about the process of writing
your code. For example, you can answer questions like these in your reflection
document:
What decisions or assumptions did you make about how to design your program?
What was your test plan for your program?
How did your testing work out? What bugs did you uncover through testing? How did
you fix those bugs?
What problems or obstacles did you run into while you were developing your program?
How did you resolve these?
What resources were useful to you in solving problems you ran into? Were there helpful
websites or Stack Overflow posts? What help did you get from the TAs and/or the
Instructor? Were specific parts of the course notes helpful?
Be as thorough as you can when writing your reflection document. You won‘t be
demoing your final project with the grader, so your reflection document should provide
answers to the kinds of questions you might expect your grader to ask. If something in
your program isn‘t working correctly, and the grader can‘t figure out why you made
certain choices, it‘s likely you‘ll lose more points than you might have if the grader
understood your design choices, so use the reflection document to make sure your
grader is informed.
Code style
You must include a header comment for each source code file that contains a description
of the file (including how to run the program, command line arguments, etc. if the file
contains your main() function), your name, and the date. Your code should be well
commented, including header comments for all functions describing what the function
does, its parameters, and any pre- and post-conditions for the function. You should
appropriately use whitespace, newlines, and indentation.
Make sure you review the style guidelines for the course, and start trying to follow them:
http://web.engr.oregonstate.edu/~hessro/static/media/cs162-styleguidelines.4812c1d9.pdf
Submitting your program
To submit your program, you need to make sure the following files are committed into
your git repository and pushed to your master branch on GitHub before the due date
above:
The .cpp file containing your application code.
All of the .hpp and .cpp files containing the interface and implementation of your
classes.
Your Makefile.
Your REFLECTION.txt.
Do not commit any other files (other than the ones that were already in your repository
at the start of the assignment). A good way to check whether your assignment is
submitted is to simply look at your repo on GitHub (i.e. https://github.com/OSUCS162-W19/final-project-YourGitHubUsername).
If your files appear there before the
deadline, they they are submitted.
Grading criteria
Your program MUST compile and run on flip.engr.oregonstate.edu, so make sure you
have tested your work there before you make your final submission, since a program
that compiles and runs in one environment may not compile and run in another.
Assignments that do not compile on flip will receive a grade of 0. If you do not have
an ENGR account, you can create one at https://teach.engr.oregonstate.edu/.
This assignment is worth 100 points total:
10 points: your code is appropriately commented and uses consistent and appropriate
style
15 points: your REFLECTION.txt document thoughtfully explains your work on your
project
15 points: your program correctly reads maze levels from a maze configuration file and
creates corresponding MazeLevel objects, including error checking on the input file
10 points: the Wall and OpenSpace classes are correctly implemented and derive from
the (correctly implemented) MazeLocation class
10 points: the IntrepidStudent, TA, and Instructor classes are correctly implemented
and derive from the (correctly implemented) MazePerson class
10 points: objects of the IntrepidStudent, TA, and Instructor classes correctly move
around the maze
5 points: climbing a ladder brings the Intrepid Student to the next level in the maze
5 points: the Intrepid Student picks up a Programming Skill when moving into a space
containing one, while TAs do not affect Programming Skills
5 points: if a TA enters a space adjacent to the Intrepid Student and the TA is not
appeased, the level is reset, and the Intrepid Student starts from the beginning of the
level after losing all Programming Skills
5 points: demonstrating a Programming Skill appeases the TAs on the current level for
10 turns
5 points: if the Intrepid Student reaches the Instructor and holds at least 3 Programming
Skills, they are allowed to escape from the maze with a passing grade; otherwise they
must repeat the entire maze from the beginning
5 points: all dynamically allocated memory is correctly freed (no memory leaks)
Segmentation faults and other similar errors will result in a 20 point deduction.
Remember, you won‘t demo this project for a grade.

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