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Project General Description For our second project, we will be creating a simplified version of the game Stratego. If you've never heard of it, that's alright, it's a board game played between two people, playing with Red and Blue pieces. The goal of this game is essentially to capture the enemy's flag or to capture all of the enemy pieces. However, we will not be implementing this entire game since it's probably too complicated for a cmsc201 project. So instead we'll be implementing a simplified version of the game, that I call Tactego. Rules of the Game 1. The game of tactego is set up on a board which is a 2d grid of size length x width which will be specified at the start of the game. 2. The pieces will be specified in a file, which will have lines indicating the strength of the piece and the number of pieces with that strength. 3. Players alternate by taking turns. 4. A player selects a piece and then moves that piece. a. The position the player selects must be one of their pieces, you must test for this. b. The position that you select as the destination must be at most one place away up, down, left, right, or diagonally from the original position. c. The position must not contain one of the player's own pieces. d. If the destination contains an enemy's piece, then combat ensues. e. Flags cannot move. 5. Combat is determined by strength. a. If a higher strength piece attacks a lower or equal strength piece then it wins. b. If a lower strength piece attacks a higher strength piece, then it loses. c. If any piece (that can move) attacks a flag, then it captures that flag. d. The winner of the combat takes the position that the piece was moving into. 6. Victory for a player is when the other player has lost all of their flags. Design Details and Flow This is a specification for how the project should be implemented. 1. Get the size of the board. 2. Get the filename with the pieces. 3. Create the board and the pieces, and place them onto the board randomly as specified here: a. Use the random.shuffle method on the pieces inputted from the file in order to randomize placement of the pieces. i. If you have a pieces list you can simply do random.shuffle(pieces) once, for each set of pieces. b. For the red player, place them at the top of the board, starting at position (0, 0) and going to (0, width - 1) then go to the next line (1, 0) and scan across the row. Keep going in that fashion until all of the pieces have been placed. c. For the blue player, place them on the bottom of the board starting at (length - 1, 0) going up to (length - 1, width - 1) before resetting to (length - 2, 0) and scanning across that row. Keep going until all pieces have been placed. d. The reason we're specifying this so carefully is so that we can all use a seed and generate the same placements of pieces. It will help both you and the graders to be able to test. 4. Enter the main game loop. Stay in the game loop until one of the players wins. 5. Draw the board. 6. Get the player's move. a. A starting position should have two coordinates separated by a space. b. Check that the starting position is valid, return to (a) if not. c. Then get the ending position also two coordinates separated by a space. d. Check if the ending position is valid, return to ( c ) if not. 7. Move the piece. 8. Determine the result of any combat 9. Return to (4) until there is a winning player. 10.Report the player who won and end the game. Implementation Requirements 1. You must have a main function called tactego: def tactego(pieces_file, length, width): 2. You must import random in order to use shuffle. 3. Your main block should be: if __name__ == '__main__': random.seed(input('What is seed? ')) file_name = input('What is the filename for the pieces? ') length = int(input('What is the length? ')) width = int(input('What is the width? ')) tactego(file_name, length, width) This will ensure that we can all have the same placement of pieces with different random seeds, which determines the output of the shuffles. 4. Other than tactego, you should implement at least 4 additional functions. Keep in mind that my solution has approximately 8 functions, so you shouldn't be afraid to create far more than 5 total. You won't be rewarded for smashing too much functionality into each function so think about what the job of each function is and try to have it do that one job. 5. The only global variables that you have should be constants (and technically the inputs in main at the beginning of the program that you send into the tactego function). The game board, pieces, and all of the other things that you create for this project should be local to the tactego function. This will force you to pass them as parameters to the functions that need that data. 6. Load the pieces from the file in the order that they are given there, don't sort them or do anything before you run the shuffle on them. Run shuffle twice, once on the red pieces then once on the blue pieces in that order. 7. Output the board at least once per turn so that the player can see what they're doing. 8. Ask for the starting and ending positions in separate input statements, so that we can maintain consistency for testing. Pieces File Format The pieces file format will be like this, each line will take one of these forms: 1. [piece strength] [number of pieces] for example 7 3 means that there are 3 pieces with strength 7. 2. F [number of flags] for instance F 1 or F 2 [there is a space between them] Coding Standards Coding standards can be found here. 1. At least one inline comment per function explaining something about your code. 2. Constants above your function definitions, outside of the "if __name__ == '__main__':" block. a. A magic value is a string which is outside of a print or input statement, but is used to check a variable, so for instance: i. print(first_creature_name, 'has died in the fight. ') does not involve magic values. ii. However, if my_string == 'EXIT': exit is a magic value since it's being used to compare against variables within your code, so it should be: EXIT_STRING = 'EXIT' if my_string == EXIT_STRING: b. A number is a magic value when it is not 0, 1, and if it is not 2 being used to test parity (even/odd). c. A number is magic if it is a position in an array, like my_array[23], where we know that at the 23rd position, there is some special data. Instead it should be USERNAME_INDEX = 23 my_array[USERNAME_INDEX] d. Constants in mathematical formulas can either be made into official constants or kept in a formula. 3. Previously checked coding standards involving: a. snake_case_variable_names b. CAPITAL_SNAKE_CASE_CONSTANT_NAMES c. Use of whitespace (2 before and after a function, 1 for readability.) Forbidden Built-ins/Methods/etc This is not a complete listing, but it includes: โ— break, continue โ— methods outside those permitted within allowed types โ—‹ for instance str.endswith โ—‹ list.index, list.count, etc. โ— Keywords you definitely don't need: await, as, assert, async, class, except, finally, global, lambda, nonlocal, raise, try, yield โ— The is keyword is forbidden, not because it's necessarily bad, but because it doesn't behave as you might expect (it's not the same as ==). โ—‹ The only exception is if you use the python None, you may use the expressions "x is not None" or "x is None". โ— built in functions: any, all, breakpoint, callable, classmethod, compile, exec, delattr, divmod, enumerate, filter, map, max, min, isinstance, issubclass, iter, locals, oct, next, memoryview, property, repr, reversed, round, set, setattr, sorted, staticmethod, sum, super, type, vars, zip โ— If you have read this section, then you know the secret word is: alacrity. โ— exit() or quit() โ— If something is not on the allowed list, not on this list, then it is probably forbidden. โ— The forbidden list can always be overridden by a particular problem, so if a problem allows something on this list, then it is allowed for that problem.

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Trent

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Step 1/2

set red and blue to null in cases you haven't gotten to yet).

For full credit, you must implement your classes in such a way as to reduce the amount of repeated code. A good design may use intermediate classes that are subclasses of StrategoPiece and superclasses of the piece classes.

Files

All the code for the GUI and board are in a Java archive file. You should not change any of the given classes except for the StrategoBoardModel class, where you must write code in the setupBoard method to create new pieces.

To test your code you should run GameWindow.

Advice

Explanation:

Step 2/2

Work on the special cases last. You should be able to create classes for miners, scouts, and spies by creating subclasses of your class for all the other movable pieces.

Final Answer

The project will be marked on the following criteria:

Correctness of the implementation

Completeness of the implementation

Coding style

Adherence to the coding standards

Adherence to the implementation requirements

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